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Posted

If you have like CPU Potemkin starting hammerfall or his FB right before your j.H but after your whiffed P, you'll land right on time to guard.

Posted

You can pretend 5HS and 5S (both close and far) will anti-air May, but they won't. In fact, that's the quickest way for May to score that lovely CH j.HS for 230+ Tensionless damage. If May resigns herself to staying in the air and spamming j.HS and j.2HS, the only "reliable" means of getting her to stop is SV and GB, respectively. If you're wanting to get inside, work on alternating between FD braking, running 6Ps, and the occasional running SV to whiff/stuff May's CH fishing. Personally, I prefer to sit back and Charge, making May come to me. As a tangent, I'm finding out more and more just how awesome 6P is for poking and closing the gap. It beats or whiffs so much air to ground stuff, and stuffs the most absurd ground pokes (example: both May's Horizontal and Vertical Dolphins, FB'd or not). It's a shame the anti-air CH is so fail, otherwise I'd probably crutch on it to anti-air more than 5HS and SV. Back on topic: FB Dolphin tick throw is dirty. No escape is guaranteed or even remotely safe. An IB'd backdash attempt can get stuffed by things like 2D (it's active for forever), a running 6P (wtf, you're almost dizzy now), or even a running 3K (not safe at all for May, so not seen as often). If you attempt to SV, you open yourself up for an epic Tensionless punish (as always with SV, but May's punish just hurts so much more because it's both free and knocks down, setting up May's dangerous Oki). If you decide to jump then you open yourself up to an air throw for knockdown + oki (May's fast jump and slightly larger air throw range will net her reaction air throws like this all the time if you get even remotely predictable). And just sitting still, of course, opens you up to continued pressure or OHK. All that being said, it would seem 1F jumping is your safest bet. Concerning Potemkin: 6K is decent for oki, but beware when he has 50%. Reversal Giganter is a free CH on 6K. If he doesn't have 50%, a simple reversal backdash can completely whiff 6K and score him a free PB during recovery. GB is a pretty crappy idea too. FDB and reversal backdash pretty much take away any initiative you get from GB. The safest oki tends to come from deep jump-ins, primarily j.S (for potential fuzzy guard) and j.HS. Both are safe against Giganter and reversal backdash, and both force pot to guard.

Posted

regarding May match up... it's not a really bad match up imo ... i got 3~4 rounds with her yesterday, j.k was good against her for air>air games :) and j.hs stuff up all her ground games ( i think XD ) and i take what WUT say... be patient and let her get close to u, she can do 230+ tensionless combos to u but u also can do that from any random CH on her :D... and don't spam Fafnir :) and thx for Pot input... it does works XD and additional note, HOS don't even need to worry Judge Gauntlet on deep j.s/j.hs and any input against Eddie ... i just don't know wtf i'm doing there :vbang: and his j.k is a bullshit :/

Posted

Eddie is bullshit given life. No one can justifiy his unblockables with his difficulty.(Pissed) -On topic: IAD over drills. That's all I got. This fight sucks. I end up blowing 25% tension on fafnir or BHB or Rock It lvl.2/3/ to kill little Eddie and attack eddie at the same time. CC your block string. I actually use BHB lvl.3 for some sort of mixup. Tends to work. You can use BHB lvl.3 as some sort of crazy ass camo to start your mixup. But you better move fast. And Rock it lvl.1 may be worth something in this fight. I've landed a decent amount RI lvl.1 CHs. This could backfire in your face cuz Eddie has that damn reflector move. The Eddie I play gave up on trying to stop me from reaching lvl.3. One problem though, the Eddie I play uses Break The Law. That is quite annoying. That itself is a mixup tool. And jump ins fail too. Cuz faggot Eddie has that huge ass claw that beats all of your jumpins. ALL OF THEM. Cuz Eddie really needed that didn't he ARC? Shit got more range than Axl's 6K and 2S. Eddie shouldn't have unblockables. No character justifies having unblockables especially Eddie since it doesn't it make since I-no and Venom actual setups that could be unblockable but aren't. Thanks alot ARC. I'm sorry guys. Just thinking about Eddie really pisses me off.

Posted

(;^_^)> lol ... yeah i know this is the most frustrating match i ever had ... and i made stupid note against Eddie 1. don't get caught on Knock Down(unblockable bullshit and pressure reset) 2. FD big Eddie 3. fake up every attempt to get closer to him 4. prioritize low blocking and block high on reaction(Drill Bullshit) i'll try to get more notes to kill him :v:

Posted

A key thing though: You have to study his mixup game. I'm familiar with Eddie's and Testament's mixups so I can block most of their attacks. That leaves him with jacking up your guard guage and his unblockables. I recommend looking at Eddie when he starts his mixup. I mean really watch him. It's kinda easy to see a his overhead coming. It's just his command throw and that projectile you have to worry about. I wonder if there is a gap between Eddie's attack and when he summons the drill's.

