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MikeySupreme

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  1. just delay the super until the shadow's cat3 hits.
  2. Midscreen jump cancel OD https://youtu.be/warNg2cgD8g Not sure what other options you have to get into the loop without using OD cancel and getting shit damage or burning 50.
  3. i think you can change the second 5[c] into a 2[c] then tk236236D. But it seems like an odd scenario being midscreen with 100% health and 50 meter?
  4. during 6C > 236CC > 2D~whatever , the 2D needs to be delayed superrrr long on kokonoe
  5. ok when j.2d~c doesnt whiff, it feels easier than doing j.5d~c. someone else try and see if it's more consistent for you or it could just be me being bad. The only character i immediately found that j.2d~c whiffed on was azrael.
  6. i guess you can do ...6C > 214d > j.db > 5c > j.2Dc >...> j.da >6C... also. http://youtu.be/6wFFGIWX_kU?t=25m27s maybe it's easier on some characters?
  7. For me, after the 6b i just do the j236b right when the stars hit spark goes away, timing seems kinda flexible too.
  8. yeah, i was struggling a LOT to get that down too, just delay the j.2d~a more than you think you should and you should hit it consistently. If you're doing it on rachel it might be weird because everything is weird on her.
  9. hey diar what combo specifically are you doing? most of the time though, you just wait a lot longer than you think after the j.d~c
  10. most jp players, pretty much all of them, will default to this route j.c > 5b> 5[c] > 2c > 6c > 214d > jd~b > 5c > JC > jd~c > j2d~a > 6c > 4d6~b > 6c > 236cc > 5da 3.3k~ but it looks like xdest's second route is more optimal? unless it's very character specific or something. Other one looks good too if they're already in the corner. edit: nevermind, looks like you took out a 5b, they're probably pretty similar then.
  11. i dont think you can much more off a 2b starter without using resources and the damage wouldnt be that great. also, i THINK this is the optimal punish route non fatal 2C > 5[C] > 6C > CT > 6C > 5C > JC > JD~c > J2D~A > 6C > 4D~B > 6C > 236CC > 2DC > JD~C >AIR SUPER 6.5K so maybe try adding the 6C >5C extension to your combo maybe? i havent messed around much with FC 2C yet. this is so cool
  12. nevermind,im dumb. should of read the full post. anyway, need some help for people upbacking/mashing backdash after 236a~b giving you an airstate 5b 5b > 5c > JC > j236bx1 > j5d~6 > j4db > 5c > JC > jdb > 5c > JC> jb> jda i can't get a 5da to connect at the end for knockdown, any ideas? it gives pretty much fullscreen corner carry when i start at back to corner
  13. this is probably better yeah. also some random stuff from tsujikawa CH jdb > land > 66> 2db > jb > j2da > 2da > j5?d > 236bx1 > j4da> 6c > [4db] > 6c > 236cc > 5da 2b >5b > 2c > 5[c] > 6c > 214d > j.C > 236b x1 > j2db > 236aa > 5da > 6c > 236c ~ ender http://youtu.be/QOXgCQWQ-S0?t=51m47s i think i wrote those down right, i cant get 236aa on the last one
  14. finally found something that works off 5b/2b in corner against rachel 5b/2b > 2C > 5[C] > C6 > 214d > j2db > 236AA > 5da > 6c > 236c > 5da 2.8K~ i think you might be able to extend a bit, outside of doing 236cc j236b ender, if you get a better starter this mu sux btw
  15. is this route not possible off of 5b or 2b? http://youtu.be/JrEBf0DjFjI?t=5m17s
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