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Messages - TomCaddie

#1
Krauser is one of my mains, here's the tricks I use when playing as him:

Favorite combo is ;a, ;c, and then either ;dn ;df ;fd ;b (This also works as an overhead if they block low) or ;dn ;db ;bk ;c (This hits low if you're up close).

From a distance ;b, ;c does a lot of damage and has great range. Or ;dn ;b, ;dn ;c to hit oppnents low. Far ;c has incredible range but doesn't do that much damage. Also, if you want to close the gap, a neat trick is ;fd ;fd ;b + ;c. You'll dash and do his ;b kick.

Krauser has a lot of options for jumping opponents. ;bk ;db ;dn ;df ;fd ;c counters their attacks, ;fd ;dn ;df ;c grabs them right out of the air, or a well timed Kaiser Wave can catch them off guard (hold ;bk, ;fd ;b + ;c).

Krauser's pursuit(;dn + ;c) is very risky. I try to only use it when there's a guarentee it'll connect.

If you spam Kaiser Wave, it's very easy for the opponent to go to the back line and rush in. Use it wisely instead.
#2
;a, ;c, ;fd ;dn ;df ;a is my favorite Yama move. It does high damage and is relatively safe. You can also follow with  ;fd ;fd ;dn ;dn ;c, if you opponent doesn't use the quick get up or background roll.



You can also end ;a, ;c with ;dn ;db ;bk ;c to hit the opponent low if they're blocking high.

His overhead is great, it's fairly fast and hard to predict. Comboing it with ;c is a nice little touch, especially if you can pull off a follow up ;d, ;fd ;dn ;df ;a combo.


#3
How I play Rick:

My favorite combo is ;a, ;c, ;dn ;df ;fd ;a. It hits both far and close, and doing the longer close combo strings do a little more damage but there's a bigger chance you can mess them up.

If you insist on it though, you can do things like close ;a, ;dn ;a, ;a, ;c, ;dn ;df ;fd ;a. If you've got them cornered, you can slap another ;a in front of that.



For low hits, I use  ;dn ;b, ;dn ;c, ;fd ;dn ;df ;a. This can lead into his infinite if you got the opponent placed right but I don't use the special more than twice because I'm fair. :X



;fd ;fd ;c, ;fd ;c, ;dn ;df ;fd ;a is a really strong combo, but you have to catch your opponent off guard for it to hit.

Whatever you do, DON'T open the round with ;dn ;db ;bk ;c. It's probably the most predictable round starter in the game.

His S Power is almost useless. For his P Power, try to combo into it(;a, ;c is an easy starter for it). If you use it on wake up or randomly, the opponent can go into the back plane before the attack starts.

For any combo that ends with ;dn ;df ;fd ;a, when you have a S Power or P Power you can swap it for ;dn ;df ;fd ;c for more damage. Plus after that you can use ;fd ;dn ;df ;a if you're positioned right(this also can lead to his infinite but don't do that).
#4
I just started to really learn Xiang Fei, she's quite good.

My favorite combo for her is ;a, ;a, ;c, ;dn ;df ;fd ;b, ;dn ;df ;fd ;b. This is fast, and does an good amount of damage.



;dn ;b, ;dn ;b, ;dn ;df ;fd ;b, ;dn ;df ;fd ;b is good too because it hits low, but it's not as strong.



She has a flashy combo that involves two specials. ;dn ;b, ;dn ;b, ;df ;c,  ;dn ;df ;fd ;a,  ;fd ;dn ;df ;b. The thing with this combo is it's very hard to pull this move off. It's very position specific...you have to be close to the corner, but not in the corner. Still, it hits low and does some damage.



For S Power, I prefer to use the Chou Pairon(the one you have to combo into). Her Taitetsujin S Power is strong, but if blocked is punishable. Good players know to look for it. Chou Pairon isn't punishable since you HAVE to combo into it, so it either hits or if they block the set up and the move, you push them back so they can't punish you. Combine that with it being really strong and it's very useful.
#5
Just a few viewpoints on Terry:

His overhead is great in my opinion because of it's distance. The best mind game for it is to occasionally cancel with firekick, which hits low. After the overhead, you can follow up with low attacks and hope they stand up to take them.

My favorite combo for him is just simple ;a, ;c, special combos. Either burn knuckle or firekick depending on how far away you are. I always try to follow up the firekick with a burn knuckle or rising tackle, too.

I never use the strong burn knuckle. If you use it against me, you're getting punished. Also, I find power charge and power dunk to be useless in this game.

Try not to use power wave, then burn knuckle. It's very predictable.

Crack shoot has a good range, in that there are times where if you combo with burn knuckle it won't hit but crack shoot will. If you do a normal combo and the opponent is ducking, and you're out of range for firekick, use crack shoot.
#6
You know I wouldn't mind lending some tips and knowledge to some of these threads. Even though I main Duck, Geese, and Krauser, I can play as anyone and know at least basic strategies for everyone.
#7
It was fun Ghost, hopefully we can play on someplace other than arclive soon. :P

As far as the lag, it wasn't laggy, but...there was something where it would look like you're kicking ass, then it would rewind and you're getting YOUR ass kicked. Thankfully it didn't happen a lot. Still, it's an annoyance I wish neither of us had to deal with.