Posted

there's a gap when u ib the lil Eddie attack that push u toward Big Eddie, but the only moves that can connect is SV. Hell that's the only gap that i found and SV him is a lot more risky when he feint the pressure :vbang: ... i'm posting bullshit here :v:

Posted

There's a 3-frame gap between both hits of the Shadow K attack, 6F if you IB. Some possible and practical solutions to get out of a straight 2 hits of Mawaru include: - IB, backdash - 6F timing, time it late so you don't get caught by the tail end of the 2nd hit - IB, 5K (should kill the shadow) - 3F timing - Regular block, backdash - 3F timing - Regular block / IB, Storm Viper - 3/6F timing - IB, FD jump - 5F timing (~2-3F timing to actually get out of range) - SB - 2F timing to Slashback successfully, 13F to do whatever you want after

Posted

Posted by reaVer:

Now that we're on about keep away, Faust is the same type, with the damn garbage as well. You go about this like the testament match up, the catch here is however, you'll be most likely to stuff anything Faust tries on you to keep you away. By doing so you get the CH j.H into a free combo and you'd make faust more careful. When this happens you can proceed to a normal rush down without the worries of being catched and reversaled.

Against Slayer:

1.) Most of the time, when I go for a IAD, i get countered by his uppercut FB or his kick.

2.) In general, 2s is faster than his 2hs, but he gets the hit 50% of the time as well.

What should be my options when I'm cornered by a mad slayer?

Thanks.

Posted

thanks usually vs slayer when im cornered you can GB or 2D through alot of his stuff you can rock it through dandy step i believe too

Posted

but take caution with his 2hs, it'll stuff up many of OS escape option, try to Gunblaze any obvious move like dandy step/2k on reaction :v: btw u might want to check page 6, Villainous and Titanium Beast!!! had an epic discussion about this match up :v:

Posted

Vs Potemkin

The 2 things that should probably worry you the most in this fight are Potemkin Buster and Slide Head. Since PB now has an FRC point, if (when?!) Potemkin lands a PB and has bar he can do monstrous damage in a few seconds and also set you up for the 6HS, slide head wakeup game. That means big damage in midscreen for him now. PB can grab limbs randomly and has horrendous range, so even when you're doing a short block string on him it's possible for him to PB YOU out of your attacks. Watch out for other PB tricks like backdash, PB and hammerfall break, PB. It may sound obvious repeating this old information but it's good to be aware of it I feel.

Slide head loops are nasty if you get caught in one without a burst. Potemkin won't be throwing these out too randomly close up (as you can actually block it then) but it is a constant threat you need to watch for. To stop yourself being hit by slide head in open play you have a few options:

1) Backdash

2) Jump

3) Charge Burst

4) Fafnir

5) BRP/SV

Back dash is obvious as you're airborne (and have some form of invincibility) as the slide head hits the ground. Jumping is also another basic option which is relatively risk free. If you're charging, a charge burst timed correctly will avoid the ground hit through invincibility, as will fafnir which has lower body invincibility during start up. Depending on the range, it's possible to score counter hits against slide head when using fafnir, giving you a free combo. You can BRP or SV on reaction (provided you're not already doing something) but back dashing is probably a lot safer. Lv3 BRP may score you a free combo depending on the range.

If you get knocked down and Potemkin throws out 6HS as oki you can either reversal SV it or backdash. Backdash is hard against 6HS because if you're out by a few frames or your opponent's timing is a little off you can still end up being tagged by the move and taking considerable damage. But it's probably worth learning to reversal backdash on wakeup because Potemkin can also use Giganter as a mixup instead of 6HS...both can lead to him getting in slide head and then getting his otg stuff in, if they are blocked. SV won't work vs giganter but backdash does.

Bizarrely it is actually better to let 6HS hit than block it on wakeup as it stops Potemkin from canceling into guaranteed slide head. But ideally you should watch out for what Potemkin goes for and either backdash or SV. SV can be easily baited however, even punished with things like judge gauntlet if you become too predictable. So it comes down to your opponent and what exactly they like to do.

If you have a burst and are going to use it to escape a loop, the best time to burst is just as he goes for the otg 5K, it should leave you in a decent (read "safe") position.

Overall I think this matchup can be approached from 2 distinct standpoints. One being rather defensive, holding back and charging up to make the most of your higher levels and the other being all out rushdown and mixing things up as quickly and as much as possible. Watch for his anti air 6P which can lead into either basic short retaliation combos or nasty tech traps. He has big range on his 5HS, 2D and 6HS (obviously!) as well as a few other things. His 2S now vacuums which can be a right pain sometimes and really helps out his combos.

Taking damage off him is like fighting a tank as usual but you can land pretty solid combos on him near the corner. Multiple j.Ps or any fast jump in will stuff his super armour on hammer fall, just don't try to ground poke it when he's right in your face as you can often end up taking the hit. I find 2HS less useful as oki pressure now as it's lost it's throw invincibility so I tend to use 6K more vs him.

That's what I've come up with so far I guess. I will add some info on the Venom matchup tomorrow.

from 2nd page

Posted

Why does everyone call wakeup game oki?? Who's idea was that? (smash players call it mind game I guess, which is also different, but I'm from a Street Fighter background)

Posted

Why does everyone call wakeup game oki??

Who's idea was that?

(smash players call it mind game I guess, which is also different, but I'm from a Street Fighter background)

Okizeme is a Japanese term, loosely translated it means "the art of of pressuring a downed opponent" or words to that effect. Oki is just short for okizeme. Oki and wakeup game mean the same thing.

"Mind games" is too general a term to associate with oki because mind games can happen at any point in a match, oki relates specifically to pressuring someone as they try to get up.

Posted

I tried the "thread search" without success. A local potempkin gave my OS quite the thrashing yesterday. I'm aware that the match is "5-5", but any suggestions are appreciated. *shakes fist at isaac*

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