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ResumeDPosition

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Everything posted by ResumeDPosition

  1. I use a very similar(if not the same kind of) tech trap on occassion, and it usually works at least once. I don't do it too often simply because there are some better options, and it is somewhat character specific. I prefer to go into butterfly lockdown after an On knockdown...but mixing up your game is a good thing. It might be tricky to follow up from an air throw, but you could do (5P, On...) afterwards. I'm not sure if it's reliable against every character or not though(some you might have to do a short dash before the 5P)
  2. That's pretty helpful. It took me a day or two to develop a mindset that I don't ALWAYS have to do something after a blocked Fuujin...I guess I'll have to learn again this time with 5HS. As for doing a 2S after a 3Sc, I'm pretty sure that is impossible, is it not?
  3. The first video on the last post of page 7 was RIDICULOUS with double shitsus...he only screwed it up once out of like...5 times? I'm having trouble dealing with Slayer so far...trying a red shitsu has proven pointless since the slayer just reversals dandy step into FRC on wakeup...or a backdash. The fact he can punish a LOT of stuff with BBU, more so if he can IB a 5HS or c.S., makes me ugh. His j.H beating/trading with my far S most of the time has me pissed off a little bit too.
  4. I don't really rely heavily on Fuujin loop...your "practical fuujin loop combo" in your guide is the one I tend to use whenever I can, and sometimes ones setup with an Orb in the corner. The guide is pretty helpful from what I've seen so far, so I'll be keeping an eye on it And as for reversal options against Shitsu, I just finished everybody and what they can do(only thing I haven't confirmed are backdashes for everyone)
  5. Well, I'm taking time to discover various things such as every way each character can escape a butterfly on wakeup if they want to avoid it completely and not get hit by it at all without using a burst or a DAA(some are impractical/really bad/50% tension anyways, but I guess knowing that there is a way for someone to escape will let other people know what to look out for), and who can/can't be fuujin looped...then those who can only be comboed after a S Fuujin on a certain hit of a combo(knowing the last part is pretty stupid IMO, but I guess it's there if someone absolutely needs it for some reason). I don't really see either around in these forums as far as I can see, so is it alright if I post those things once I'm finished looking over everybody?
  6. well, I posted a comment in your youtube profile and maybe a video or two...I dono. I'm still learning Anji, but I'm getting better...very slowly. These guys weren't kidding when they said that he's difficult to play with
  7. I don't post here often, if EVER, but I just noticed yesterday that 3K has throw invincibility for what it's worth. It still doesn't seem like a good idea unless you can somehow guess that you are about to be grabbed(not likely most of the time). I figured I'd share it since I've never seen that little tid bit posted anywhere before. If you manage to connect the 3K, depending on distance/whether you got a CH or not, you can try 236HS~K Fuujin, 5P, On...then whatever.
  8. I'm pretty sure that Bridget moved DOWN more than anything...she's in D class right next to Johnny IIRC
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