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kazukifafner

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Everything posted by kazukifafner

  1. It's also fun to use the command throw against a Tager waking up in the corner.
  2. Not sure, but you can always tell when it's Matsu :3
  3. imo, the only time resets are ever worth risking is if they at least force the person to block if they don't get hit. That way you can just go into your usual block string if nothing else.
  4. Got bored again. Did this: http://i166.photobucket.com/albums/u111/kazukifafner/brofist.gif
  5. Got bored. Screwed around. http://i166.photobucket.com/albums/u111/kazukifafner/tagerphone.gif http://i166.photobucket.com/albums/u111/kazukifafner/tagerflex.gif http://i166.photobucket.com/albums/u111/kazukifafner/araswim.gif I decided to hotlink the last three due to their size.
  6. Could someone upload the general sprites/effects? Or explain how to rip them myself? I'm gonna try and choreograph a Ragna vs Jin fight and those sprites would be helpful.
  7. And here they are:
  8. I don't know if I can make the last four sprites loop indefinitely like that, but I can make them loop a few times before restarting the animation (I think it'd be more interesting that way anyway, since people can then see the entire winpose instead of just the last 4 frames). Just give me a couple hours or so, lol (tedious business). Also, here's an attempt at using Hakuman's effects. Now that I look at it, I probably should have started out with slight transparency and added a slight glow; but the images were already flattened and the gif already made when I though of that, so yeah :P
  9. Here's a couple bits of animation practice. The first was just general axis practice, and second was implementing effects. (yeah, I know that the axis in the first couple frames of Rehhyou is screwed up, I'm not sure how to fix it.
  10. The Ara player is the ever-awesome Hima. The Litchi is Fio.
  11. Huh, I though 6A would prorate more, lol
  12. Even when you include the BnB off the super?
  13. I'm pretty sure you can go straight from 5B CH > 236236B Though the elbow thing does make it a bit flashier.
  14. I hope I don't sound stupid for posting this, but I think I'm finally working out the multiple D~A combos. Outside of the FC air combos, you can usually get two to combo on the ground from a distance (and sometimes even j6D~A > 5D~A if you are close enough to the ground when you use j6D), but I've noticed that you can usually chain more if you are at the edge of the "close/far" line. I was fighting Tager when I used 5D to counter his 2D. He was fairly close to me, but far enough to be considered "far" in terms of the chains. I was then able to use 5D~A four times in a row. I don't know if this is possible with the other characters yet.
  15. For all the youtubers out there: http://www.youtube.com/watch?v=kfeQTwm5Q3w http://www.youtube.com/watch?v=gannkWXG1Kk http://www.youtube.com/watch?v=4D1bgLRGfZo Buppa = @_@
  16. I still don't see myself using it too often outside of ending combos. It just seems like there would be better options (though, the unpredictability might throw some opponents off, if anything). Well, for my main oki game, I'm currently using 2B (anticipating rolls towards me) and 5D (anticipating rolls away from me). From my experience (which, granted, isn't very much), it works better and isn't reliant on CH.
  17. Just a quick question: Is there any good application of D~B, or is it pretty much useless?
  18. I'd say that the best thing to be careful of is your D approaches. Learn exactly when you can combo from a 5D~D©/j6D~D© approach. The computer might not do much against it, but against a live opponent you'll likely eat an anti-air otherwise.
  19. Well, I'm no pro (not even close); but honestly it just comes down to planning and speed. Once you choose when you're gonna counter attack, use IB and input the motion as fast as you can.
  20. Hey, for our matches, what time is good for you? I'd prefer to do it on Saturday night/Sunday, so that I have time to "de-rust", lol; but it's up to you.

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