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KEmperain

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Everything posted by KEmperain

  1. j.B > j.A whiff is a pressure tactic too. (imo anyway) Common block string is like... 5B > 5C > j.B > j.A whiff > ad.B > j.C > ...
  2. 1. Oh noez, I can't break out of teh ice and get extended chombo'd for less than significant damagez. 2. lulz, 6 hit chombo? jin is teh EZ/BORING/SUX/etc. Seriously, if they gave Jin's freezing moves normal properties with the hit stun of a regular ice move breakout, no one would be hating on him. I've seen ignorance beyond that of a scrub online. Some people just don't like the fact that he doesn't have 15+ hit combos that hit for 4-5k or intense Litchi corner mixup. (owate.) Just because he's described as the "Ryu" character of BB, he's seen as "boring"/"noob".
  3. So if you were to get 5B on a crouching opponent, would you be able to combo 5C > 6C after it?
  4. Okay, thanks for the insight guys. My post was specifically about crouching opponents, but Killey's info applies regardless, I suppose. About the 5B > 5C > jump-in, I was asking if any would connect on a crouching opponent. I've yet to try an empty jump > 2B, but then again, I've never really tried empty jumps so that opens up more options for me. My first post mainly came from me constantly getting 5B (2) > 5C on crouching opponents and wanting to know viable options. Another thing I haven't tried is 5B > 5C > 6C. I understand that 5C > 6C combos on crouching opponents, but are those two hits able to combo from a standard gatling or any other combo for that matter (jump-in or whatever)?
  5. I skimmed the first few pages of the thread, but I don't think I saw anything that thoroughly explained what I am looking for. Here'goes: What to do against a crouching opponent? Okay, so you're applying the usual pressure, but from what I've seen or tested, there isn't anything that allows a "fluid" continuation of pressure from the usual options. (5D, j.B, god forbid ice car unless RC'd, 3C, 6B > followups, 5B > followups [throw?], IAD 236D, dunno if I'm missing anything else) 5D seems to space both you and your opponent far enough that it resets your momentum, j.B becomes too slow and thus predictable because you have to use a falling j.B for it to connect, ice car is... ice car and punishable on block, 3C is much like 5D, 5B > throw is techable/predictable. Good options IMO: 6B > 236D, IAD 236D, possibly ice car A but I suppose I would only use it to get closer after being pushed back (barrier guard) and thus continue pressure, and maybe j.B > jc.whatever if your opponent doesn't react. I suppose the regular course of action would be to use gimmicks and frame traps to get a reaction, but that sounds like I'm just answering my own question. I'd like some discussion, please. Suggestions? Oh yeah, is there any jump-in that can be followed up after 5B (2) > 5C? I've only tested/gotten j.C to work against Hakumen and even then the j.C may be character specific.
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