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GreyFlcn

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Everything posted by GreyFlcn

  1. Hrmm, so I'm trying to come up with some relatively easy/reliable/economical attacks to use. So far I've been using some simple ones: J.B,2B,214B J.C,5C / 2C / 3C / 6C / 214C J.2C,J.2C 6B,236A,6C BC,236A,6C j.C,5C,623AA,j.BC (loop this twice) 5C (Or just start with j.BC, 6A counterhit, or 214B corner) Any other suggestions on relatively scrub friendly combos I could use? (Oddly, I can whip out Yukikaze in an instant, but I can't do the Shippu worth a damn)
  2. Heh, here's a simple anti-haku approach. D~B or 4D~B 6A, j.C, [horizontal drive loop into infinity]
  3. Another thing to keep in mind with this matchup. Jin is one of four other characters in the game (Jin, v13, Rachel, Litchi) Which your 6A does not connect at all on a crouching character. Also one thing I find from experience is that Jins which you pressure a lot, will simply whip out that invincible crouching blade upper cut move And laugh at you as you tech them. One thing to keep in mind though, unless he uses that "spinny" holstered sword attack, or a jumpbehind.B/C/D a crouching Jin can't land any hits on you if you are crouch blocking. Since besides though two approaches, he has no good overhead crossups. But considering your 6B and 236C are too slow.... Neither do you....
  4. Well, a simple combo point to make 5C against an air opponent can almost always turn into a 6C (wait) 6D[combo] And depending on where the drive lands you can sometimes turn the 6D into two 9D drive combos. Also another fun 6C bait, is that after a Hexaedge, if they don't suspect it, and they tech out really quick. Often you can 6C them from halfway across the screen, for another combo Oh, and 6C -> 214D, BC or 214214C works too :P
  5. XBL: GreyFlcn GMT: -8 GMT Pacific Tim Location: California (About 15 minutes away from SVGL)
  6. Say, what's a good non-taunt way to turn a 214214C into an air combo? I'm finding the 6A I normally use, randomly seems to tech.... which can really suck ;D
  7. I guess, but why the unconventional drive loop? For instance, you could just as easily do something like this: CH 6c, 236cc, 2d~9, j.C, 9D~9, j.C, ..., 236BB, 236BB, B+C (Followed up with a 2A, 236AA, 2d~9, j.C, 9D~9, j.C (etc etc)) Although I guess the proration would suck at that point.
  8. So what's the general theory on how reliably connect a Cat Spirit 2 at the end of a drive loop? Does it only work on horizontal-up drives? Do you start the CS2 before or after they are the same height as you?
  9. No problem. Now I need to work on DiagonallyUp drive looping. Currently I'm instead favoring the newbie diagonal drive combo: 6C,236CC,2D,B+C, (236AAA) OR (236236D) Also I need to start reliably getting the cat spirit 2 to connect at the end of a drive loop. (Although I guess I could go newbie, and substitute in an air throw)
  10. Horizontal Drive Loops, Simplified: So for the longest time I really had no idea how to get a worthwhile drive combo going with Tao. (Always kept whiffing on the second drive) Originally I thought it had something to do with the timing of when you use D. But it surprised me that it has a lot more to do with the timing of when you press C. ________ Start off your usual set of "launcher" moves to get your opponent airborne: (For instance, the easiest being a couple 2A's, and then a 3C) Then from there hold 6 (keep doing this for the rest of the loop) And then quickly press D. Now here's the crucial part: You have to wait (!), till you FALL to the same height as your opponent. As soon as that happens then press C. And then quickly press D. (REPEAT) With this, it's easy enough to pull off 3-5 C+D loops. ________ Now clearly you can get a lot more fancy than just this alone, but hey this is a rather scrub friendly interpretation of drive loops. Since it's surprisingly easy.
  11. Well that's saying a lot. But then again, Tao gets out of the worst of Nu's keep-away game.
  12. One issue I found. Was getting out-melee'd by a good Carl player. Seems Carl's quick low attacks take priority over Taokaka. Found a way to avoid a lot of this was to avoid staying on the ground for too long ;D But yeah, Drive+B is just a nightmare for the Carl player. Since you can just fly straight through his puppet, and then proceed to stab him in the back :P Well considering I suck at drive loops. (Been using Air Throws -> Cat Spirit 1 instead) I do like the simplified aerial attacks he's using. CCC,236BBBB Also good use of downward drive into a 3C on a horizontal aerial attack. Much appreciated.
  13. This is gonna sound amazingly stupid. But I found a way to deal with Noel spam. Assuming you do inevitably get caught up in teh spam Rather than comboing your way out of it. Try this: Jump Backwards Lets you avoid the usual upper/lower attack which Noels use to continue the drive spam. Giving you a little breathing room to launch your own counter offensive.
  14. Noel's drives make her semi-invincible for a while. So, the first priority is landing your first attack. Both to stun her out of driving, but also to start your own combo. What I've found is that the most effective for me is to stay back, wait for an opening. Then lunge in with either an airdash or Distortion+B into short range. Spam some simple 2A/A/6A attacks until you crack her defences. Cat Spirit 1 (repeat for however long you want) Then Drive Loop. And then run away, and do it all over again And mix in a few pestering weak "drive by" horizontal drive attacks to keep em guessing when the real attack will come. It's all about Guerilla warfare, Neko style (Incidentally, when I first tried this out, I got a nasty email from the Noel user, calling me a spammer. I Lol'ed)
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