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ShoMeYaMoves

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Everything posted by ShoMeYaMoves

  1. fml, I'm having a rough time with Jins lately. That 25 heat counter move...good lord is that thing broken. Anyway, you can punish non A ice cars with 5B into a bnb. 5A isn't usually close enough to punish properly. Does anyone have any tips for waggling out of ice quickly (with a pad)?
  2. Righto, I'll put that in part 2. Thanks bro.
  3. Just finished part 1 of this rapid cancel encyclopedia I'm working on. Next one will be some more character specifics and those kind of things. I hate that Tager specific that ends with d.5C, 5D, sj.C so I just did that cmd throw RC in the corner lol. Also, it has more throw gimmicks than you'd ever want or need as ways to impress your friends that can't tech throws. http://www.youtube.com/watch?v=u1uITuTaDRY
  4. First one is the standard seal-less BNB against category 1 and 2. (category 2 has dj.D instead of j,D) Second one is category 2 BNB daifunka combo, with category 1 you can replace the OTG 2B with a 6A. Last one isn't a good idea since they'll tech out right after the d.5B if I remember correctly. Stick with the first one if you don't have heat (and don't want to waste nails) and the second if you have 50 heat or more.
  5. Some impractical but awesome 6C combos against Category 1 characters while messing around in training: 3386 damage, 1 seal: 6C, 623B, RC, late 5D, j.A, j.B, dj.B, dj.C 3792 damage: 6C, 623B, RC, airdash forward, j.D, 2B, 6C, j.b, j.c 5716 damage: 6C, 623B,RC, airdash forward, j.D, 6A, 623B, daifunka if you're close to the corner, you airdash back slightly instead. If you're fully in the corner with Hakumen you double jump the 623B then do a late roman cancel that turns you so around you can link to daifunka (which you couldn't normally do in the corner lol) but you link with 2B instead of 6A since you have less time. With Tager you just do a small airdash backwards so that the j.D knocks him down behind you to do the same thing. Can't link to daifunka from the corner with this for Ragna though =(
  6. Quick note: the Dora RC'd throw combo listed as only for Arakune works on everyone. (except for the 623B at the end.) It works in the corner too, except it's easier. You j.D immediately after the rapid without airdashing. This is a rapid cancel I actually find myself using alot to get more damage off the throw, although you could always just cancel the throw into a web nail before the hit and go directly into daifunka, which does more damage.
  7. I also rarely see Bangs airdash after the ground command throw, which can be good fun if they like rolling away and you airdash before landing into j.C or whatever.
  8. I've been doing this for ages, though I usually blow drive nails so it's really safe and airdash in to continue pressure. The distance between the two characters after an air throw break is ideal for a nails>jump in pressure set up. It's actually great since if you're about to finish a combo at low altitude and you throw in the air command throw instead of a fire punch or j.C, they either eat the throw (if they suck at throw breaks) or they break and you throw nails and jump in to continue pressure, usually for more long term damage than if you had finished the combo normally. Don't try this on Taokaka though...lol
  9. Really? I was doing the j.C immediately after 6C and it looks like it won't hit, but it does and the combo counter doesn't grey out. Thanks for the tip on the 3 seals combo.
  10. Found a better Jin combo than either listed in the first post, don't know if it's known or not. 5A>5B>2B>623B>d.5B>2B>6C>j.C 2886 damage, you don't have to face the annoying timing of dash 2B, and it does more damage anyway. Also, the 3 seals combo I use is 2D(CH)>j.D>2369C>j.D>2B>6C>j.C 3093 damage, which I mention since I didn't see that combo listed either.
  11. That immediately brought to my mind the image of you 2Ding that one Tao 5 or 6 times in the corner in a row lol.
  12. I'm thinking of making a video for the forum that could act as a useful rapid cancels encyclopedia. I have 5 or so ones I know I'm putting in, but if you've found or use what you think would make a good addition to the list, let me know.
  13. This is right. When you get momentum against Arakune you need to keep it going at all costs even if you have to blow some drive nails. He doesn't take much to go down so just don't let him jump out. @The earlier post saying this is an air battle: you better hope this isn't an air battle since a good Arakune will wipe the floor with you if you try to go air to air with him or render it meaningless by diving. I find the most success in this matchup staying on the ground, and if I go in the air, it's following a B shuriken or drive shurikens.
  14. I should have posted here earlier. PSN: ShoMeYaMoves SoCal, soon to be Britain for college
  15. If he does it predictably, jump out after 2b and airgrab.
  16. Funny thing I did today on a whim; when Noel does that drive move that dashes behind you, it's open season to command grab her out of it as soon as she reaches your other side.
  17. I always play the manliest character. Who also always ends up being a low tier character. I think I'm masochistic as a result.
  18. Her drive overhead beats his super if you're too far away to hit immediately.
  19. So that Hitage is happy, please be entertained by me being raped by the elbow in every possible manner. http://www.youtube.com/watch?v=miUXXlK_M1E To restore my shattered ego, please enjoy me performing shenanigans on Jins: http://www.youtube.com/watch?v=Yypy-L8Uxg4 http://www.youtube.com/watch?v=Rt7SODcdezg Or perhaps in manly Bang dittos: http://www.youtube.com/watch?v=WGdKYL3OfgY http://www.youtube.com/watch?v=ZUjXBDV0_2k
  20. I'll friend you, we should play some. I never get to play other good Bangs.
  21. Hey, I'm pretty new here. I've got a few vids of some fun ranked matches, here's one. http://www.youtube.com/watch?v=EWGW7xJWB8c
  22. Heyyy, what was wrong with my combos out of grab? ;_;
  23. What about 2b > 6c > j.c or something generic like that? Or if you're hellbent on the DD, web shurikan right before you land into the 2363214C? Can't count the number of times I've gotten a shenanigans win from landing a web shurikan into distortion drive.
  24. =( I know. I only use it when sandbagging in a player match and that kind of thing. The risk doesn't really merit the heat use. Reminds me of RC'ing tiger knee ensengas into more ensengas back in GG lol. On the other hand, the other command grab RC combo works like a charm. Since you RC into a 2D, you might be able to j.D,\/, 2B, 623B, 2363214C but I always forget to try that...
  25. Some ones I use frequently: (Not in the corner) Grab, 623B, RC, \/, 5D, j.A, j.B, dj.B, (623C or dj.C and poison shurikan) (In the corner) Grab, 623B, RC, j.D, \/, 2A, 2B, 6C Air 623C, RC third hit, 2D, j.A, j.B, j.B, (623C or dj.C and poison shurikan) from 2363214C, RC right after the final hit, 2D, air grab Flashy as hell: 623C, RC right before final hit, 623C
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