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Dacidbro

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Everything posted by Dacidbro

  1. What he said. :v Use the one you have as a party trick or just if you want to make someone blink a couple times.
  2. I don't know if it's fair to say that a Hazama who beat Buppa 3-1 is wrong in his gameplan
  3. Oh my god that Tager Ragna match was histerical. :v

  4. Countdown to February woo party
  5. Purples are killer when you live in Europe. Lol.
  6. Heh. Yeah, they're fun online, and the worse your connection is the more effective you are.. Just don't try many purples against good players. :v
  7. WUT, I posted that combo a month ago. Oh wait, I actually did leave out 2D start for it. Good stuff. Those combos are so strong though. Just as reference for anyone that didn't see it, you can start it off; 623B > 2B > 623B (etc) 5C > 623B > 2B > 623B (etc) 6A > 623B > (etc) 6C > jD > 6A > 623B > (etc) 5B > 2B > 6C > jD > 6A > 623B > (etc) 2B > 6C > jD (etc) 2B > 623B > 2B > 623B > (etc) They all do 3.5k-4.5k. Pretty awesome. Another edit, you probably don't need the 2D to counter hit.
  8. Just remember, that's a punish combo. Hitting 623B outside of punish is difficult and often risky or pressure dropping.
  9. Yeah, but AA 5C > Daifunka relies on them not barrier-ing, certainly high risk. Wait, you can 5C > D nails > Daifunka on some chars?? o_o
  10. Rei, I most commonly use 5C 623B d5B 2B jA jB 623B (5A or 5C tech trap) Great damage, and they tech in a place in the air that people are really uncomfortable with, and will nearly always at the very least end up blocking the 5C for free pressure or guard/barrier drain Also, if they don't block it, depending on the character, you can either repeat the above, or hit 5C 2C 623B.
  11. I know, Showme. Oh, and you're of course right, WUT. I use 2D jD v 2B 623B dai, just been talking so much about 6C jD v 6A etc. Thanks for correction.
  12. As it is, if you 2D CH someone, you're better off Daifunka-ing.. twice the damage, no nails lost. Lol. And of course, 2D jD 6A 623B Daifunka works even on non counter hit, so.. the practical uses of this are pretty non existant. :d
  13. GEE MIKE THANKS FOR POSTING THIS NEW INFO EDIT really though ilu
  14. I do know where it is, but I don't know the address or how to direct someone there. To make things worse, I live in Norcal at the moment. Lol. Sorry man.

  15. what the fuck does that even mean takeda
  16. dude your posts are always so green
  17. Going to guess yes, but with bang's new combos the odds of it coming up often are low And going to say very, if you get frame disadvantage on block it's almost nothing.
  18. http://www.youtube.com/watch?v=6lNmn2_o54A&feature=related#t=4m22s Glorious throw > super Looks like our nail cancel theory is a success. Only 3.3k though, not great proration as far as supers go.. And you can nail-cancel to a regular combo too, for 2.5kish. Probably only worth it as a finisher, if you really need them not to burst.
  19. Well the biggest plus is he doesn't kill you if he hits you once. :d Plus, Carl's wakeups are terrible other than the Cog, and if you predict it and wait for the super flash you can reaction Daifunka. Carl just has no really good answer to Bang's pressure.
  20. Yeah, they removed the glitch. Every character can do it in CT, it just helps Bang infinitely more than almost anyone else, since he has 4 guardpoint attacks. It's a big hit to Hakumen as well, buffering throw tech through counter was nice for him.
  21. I'd say pretty much regardless 95% of the time I get up blocking. I don't like 6D or Daifunka as a staple of any game plan against a character that can do so much damage. Really, she should put you in pressure no matter what, but if you're playing someone who is truly insistent on not doing that, you can do one of a number of things. Short: Wakeup, check for attacks, if none, 5A to pressure. Nu is now in a horrible spot, lol. Run trains on her with Bang's legendary pressure. Mid: Check for swords or poking C's, if none, you can try to poke with 5B or 2B, dependant on range, or you can Tiger Knee Dnails. TK Dnails at mid is nearly a sure fire pressure string, so if you really need the hit it's a good call. Long: Patience. I'd say probably back jump forward jump forward dash, block. If she hits you, you're going to end up mid rangish or long rangish, but you'll only end up long again if she backs up to the corner, meaning you've made progress. As soon as I touch the ground I'd probably dash forward and reaction anything she throws with more blocks, then predict her trying to get past me. Really though, long sucks. Just try to wait for a mistake, and get in on it. Barrier if you won't lose ground, so you can conserve your shield; your burst is next to worthless in this matchup anyway. Oh, and I can't stress this enough, if she's ever close to you and you're driving, tech a grab. For those that don't know, even through a throw counter you can tech a grab if you auto-tech it previous to it hitting. This is only true in CT, so make use of it while you can.. it helps Bang more than anyone.
  22. Oh. If Nu does nothing at all, this is certainly a strange Nu. Lol. For Nu to do nothing, this Nu is watching for your wakeup, meaning this Nu player is afraid of Bang's wakeups.. which doesn't really make sense. The only wakeup Bang has which works at all against true Nu pressure is 6D or a bizarre Daifunka. 6D: If Nu does -anything- and forward teleports, she's safe and can usually punish Daifunka: You have to psychic her moves, meaning she has to use 5DD or intentionally whiff C's, virtually nothing else will give it to you. So for a Nu to want to do nothing, she has to not understand her character, IMHO.
  23. Guess it's time to learn stick for good.
  24. Oh, Skane, I just meant if you know the Nu is really spamming the j2D mix. If you 5D the first hit and B teleport, unless she cancels the special and backdashes you're going to either hit her or put her in block. There's literally no other thing she can do; unfortunately they like to do that a lot. :I If you're playing a Nu that j2D to overhead cancel to backdashes a lot, just go psychic C tele on that 5D and you should be golden. But I'm not saying you should rely on 5D, it's a one time gimmick to shake their gameplan. If you have an answer that seems really solid, they might stop using j2D altogether, which is wonderful. EDIT: Also, 6D is a free counterhit for the arcing overhead. 6D Doesn't block overheads, which is pretty sad days. If she overheads your 6D, you're eating 4.5k. Lol. Needless to say, if you're playing a good nu, you shouldn't use 6D on anything but reaction, or on a close wakeup with throw already buffered, if the Nu likes using her B moves.
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