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Everything posted by Purrin
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Yes it's still possible. It's harder though since the FRC is sooooo late now.
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You can't FD while air dashing, but you can slashback, so if you slashback cancel an airdash 2hs, you just stop air dashing and float down. If you want to avoid them from teching in front of your face, you can use a HS dolphin to push em away as an ender, but if you hit em low enough, they shouldn't beable to tech before hitting the ground. If you're asking for a wake up game after a SVD loop, well you can do hoop frc and jump over em for a cross up. Or do an air RR frc, or just 5k or whatever really. It's pretty much like every other wake up. I don't see how SVD loop makes it any differen't. Or I'm just not getting what you're asking.
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Oceanside Tournament Info Figured I'd post the link here anyway. This poor thread gets no love....
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[4] 6HS 6D As in just tap forward again with dust. Think of it like dashing forward but HS first tap and D second tap. Samething for Vert dolphins except you're tapping up. One thing I never noticed on arcade is the dust feint isn't special cancelable, only jump cancelable. You're actually canceling the jump cancel with a vertDolphin..so it just appears like the special cancels the feint. Just an odd thing to keep in mind I guess.
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Well AC is out and such...and EVERY character thread has a new post except poor ol May. And sadly, I have no idea what to say that hasn't already been covered. May is now easy mode and pretty much plays the same as before. Just replace old combos with the loop and dolphin frc with force break and she's good to go. Someone must have a question...or found something new perhaps? Or did everyone switch to a better character?
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The hit is in there. I thought it was removed as well but it's there. I think it comes out only when timed right while you actually connect a hit (c.s for example). I was able to do a few s, HSR's into themselves. It's pretty friggin tough. But also it's aweseomely good. You can cancel HSB over and over while in the air for silly floatiness as well. Someone with turbo should test if you can just float forever or something, lol. HSB is cancelable into every type of roger, even the super(yoyo has to be full screen for the super to come out before it returns though). Same timing as HSB into HSB..just add a motion.
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Piano s, h. As in tap h right as ya hit s. You should be charging down before the H animation even begins. Besides that...dunno what else you'd be doing wrong. Just practice the timing on a standing opponent over and over till ya get it down, then try it off an ohk. Just be sure to throw out the dolphin right as the H hits. pulsr just owned purrins post cause pulsr is #1 and purrin likes lolicons ;[
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Fake Dust is a low hit. You can Jump after it hits and do an air combo, or do a s-vert dolphin and continue into the silly dolphin loop. The input is to just hold down dust.
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You're Hanzo, right? From what I remember last time I saw you play you were doing the Dolphin abit too late. Just tap s, hs faster so you'll have more time to charge the dolphin..thus getting it out sooner.
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It was working anytime while on the dolphin. If you want to do it instantly just do it as a double tap like if you were running/backdashing. (but with s/h in the middle and d at the end) Also forgot to mention, landing a CH on a ducking opponent with vert dolphin sometimes would lead into a free air juggle since it makes me float toward you. The hit had to be close to the ground though. Jackhound is awesomeness, I didn't really take notice if it did more damage than a hori dolphinFB after a 2d though, that's something to test out I suppose. It's tough not doing a horidolphin after a 2d just out of muscle memory though. Also, I think doing JI's on S>H>UpperDolphin is a bad idea now as it adds more pushback and it's nearly useless now unless it's for the finisher where ya use HvertDolphin and can continue more with an frc. JI'in is another muscle memory problem for me. May is just dumbed down, which is kind of depressing...but she has alot more options and better combos. Anyway..that's just me rambling...j.2h change is abit depressing as well but all the other changes make up for it x100. I also never once hit the frc on air H-roller, but I only tried like twice as it was all during matches. anyway...back to work
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J.hs ch on a grounded opponent is ALOT better than I had imagined. As well as charging 6p. Also the hit stun from j.2hs seems lower, as I couldn't connect a 2p afterwards 100% of the time...but then again I think I was lagging alittle from the convertor so it could of just been from a slow input as it did work quite a few times. But was there any mention of that anywhere because it really did seem the hitstun was lower. <3 Purple May
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About time you got to visiting a thread Rayzyr...sadly it's the wrong one. You should know most of us hang at SRK. amishrolf, I'm the only Oceanside player.... THERE CAN BE ONLY ONE!!!!1! Jk, if ya wanna meet up sometime to play some games, lemme know...though come tomorrow my time is going to be super limited. So maybe an hour or so tonight would be cool if you're up for it...sadly I can't host it though. Ball's in your court! Either way, you should try to make it out for this tomorrow night.. http://www.dustloop.com/forums/showthread.php?t=2352 It'll be a good turnout...
