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tuka

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Everything posted by tuka

  1. As you said Rion's setup wasn't tight so air dash j.S would never hit there. Crouching hitboxes get bigger while blocking so as long as Faust is stuck in CSE you can get it. That said he's still tiny and you need to time it well, but it definitely works.
  2. Naga vs N-O Rachel for the first 30 minutes and then some more Naga casuals https://www.youtube.com/watch?v=_wFVHj5pr6Y [5DD > 4DD] x2 is ridiculous, and chip damage really stacks up after a while
  3. Did they remove j.2C > j.C on block? edit: nvm they didn't https://www.youtube.com/watch?v=kNUqepGX_wY#t=975
  4. I'm here since I think the level of knowledge and people is much higher than the other places, are you trying to prove this wrong? I'm all open for opinions so hit me as hard as you like with some solid reasoning, don't be an asshole.
  5. Yes, its does work well, they just get hit for 600 damage and don't care since it end there. It's a whole different story with 50 meter and the threat of 3K/corner mixup.
  6. Any decent player who fights Jin should know that 6A is useless without meter, I know what you're talking about but it mostly applies for those inexperienced in the match-up. I still think it's not that bad.
  7. It's not THAT bad. 6A is more about the threat of a fast overhead when you have 50 meter.
  8. Damn -8 is a 4K Ragna combo on normal block lol Dash cancel on throws still hold the title of most useless change, everything else sounds fine. No word on Ground/Air 236A?
  9. So 3H is now mostly combo filler and not okizeme tool of the gods like in +R?
  10. As long as 6A isn't punishable on block!
  11. Kagura's 2C making him take a step back and causing Jin's 5C to whiff makes me a sad panda. Huge combos.
  12. Corner damage is pretty high, mid-screen is average but can go higher if you have the resources (gravity, crush trigger).
  13. Good job.
  14. - 5C is crucial after the first 22A otherwise the opponent is too low and any followup to crescent won't connect. - 2C is bad for proration apparently, that's why I used 6A > 6B. - 5DD kills damage. - 214D after the second OD will drop the combo.
  15. I use two OD's for 8.8K, technically cheating but challenge mode doesn't care. Luna, Corner, OD > FC 5C(1) > CT > 236C > 214A > FL > 5C > 236D > FL > 6A > TK Crescent > 6A > 6B > 623C > 2DD > 6C > 236D (OD ends) > OD > 236236D > Dash 6B > 236C > FL > 236C > FL > 632146D
  16. 8.8K... damn! @toanenadiz 4K with gravity 3.2K without, a little more if you get to the corner
  17. Anyone got to 9K yet? 8.5 is my max lol edit: 8.6K...
  18. A B C D or B C D A
  19. 2B > Kagura's 6D~C
  20. No need to mash if you don't feel comfortable with it, I think it was already mentioned a few pages back but holding the button near the end of 22A works wonders thanks to the frame buffer.
  21. 22A links way harder than they seem
  22. I only want to know two things- 1. Do any of the versions have English subtitles or is it just a case of Play-Asia spouting nonsense again? 2. Digital HK version cheaper than digital JP?
  23. How many frames is Robo's TK DP? is it meter level dependent?
  24. 2C > 6C confirmed http://www.youtube.com/watch?feature=player_detailpage&v=fMPbj6eB7GI#t=848s
  25. Even worse since reversal super is only available in Luna mode
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