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MisoSowee

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Everything posted by MisoSowee

  1. 1.IB the first hit of 5d 2.2d/6d 3.???? 4.PROFIT! although it can be hard sometimes D:
  2. also wanted to clarify it's a super jump forward too.. if you're just jumping neutral it's gonna be too far. otherwise it should work every time, even on carl.
  3. k im watching your replay right now. Im gonna critique as i go. nice airthrow probably goes without saying but try to do your j.2c stuff correctly :o after a falling c-2c do your absolute best to make super jumping a habit. if you always super jump, you'll rarely whiff the j.2c if u see rachel jumping up and you expect j.2c just use 6a, 2c is too slow and risky, especially since rachel usually pulls out j.2c fast don't roll left in the corner, it's useless and is only harming you if she's using frog as okizeme pressure counter it with 6d or 2d which would have caught her preferally 2d since you were in a corner, which meant 5c-zantets-2c-j.2c-j.2c good judgment after that 2c not to go for j.2c since it would've whiffed, but try to make it a bit earlier so it doesn't go grey try to hitconfirm that 2c into a combo REBEL 2 shoulda 3c-3c'd that electric chair after that blocked 3c i would've gone for a 2d (though that's purely playstyle and not critique) try to hit confirm that renka into guren-6c try not to get hit by air throws D: after that j.2c from rachel i again would've 2d'd into renka(1)-zantetsu-2c-j.2c-j.2c don't be afraid to jump during corner pressure. that was poorly constructed pressure and you easily could've jumped-blocked-and airdashed to safety after j.2c you can also try 3c to mix it up if they don't follow-up odd combo choice doing double zantetsu as a finish, but whatever. overall:Nice match!
  4. just wanna say u can't bait counters if they don't whiff since it's totally invincible throughout and if they get any closer they'll just get caught.
  5. you tech the throw and then do j.d to counter the clap. the clap's hitbox is the actual blue circle, not some invisible shockwave (what i thought) timing is a little weird at first, but you'll definitely get used to it.
  6. zone with 6c, 6d sledge, 5d, 2d, 6a on occassions. jump in very late C, jump back... when the opponent has full bar just sit there... they'll throw it out lol. if not rinse and repeat till they do...
  7. my personal favorite in a block string would be... say opponent blocks j.c i do 5c-guren-kishu-throw after they wisen up. guren-kishu-3c or guren-kishu-jump-falling C "decent" mix-up for haku for only two stars. though be careful on DP people
  8. yes you can. but it's preferable to be close since most people do renka-zantetsu? i do at least
  9. 2c is the good choice, or just do another 3c if you want to have the advantage over your opponent (what i do)
  10. Awesome, awesome advice. You just upped my arakune game. (though did you mean to...?) again thank you though. a lot of those things i never thought about
  11. i say delay your tech. i havent' been hit out of tech yet, so if he's slightly stupid (i dunno maybe, haven't fought any good bangs) then he'll whiff the throw which has ridiculous recovery, or you'll see him poking low, where it'll be safe to wake-up counter, or ib catch
  12. oh. that makes sense then xD it's just a tad awkward on a pad tho. i'll get used to it sooner or later. thanks :D
  13. i know this is probably a noob question but. when you're doing clap trap, do you input the 8d before the throw? because if do it after and they throw break, i'm usually interrupted, but if i do it before and they don't, for some reason i can't throw again. doing 8d AFTER the throw lets me just combo on through in training but... yah. maybe i read something wrong but it didn't really mention it D:
  14. tech trap atomic collider hotaru-j.2cx8 :D
  15. the only real tip is to see when hakumen's legs spring up towards his chest. other than that though, you just need to practice. might be frustrating but you'll get it eventually.
  16. maybe.. D: do you know the active frames for j2.c off the top of your head? o_o
  17. i always super jump! xD for some reason i have this innate reason that maybe it's the timing on the falling C? (virtually no timing) but depending on the spacing it'll hit more often? :o
  18. yes D: it happened on a jin earlier today too... it's just totally random lol
  19. oh... probably alluding to me..... for that i'm sorry at least your question was answered though. mine was left ignored :\
  20. are alluding that the above post is sounding smug? o_o
  21. i can attest that using 2d will not get you hit. maybe it's the animation being longer, or, because i'm crouching, when the active frames for invincibility are done, i'm already out of the way?
  22. no cuz i remember before in training i did 2d and i didn't get hit, but he didn't either. the thing is i didn't try to follow-up. can you follow-up? xD
  23. canu punish as they recover? o-o
  24. sorry to throw this thread ON topic but.... when u guys 6d (on tager especially, where i noticed this) isn't it sometimes odd when u do j.2c? sometimes it'll whiff completely and other times it'll hit normally. most of the times when i 6d in a match i'll just walk forward a few steps and then normal jump and continue. in training though i tried doing super jump (which works) but both ways j.2c would randomly whiff o_O just wonderin...
  25. USE MOAR SUPERSSSSS!!!! or u get an F!!! on a more serious note... could you explain when you're getting IB'd? I also wanna get into the IB train but it's not very easy. and could you explain like.... "the move where she spins around" cuz i don't know her move motions.... i will beat you! >:[
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