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Dacidbro

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Everything posted by Dacidbro

  1. He certainly doesn't. He doesn't even use j4C, unless it's in the end of a standard combo.
  2. Don't mind Justice, he's an idiot. 5C is Bang's primary overhead. It's easily used in block strings, and you can combo off of it relatively easily. Plus, in CT it's one of the fastest overheads in the game. Certainly a very good move.
  3. I will make sure to remember that previous to joining you guys some time in February; no soda bringing, for that is Tronzilla and StayPuft's gig. I'll probably just bring the hair. After all, me and Severin have been pretty even on hair matches. You just aren't getting the complete deal with me in Norcal.
  4. Good call I'm going to guess better damage, just gauging by the general "5B 2B is more than 5A 5B" pretty much always. :] But I really like the 5C trap.
  5. But would the d5C hit if they were anywhere off the ground? PS on 5D you can do 5D jB 623B 5A 5B jA jB 623B (5A or 5C trap) for better oki better damage than what you listed.
  6. "Pretty impractical" I lol'd. Tiger Knee B nail hitting explosion to start a combo is "pretty impractical".
  7. Seems like he used 5A 5B 2B FRKZ 2C 5D jD, and my memory loses it there. But pretty awesome.
  8. Try teleporting late, sometimes that makes him whiff the one that would normally hit you.
  9. Holy shit, Wedrendernesday needs to be an actual holiday. But some time I can celebrate it, like April.
  10. Yeah, I'm pretty sure Mike Z gave me a 360 for it once, but all the other times I made sure to use it on a part of the blockstring he always gatlings to another attack, so I was safe 95% of the time.
  11. IB 6D will interrupt just about anything he could want to do, just don't try it on his overheads or you're eating 4k.
  12. 6D is a popular answer to Tager's questionable block strings. Having more 4 seals against a character where you have a loop in FRKZ that keeps them grounded is always a plus though. :yaaay:
  13. Yeah, you don't have to, but it gives you much more time to link the 2B. If you sjc, you can 623B right off the ground.
  14. Yeah. On 2D you're really going to be better off just jDing it, 90% of the time. There's so much that can go wrong. Or, if you really can get it to work every time you try, please show me the timing on XBL sometime. Flashy combos are good times. Also, I don't know if I posted this, but a way to hit Daifunka on 5D without 100 meter; 5D sjc.623B > 2B 623B daifunka Works on all but Carl, IIRC
  15. I'm almost sure you mean 6A.
  16. Oh. GUESS I HAVE BRAIN PROBLEMS
  17. Heard my name
  18. The first two don't need a counter hit and have easier timing with 2D > jD > 6A (etc), the third one seems quite good if you know you have a counter hit AND are far from walls, and the last one is the same. So 2 misses, 2 situational hits. Still good to bring to the table. :]
  19. Yes, Tsuuna, correct. Or, you can 63214763214, if you need to jump quicker rather than later.
  20. the 2C 6D really confuses people more than just hitting into grab usually though, since when people are bouncing all over the ground they don't expect to get grabbed.
  21. It is old, but certainly useful, especially online. It might be easier if you input 62369 instead of putting in 9623, so you put in the command as you jump instead of jumping and then putting it in. Just remember, you might get 3.4k damage this way, but if you use 2C 623B you can get roughly 2.5k guaranteed or be a lot safer if they block it. Your trick also works on 6D, at least in the corner.
  22. Where's your proof?
  23. Do you just.. say this about every character? I've seen you post literally the same comment about 3 or 4 characters now, and they've all been horribly inaccurate and disrespectful to people who put in time to learn their characters.
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