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Arguing about which match up is worse is just pointless. They're both horrible.
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Vid of the lightning attack for you Ky peoples. http://www.youtube.com/watch?v=aS8LOPWorc8
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http://www.youtube.com/watch?v=j_ie1wUd7Bs DOLPHIN FRC!!!! zOMFG (happens in 2nd round at 1:07) I might not have to switch mains afterall!! Thought it seems alittle iffy, the timing might just be way later so I'm not getting my hopes 'too' high. Either way, better to have it than not!
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1: I've never seen/heard of a problem with dashing forward for s, hs from a ohk in corner. It has always connected from what I've seen. 2: No, it all depends on how well they can mash outta stun. It's unlikely they'll dodge it, but it is very possible. 3: The recovery from 6HS is too long to do a follow up like you would from a CH HS. You have to use a move to get out of the delay or RC it to do a follow up. Doing a charge 6hs with a vert dolphin frc-> combo is pretty much an instant kill. It doesn't connect on every character though, but it's alot of fun and has a +10 style point modifier over a real instant kill.
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Glad there is someone who saw that. Seems as if it were just a dream or something. Maybe I'll see you at Pulsrs sometime if he ever gets to hosting again.
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All May team = Team Squeak
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I'm hurt and offended :sad: Hurry and come play. Always need more people to play...with.
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I never noticed that but you're right...Probably because I hate the May vs May fight. I've been accepting it more though, I finally fought Pulsr and Phae some May on May last Friday, and was pretty fun. Next time we play, I'll be sure to pick her. Infact, 655321 is hosting Wed night if you're interested. Dunno how far Escondido is for you but he said I can invite anyone, haha. If you're interested lemme know and I'll PM you his addy, or he can if he see's this msg.
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Thanks for having me over, 655321. Hope that garage fire turned out alright. Envyhax and mmmfire, have I met either of you before? I'm always looking for more people to play, PM me if you're holding any gatherings or whatever. I need to play more!
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I pretty much get a throw off him from that little hop everytime. I'd like to think he has the throw disadvantage since he's landing from the air, that just makes sense to me, but I honestly don't have 100% facts to back that up. It certainly seems like it though as I pretty much get every throw when I remember mash it out. I'll have to try throwing out a dolphin tho. Good stuff
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Only tough thing about Anji is learning to block his high/low/crossup game. Once ya get that down, he becomes alot easier. Mashing out throw when he does the little hop owns him(the one that doesn't hit). If he does the hop that does hit, it's possible to throw him right as he's landing before the hit connects, or can hit 5p while he's still in the air...kind of dangerous if he's in range to cross you up though. Don't spam it as he can do the jumping fans or delay into the low hit. It's not too tough to do a 2k, 2d or even a 2hs on reaction when he does that new move. They get trickier in timing in that order, but they also go from worst to best in that order as well. Sol gets my vote for worst match up. Who was at EvoVegas btw? Did I meet any of you?
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When Jam does her block string which is then usually follow by an iad to continue the pressure, a dolphin to the face usually got me out of it. But I haven't played too many Jams in Slash honestly, so dunno if that's still the case.
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If the pot is smart, he'll 6K your 5K on wake up. Then he gets free pot buster plus stupid heat extend if close enough. And Pulsr ate my baby!