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MisoSowee

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Everything posted by MisoSowee

  1. maybe valkenhyn is rachel's dad x_x
  2. ooh it's zong_one. You're still to date the best carl i've played! It's a shame clap loop won't work on me! >:D
  3. I'm super duper elementary about the storyline but i'll try my best to guess at a few.... by book i assume you mean the storyline? kinda confused on that... I'm pretty stupid at the storyline but I tried my best and i feel bad cuz no one else is helping you D:
  4. I think the sixth hero is Carl's sister.... and the dad had a daughter complex but nee-san refused and so he installed her into Nirvana.... Yes.
  5. I meant if it's comboable after.... specials on their own are never enough to cover their star usage D: like j.d - hotaru - jump cancel - falling c - etc.
  6. i felt your "question" was more of a statement really..... *waits for someone else* :D
  7. not cool enough imo :P
  8. if they're sprinting towards me i'll roll behind them so they switch directions. I haven't fought very many bangs either. I've seen them try to poke me but i usually don't get hit.
  9. Think of Haku's anti-air as a bomb when they're attacking you. it will ALWAYS hit if you time it right (and it's pretty easy) except you don't get blown up! Unless they bait it. Then YOU get blown up. lies. are there any limitations to it height wise?? I would love a j.d follow-up....
  10. uhh.. where he's constantly attking you and nirvana punches you, and then repeat? you can just mash 2d on that if theyr'e not paying attention, and you'll catch. or you can stay inside and IB for 8 stars.. and THEN do it... most of the time it's low hits, but you'll have to watch out for random overheads as well "Tell me if I'm wrong, but can't you block the sandwich combo after its third iteration? It's not infinite by any stretch" Yeah, it's about 14-15 hits. constitutes to about 3 repetitions (well, do combo once, loop again, then once more)
  11. well TK'd means tiger kneed. It's just a term for doing a 2147 input, where you do a quarter circle backwards (or forwards) and then go to 9 or 7 to jump. it registers the quarter circle motion but also puts you in the air, letting you do aerial specials very fast.
  12. 12 frames is still a good amount, i always block high to any jump and the jumps are fairly easy to see imo. and i really don't remember killey's exact combos. they involved the basic aerial combo and a 623D somewhere.... i don't remember. D:
  13. if they pull out hakumen i'm gonna and yeah i think he can exist... since he's from another timeline i guess it doesn't matter too much. unless he like went into the time warp AGAINNN as haku... so there were like two.. and he did that every time... and then there are like 20 by the time the wheel of fate is broken
  14. have you fight killeykun? He has dem combos, if he's attacking you towards the corner than he'll easily get you in the corner and using 623d it extends the combo quite a bit. im no jin expert, but i play killey a LOT, and i have a good feel for how much hp i lose/dmg points. and it's "instant" because there's still start-up. if i see him jump ill immediately block up (the dust and i hear the sound)
  15. you have worse things to worry about than a silly "instant" overhead.. like j.b in all its essence. 236d mix-up. stupid A DP and even B DP is stupid. god i hate jin. oh and his combos do 4k+ even with 25 meter, or an optimal hit. stupid stupid.
  16. well jin's is way faster so im guessing jin's. haku's is kinda telegraphed imo.... and i don't think jin can combo from it unless he uses 236d? i dunno
  17. ooh nice info. you can add more, but i don't know if it's necessary. It's awesome as it is! Good job! ^^
  18. Translated.
  19. copy pasta'd from my other post... "alle-can is pretty easy, just gets some used to. just do 2c and then immediately roll to 4 and press c again. you should be pressing the second C as the 2c actually hits." yes. although i'm no carl mainer... .that's just how i do it.
  20. Misa....
  21. well for blood kain they get predictable sometimes but good ones... i usually barrier guard and counter jump ins with 6a, and some of the slower moves ill use 2d. but it's pretty much an uphill ride.
  22. oh. i had no clue. i need to fight more ragnas.....
  23. oh.. well personally i don't face ragnas enough, but it looks like 6d-jd is counterable even on non-IB... though i'm not sure. whenever i fight ragna (whenever that may be ) ill just block his strings, counter predictable attacks, or bait anti airs....works fine enough for now
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