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Ashen

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Everything posted by Ashen

  1. You can delete your own messages. Edit > Delete.

  2. My friend was into GG and then BB. He always beat me up like nothing when we played together. Obviously i had no idea what i was doing at the time and was just mashing buttons. So i decided to actually buy CT one day and learned it to beat him. We play all the time now and it's been fun.
  3. Do we have any new Loke Test 4 videos of Platinum, or other characters in general? More information to go by is always good.
  4. It's possible to get 4.5k off CH 5C meterless. Well, you spend 25 meter in there but you gain it throughout the combo. Edit: It pushes them all the way to the corner as well. I'm so sad i missed this stream. I would have woken up extra early just to watch this. Damn, had i only known the future.
  5. Yeah, the solution for his better mixups is a command throw. Kinda similar to bang or hazama's command throw. They're able to perform much better mixups. Jin has good close range ground to air mixups since they'll need to try to jump out to avoid the throw. A command throw will help Jin's lack of a good overhead. Maybe it could be a half circle motion, just a thought.
  6. I think a command grab will help Jin a lot. People won't be able to just hold back-down and block everything.
  7. DPs can be baited quite easily by high level tao players. A super jump or double jump gets her out of DP a or b. Most of her moves are jump cancellable to barrier shield. Even the moves that are not jump cancellable are special cancellable. She has a special jump, 214D which pretty much means that every single one of her moves is "jump" cancellable. Sometimes i just hope to land 6C on drive/jump happy taos. That's what hiroshi was doing at one point in his fight against tsuji. Though, i must agree that 2a is our greatest move against tao. It can be used to poke out of the (however little) holes she has, and can be used as a somewhat decent anti-air against jump-ins (not drive-ins).
  8. Her aerials will always beat Jin's out if timed correctly. Drives have great priority and her j.c has greater range than jin's j.c. Try not to challenge her in the air.
  9. Thanks for all the translations Zephy!
  10. Zeal, you missed the 2D part. Midscreen 6A -> Sekkajin -> 6C -> 2D -> Dash -> 6B -> 5B -> 2B -> 5C -> 3C (2724 Damage) Oki Corner 6A -> Fubiki B -> 6C -> 6D -> IAD -> dj.2C -> dj.C -> Dash -> 5B -> 2B -> 5C -> 3C (3040 Damage) Oki 6A -> Fubiki B -> 6C -> 6D -> 6C -> 6D -> 5C -> j.2C -> dj.2C -> Ice Car D -> 6C -> Ice Car C (3959 Damage)
  11. 6A is NOT a bad tool in CS1. 4k corner combo and you can reset into 6A overhead in many other combos. I'm really grateful for the 5B > 6A gatle.
  12. 623D reset? Those don't work against anyone remotely good. Only time 623D reset is applicable is if it's the unblockable reset from 236D -> RC -> 623D. And even then it's situational. On that note, is you have a combo ending in, 6C-> DC -> 5C or Sekkajin -> Dash5C, you can SJC it into j.A for tick throw reset if they teck neutral or backwards, or go for a throw reject miss against a japanese. If you get a purple throw break then you still have your j.C, or safer j.236D to continue pressure, or even air dash in for more risky pressure.
  13. let me tell you it's 500% easier to do with a stick.
  14. Ashen

    How's playing as Makoto like?

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