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OmniSScythe

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Everything posted by OmniSScythe

  1. I didn't say it was easy, I said it wasn't hard, didn't you see what I left on DF2K's visitor message. ...or do you want me up to post a video of me doing it also. :psyduck:

  2. It sort of is, I'm not by any means down playing it because it still impressive but it's mostly just spacing and timing that's difficult (though the taunt button could be a pain to reach at times). :vbang:

  3. Yeah, your that guy that beat me when you was turtling or something. xD GGs bro.

  4. When I have them cornered I just use 2A when I see them roll since auto correct will make sure I catch them if they use the forward, if they like to stay grounded to avoid it then 5B once combo counter disappear. If their too far for 2A/2B/5C to reach then thrown out a meaty 5D. For the most part if your right next to them then 2A. Dash 2A if they quick tech a lot for a cross up. Try not to use grabs for oki since some character relies on wake up attack to escape pressure. (Ex: Tager uses 2C, roll 360A or AC and well 720.)
  5. Yeah I played on PSN a few times.

  6. Where do you think you might have seen it? xD

  7. You seen to have a habit of going for 6C off any freeze. j.D>6C only links close to ground or on CH. 5D counter hit only, otherwise ice car or dash 5C near corner. As for pressure, try not to use 5D in a block string to often and when you do avoid using his dash cancel unless you feel like like wasting 50 meter on a 25/75 dp chance. Use jabs to feel out for barrier, remember that 5B,2B,5C and 2C are jump cancelable on block in case you see someone with a DP or tager IBing. Don't do something gimmicky like using a DP in your own block string (mainly during 6C), that is only showing that your thinking down on your opponent, also work on your oki.
  8. Not this year, unless by luck I get better with an arcade stick by then.

  9. More or less a personal thing, though it's better as a combo starter compared to j.C damage wise and off CH if they tried mashing jab.
  10. If I remember clearly j.B and j.C got the same start up speed and j.2C is 2 frame slower, but I find it better in cases I need to try a high/low/grab mix up afterward.
  11. j.B is to cross up in case I fly over them (Tao and Litchi), either wise j.2C is the preferred.
  12. 6B>RC> 66 j.B/j.C is working well for me.
  13. Thanks, it looks good to me. xD

  14. Thanks, I will. :toot:

  15. *facepalms* Just realize I've delete them to study other match-ups, oh well, I'm hype for our CS matches.

  16. I have, that one was from the time I first played him, though I took the most even fight we had since there were a lot perfects against each other (mostly his). Last time we played it seem to go even a lot more often in our fights, I'll probably upload some of them If I get something decent to record with.

  17. Not yet, was planning on picking up a Stick later this month. Stick do last a lot longer(years) plus you can just change the parts, my standard controllers are all crapping out for me for the most part recently.

  18. Yeah that was me, my skill level is more random then lag spikes.

  19. It's wasn't my 360 so I forced to go back to co-op on Halo: reach. :vbang:

  20. I should if my cousin pick it up for his console.

  21. Of course, the power of Ice compels me. :v:

  22. Since your buying a new 360 it'll come with a month of free gold with a new account (up to 3 accounts), when you do buy Gold however it's better to just get the 12 months for $50, 35-40 if they got a sell. :v:

  23. *flashes counter gang sign* Your in. *fist pump*

  24. On forward tech you can 5B to hit them as they cross over you or 2C. You can also iad j.D to freeze just when you cross them up. Jump up grab works well also since if your successful you can knock them down right back in the corner. 623C works as a cross up also but it's too risky for low reward. If it's someone that can't really handle Jin in a corner such as a Nu/litchi or noel they would also forward tech air dash in which you can Arrow of Ice or dash 623A. On backward tech you can either pressure with j.B > j.a whiff air dash and go for a high/low guessing game or if their mash happy on tech then counter/trade with 623A. On neutral you may get a Haku or bang going for their 6D's or Nu going for 2C to name a few. Thing is almost anything they try can be punish with a well timed 623D for an easy 5-7k damage combo. However 623B > 623A should never be use on arakune since he just tech then move to the other side for a free cloud. For most they can simply jump which would make j.B whiff and if they IB j.C then it's a free punish. Tager for example can beat all your dash attempts with j.C or j.2C if it's too obvious. It's better to 2C > j.A to force a tech then either jump after and then grab them or if they neutral tech often then meaty j.B.
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