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Kain

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Everything posted by Kain

  1. Heh, I see. Glad to hear it. Honestly, I barely play Street Fighter 4 these days, yet I can't unsuck at this game for some reason. However, the only reason I'd play it over BB is for the better offline comp I have right now, SF4 doesn't do it for me anymore. So how's life?

  2. This may be a bump, but the reason Nirvana punches a lot faster is because it wasn't hitting anything, hence no hitstop. It's also noticeable when you do j.236C with Noel.
  3. About last night: I wasn't playing you that day. I didn't plan on playing SF4 with anyone except my cousin on casuals, and I was just about to go to bed when you sent your invite. Cousin wanted to fight you, and I was against it at first, but then I pretty much went 'fuck it' and let him do what he wanted. Sorry for the confusion. How did you like fighting him, BTW?

  4. Dibs on the 6th and 12th colors.
  5. 1: I didn't see your edit. 2: It's not smart to post as if you know what you're talking about when you don't. 3: I could swear it was called BR. Oh well. 4: You're taking it a bit too seriously there...the only GG I played was #R, and even I know it is called a Dustloop for a reason. I didn't mean anything by it. 5: JC?
  6. Long story short: You got the commands wrong (except for Bandit Revolver). It's called Dustloop for a reason.
  7. I didn't know Dustloop had only one Dust command in there. >_> ... That is so horribly wrong. I believe it was j.D, j.D, j.D, j.D, j.K, j.D, j.S, j.D, Bandit Revolver, Bandit Bringer according to the banner.
  8. 6A is JCable. Make of that what you will. Answers: j.B (Comes out fast, hits behind you if you crossup) j.D (Overhead, not all that good unless your opponent is stupid enough to block low while you're in the air) j.C (Slightly slower than j.B, recovers faster when you hit the ground though) 3C (Sneaky low, gives you 3 options after knockdown [2B, 5C, 22C] to work with) IMO, though, you shouldn't bother using 6A in a blockstring. There are only so many times you can get away with a blocked 6A after all, and there's better uses you can put it to.
  9. You sure you're not confusing Jin with Hakumen there?
  10. Tager. I'm actually undecided, but I'd go with him if given the choice.

