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ShoMeYaMoves

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Everything posted by ShoMeYaMoves

  1. I meant the old 623B punish combos to daifunka for more: CH 623B>d.6C>j.D>6A>623B>daifunka does 5.7k iirc. or CH 623B>d.6C>j.D>6A>623B>d.6C>623B>(2C) does 4.2 (4.4)k
  2. Personally I prefer the CH 623B to the CH 6C combos more on guaranteed cat1 punishes since they do about the same damage and have comparatively easy timing. The last thing I want to do against tager is whiff a d.6C and eat a wakeup 720. Also, the 623B punish combos into daifunka for more damage. I like the uses out of 5C and 6A though, does good damage. p.s. change the first 2B to 6A in the original combo to make it 4.5k instead of 4.3k.
  3. 100% agree with this, it's bothered me to no end. You'd think they would know from GG how to do it properly the first time.
  4. Don't forget CH 6A>5B>2B>daifunka lol
  5. http://www.youtube.com/watch?v=8ZKpCbDHzgM Funny shit from lately. I'm saving the funny stuff from our dittos, rei, but I'm waiting for a better occasion to use it.
  6. I could put up some of my lagless fights with Euro players, they're usually not that exciting though. And our dittos are indeed fucking hilarious.
  7. This is, in my opinion as well, is the trickiest part of the matchup since getting that CH 5D or 2D really makes the matchup goes smoothly and 214B can mess that up. I've found alot of success with 2D the j.C>very late A teleport. You're teleporting during the 214B active frames and you arrive late enough to punish it before j.D. Doesn't work every time, but it's been pretty dependable for me. Just so long as you watch out for the empty IAD>land and grab if you're starting to 2D predictably.
  8. Could've sworn starting with 5A makes the 2B>623B techable. If it works though, I'm all the more happy.
  9. I've been loving that last one against Ara for awhile, you can do the most fun stuff to him in the air. You can even throw a 623C attempt after the dj.a>b>c sometimes if you're feeling ballsy.
  10. BNB that has to start with 5B on all cat1/2s 5B>2B>6C>623B>2B>623B>d.6C>623B 3197 damage final 623B is dj.623B for Litchi and Nu. 2C at the end for more with Cat 1s.
  11. This is one of my favorite tricks...best used in one of three ways: A) j.a spam>purple tech throw if you're afraid of their air to air (noel, hakumen's 214B) B)j.a once> tick command throw in the air C)When you're both close to the ground j.a spam>command grab as soon as you land and they get grabbed as soon as they land. You have to watch out for a reversal though.
  12. Believe me, I'm trying...
  13. Here are those RCs I forgot to put in the first vid...http://www.youtube.com/watch?v=Fe7zeWQNcgw
  14. Nice editing! Seeing the command throw RCs reminded me I need to make a new max damage command throw RC vid since some of the stuff in the combo thread isn't max damage anymore.
  15. I'd prefer it if you took that down, America x Europe online matchs aren't exactly legit. We can try again some other time but there was at least 20 frame delay...I couldn't even do any bnbs.
  16. Made a XD face at the Noel one, it was awesome.
  17. I did the first one you listed in my vid on Jin off a 2D...doing the 9623B actually in the air does more damage with the normal combo or the daifunka as opposed to doing the jump cancel cancel 623B.
  18. Shiiiiiiiiiiiiiit. Just remembered I forgot to put my new ground command throw RCs in the vid.... Basically, you can 623C>RC second hit>walk back>2B>623B>daifunka or d.2B>6C>j.C and that kind of thing. The 2B timing isn't even that strict and this does more damage than the old RC second hit>j.D stuff which, while flashy, didn't usually justify 50 heat for its' damage output.
  19. Haven't checked, to be honest. I'll get back to you on it. The two ones from later in the vid though... j.D(normal)>C nail>6C>j.D>6A>623B>daifunka/d.6C>623B>2C work on all cat1s though.
  20. Nah, I mean after a blocked autoguard teleport, not as part of a blockstring. It leaves you at frame disadvantage obviously but usually people don't expect it. Also, it's a good way to go into a guard crush combo if you have the heat. 5D teleport on block>623B>RC>d.5A into guard crush. I just think it's good to have an option separate from the jump cancel to keep them guessing.
  21. Don't know how many of you already use this but lately I've been trying 623B after blocked 5D and 2D instead of the jump cancel everyone expects with nice results. If they're moving to punish the jump cancel they're going to eat a ton of damage from CH 623B unless they DP and if they block, the 623B makes you safe on block anyway.
  22. I ran into that glitch awhile ago lol. If you do it correctly you hit them with them the umbrella and the throw at the same time, but I think they can tech out and block before he third hit of the throw sometimes. It's really weird...but the throw has hitbox outside of what you would normally consider the target area and as far as I know you can block it. For example, in the first clip of my new vid you can see the first and second hits hit of the air command throw hitting Nirvana on the ground.
  23. This is me right now: http://www.youtube.com/watch?v=XMjgSkfQPSY And rei, I almost died of laughter at the 3:50 to 4:00 bit.
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