Jump to content
Dustloop Forums

PhantomX

Members
  • Posts

    183
  • Joined

  • Last visited

Everything posted by PhantomX

  1. Boy, there is an exceedingly tiny window to input dash > zaneiga or dash > 2Bs after 3C. Still having trouble landing that as well as landing Jyakou > Mizuchi Rekkazan, but everything else is golden
  2. Haha, do I know you from Smashboards? And no, I quit competitive Brawl. I actually quit CT as well since I have access to CS. I'll probably play that for a couple months once it comes out on consoles.

  3. Here we go... really smart use of CA at the end. Lost at the last second, but it was still impressive imo (and relevant). http://www.youtube.com/watch?v=d35tpdHLtAI&playnext_from=TL&videos=iEgtysSq_xg
  4. Pretty amusing watching Hima throw out a random air throw every time he goes airborne, just in case, haha.
  5. Teleports have recovery time AND startup time. If you see that cloud and someone that likes to abuse the wrap around, just wait. The auto-aim of this game will make sure you can peg him, which will dispel cloud. Wrap around tele is pretty good for escaping pressure though, definitely.
  6. Yeah, I mostly wanted to practice the 2Bs for corner Jakou followups. Also didn't realize the chain combos were proration specific. Been a while since I played BB. This character is surprisingly challenging to play; makes things fun Thanks.
  7. So I'm having a couple issues with a few of HZ's chain combos here. Is there some trick to connecting multiple chains during combos/on airborne opponents? Let's assume I'm doing 3Ds, I'll do 3D>A>3D and then if that even connects it won' work again after that. Even after the BnB sometimes the second 4D will connect and other times it won't. I could also use some help with getting the 2B > 5C to launch an opponent. Does that require precise spacing or how exactly does it work? I don't like having to combo into Jabaki, lol.
  8. That's our point, kid viper. We don't see it being used, b/c people always go for the Jayoku.
  9. I could see its having its uses against players that try to bait the Jayakou, and/or you're near death or something. At what time is the CA, so I can look out for it?
  10. If they're in the corner and are pressuring you to the point that you have to CA... you're probably doing it wrong XD
  11. I was just wondering about that, actually, haha. Most people obviously prefer to spend the meter on Jayakou... but maybe our counter assault could have some decent/last ditch uses?
  12. I agree that it should be updated. I've been having to watch videos to get the combos
  13. Buppa gets away with so much Ressenga it's ridiculous.
  14. In that first video, that Hazama's blocking was amazing against Shadow's Bang. If he hadn't dropped his Jayakou combos he probably could've clinched it... and that stupid falling into Daifunka at the end.
  15. I'll probably be running him as a sub still in CS. I will probably main Hazama though, he's got a pimping Fedora and the nature of his moveset gives me so much more mindgame and hard read opportunities Ah well, they are right next to each other on the tier list, so it will always be like I'm playing both of them.
  16. Yeah, that Arakune was very inventive and fun to watch.
  17. What's the difference between a fatal counter and regular counter/how are they performed differently?
  18. It's not something I'm too worried about atm, since I'm only ever going to play these games on console. I was just checking a few out to see how Arakune ended up in CS, and it looks like he's fine. Meanwhile, Bang, my alt, is apparently amazing in CS, lol. I'll worry about that when the game is out :P
  19. Guess that's what happens when I leave the forum for a month :P
  20. http://www.youtube.com/watch?v=2UykqHIb8hw Souji's CS Arakune is dirty... 160 hit legitimate combo... wtf...
  21. That's b/c the Astral Finish is entirely blockable (though it instant guard breaks). Basically, our Astral Finish sucks unless we combo them into it with bugs. Pretty sure this doesn't deserve it's own thread though.
  22. Haha, I think that V-13 may have been Snakeee from SWF, which is a pretty amusing coincidence. I need to start playing this game again but school has been raping me sideways. Dehumanizer pointed out most of the things you could have used. I'll see if I notice any patterns in your play in a second. Too much random jD against Nu. It was good that he wasn't throwing out the right swords when you tried them, but it may get you owned later. However, if you ARE using them and SHOULD you land them, you should be able to combo them into a C loop > recurse, it's not even very hard to do, though I guess that may come with your general hitconfirm practice. I dislike as well that you keep teleporting to the front/back after j2a/b/cs, but it doesn't seem to keep getting you punished so whatever. That was a nice reversal super, I need to work on incorporating those myself.
  23. @skye - only thing I see as a bit issue you need to fix is your j2A stuff. You would almost always teleport behind them after it on a miss or block, so a better player that notices this would start expecting it and punish this hard. Hell, even a mediocre player could notice and just start masing their super fast jabs or even wait and grab. Aside from that work on the J2A (counterhit) > 5B > ja > jb > jc > jd > loop. You have an increidbly large window to do it in after counterhits and only on a couple characters is it difficult to do on (Tager is not one of these). I personally like a ton of teleport mixups while pressuring, but I guess that's just b/c I like teleporting in general.
  24. I personally like 5a>6b out of the air super.
  25. I haven't given up on it... just on wifi XD Neither j2a > nothing or j2A > 2B are particularly good D:
×
×
  • Create New...