  11. Brotip: You linked the same video twice. You might wanna fix that to avoid confusion.
  12. 1: If you have to do a combo that ends in knockdown, do a 22C if you're in range for guaranteed damage. 2: Don't ever use 6C on neutral wakeup unless you're absolutely sure the second hit will catch them. 3: If you're anticipating a forward techroll, do Dead Spike ahead of time. (not sure if that would ever work due to its slow-ass startup) 4: If you're slightly out of range for 22C, use 2B. You get a free OTG launch into aircombo, the ability to pull a reset off, or just a good excuse to push your opponent into the corner. 5: 2D is bad for oki, because they can tech out of it almost instantly after they get hit by it, and it's not like you ever use that move all the time anyway. This is just what I know of his oki game, I don't know if I missed some. Take it as you will.
  13. Did you play 3s? If so, then you know the concept of kara throws (cancel a normal into a throw). The basis is the same, but you kara-cancel the first 2 frames of a move into a barrier, as shown by Super Flash Buffering. I'd use MvC2 as an example, since you can kara-cancel a normal into another normal/special move easily, but KCing in that game is practically useless for some stupid reason, since you don't gain anything from it except a shitty mix-up game that adds no benefits to mix-up, since the first 2 frames go by really fast...>_>
  14. If you want help with combos, take your posts to General Discussion. Ultima doesn't like non-combo posts in the Combos thread, if the little side note wasn't enough of an hint for you. That said, I don't know what combo you're talking about? It could be a throw/launcher variation, or the non-throw launcher variation. Either way, try delaying your GH to the point where Ragna nearly touches the ground with his foot. That helps in just about every GH combo I can think of. Ironic question: How can I land B+C>GH>5B>6A>j.C>j.D>j.C>j.D>D ID>236C>214C? I've tried combo before, but I can't get the 6A to hit, even though I pretty much delayed GH. Could be that I'm actually too far away to hit with 6A, but yeah. The rest you don't need to bother with, I don't have problems with the aircombo part of said combo.
  15. This is not even about CS, more like some movie preview made by someone who wants to be a film director. >_>
  16. Seconded.
  17. You mean in terms of 'one wrong move and you can say goodbye to the match'? Yes. Also, I wonder if this gimmick is practical, but: When Tager does a OTG 6C 5D after a throw>AC, then does a quick Atomic Collider while you're flying in the air from 5D, you can literally ride the lightning. All you really do is delay your tech when you see AC so you don't fly straight into Tager's hand to yet another AC combo, and bam, instant magnet pull puts you right in front of Tager for pressure options. Technically, even though AC ended, the magnetism effect of AC still carries over for a sec (recovery frames count?), hence how this is even working in the first place. Of course, any smart person would realize what the hell you're doing and stop ACing after 6C>5D or 5D in general, hence a gimmick. >_> I need to fight more good Tagers so I can contribute way more than one gimmick or something someone has said before.
  18. You're doing the second 5B too late. It's not exactly 'mash B and you get guaranteed combo' where any combos with a 5B followup after GH are concerned. On the second one, try delaying the GH later, like when you barely touch the ground with your foot after the first hit of GH. It helps in combos like that.
  19. http://www.dustloop.com/forums/showthread.php?t=6501 Also, why not just ask any further questions in Ragna General?
  20. Tech 1: 2A is your best friend in BlazBlue, where tick-throws are basically semi-nonexistent. It recovers quick, puts your opponent in just a few frames of blockstun, and works great as a mix-up tool into throw, even if you mess up and throw immediately after 2A hits. Tech 2: After a blocked attack like Hell's Fang, IAD backwards to make an attempted counterattack whiff, and then dash back in to continue pressure. Tech 3: Mix-up pressure. For example, instead of following with 22C after a 3C knockdown like a sane person, use 2B to launch and do an aircombo. Also, Rapid Cancel a blocked attack that leaves you at an disadvantage (IE: D ID) and attack with something like j.C or block. Opponent may/may not expect you to pull that kind of shit, and the reaction is priceless. That's three you can pick up just by watching 3 matches of Kaqn's. If you're good enough though, you can learn a few strats of your own and not need to emulate Kaqn to the point where it gets ridiculous. Not saying that these starts should just be used by Kaqn alone, tho... (Side Note: Kaqn ghost-dashes his 5B in the vid I saw [Kaqn vs Dora 051009], or is it just me?)
  21. Yes. Check the last 10 pages or so.
  22. It's actually universal. If you have less than 50% barrier or something, the start-up frames of the burst take longer. More guard-frames=lol counter burst, since not everyone knows this and thus don't anticipate it, apparently. (I should know, I'm guilty of attacking people who were in the process of Burst with less than 50% barrier. ) Blocking wouldn't have helped unless it was an IB or Barrier, or hell, Instant Barrier Block, since Burst on normal blocking opponent=lolz instant guard crush out of nowhere lolz
  23. 1: Learn combos, specially BnBs first to reduce frustration level. Feel free to make up your own combos, but make sure they're practical in real matches. 2: Play offline more against competitive players to see how you fare without lag. 3: Learn your char's strengths and weaknesses. Doesn't seem like much, but when you can understand these simple points, you can incorporate them into your playstyle. 4: 5C is your friend. 5B is also your friend. So are 80% of Ragna's normals and 99% of his specials. You don't need to know their frame data, but you do need to know how to use them properly. Like say, 5C is a good combo starter because it reverse prorates, but 5B is awesome as a poke. 5: Learn the matchups against other chars. This what you know what to do in x situation and how to punish y move. Just don't get too caught up in using teirs to determine how good your char is. >_> That's the most I can do for advice. Also, 40.6 is actually a okay win average compared to barely over 30, FYI. <_<
  24. Sure you got this in the right thread?
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