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Posted

Midscreen - 6K, 2K, 6K fient into throw. Basic shit. I usually start off using this and when they start blocking/reversal/escaping I go into the following.. - Dash through. Mix up high and low. It's really good. - Dandy step. There are throw invincible options that lead to death. Also overhead options. Throw options.. low option. It's good. Corner only the 6K, 2K throw oki works along with dandy oki. You can always use the "crank the gaurd bar then bite into DOT FRC" oki too. EDIT: I'll open the door, but you have to step through it yourself.

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Posted

I like the d-step into it's late DOT FRC combo...just as good...but all the same to me...if it wins the match, it's good

Then I guess TK Divebomb whiff -> throw is good cause it won koogy 2 matches lawl

Posted

Then I guess TK Divebomb whiff -> throw is good cause it won koogy 2 matches lawl

ahha thats a silly trick. Divebomb is really punishable on whiff... but Im sure this would catch people.

  • 5 weeks later...
Posted

Something silly-ish I found tonight if you want to invest the time into learning it so you can get a knockdown off of 2H regardless of if you have meter or not: If you forward dash the moment 2H hits on normal hit and let the dash carry you a bit, you'll gain the distance and momentum to catch someone who techs 2H with an air throw. It doesn't work at all ranges but damn it looks sexy regardless.

Posted

you can combo off of 2H, with no tension, if you're close enough anyways. try linking to P, 2S, or j.P (or even 2D on a few heavies in the corner). olol this is rtl.

Posted

Something silly-ish I found tonight if you want to invest the time into learning it so you can get a knockdown off of 2H regardless of if you have meter or not:

If you forward dash the moment 2H hits on normal hit and let the dash carry you a bit, you'll gain the distance and momentum to catch someone who techs 2H with an air throw. It doesn't work at all ranges but damn it looks sexy regardless.

oh shit, that's pretty hot. :toot:

Posted

you can combo off of 2H, with no tension, if you're close enough anyways. try linking to P, 2S, or j.P (or even 2D on a few heavies in the corner).

olol this is rtl.

Yeah you can do it from ranges where 5P and stuff wouldn't hit or on characters that might not work on, it just doesn't work from like super mega long range 2H or whatever.

  • 6 months later...
Posted

anyone know a gd way to punish a wake up backdash and a backdash after under pressure? ( d step- s) i know they are going to backdash but i have no idea how tp punish

Posted

1. you can either go straight into Its Late really fast if you anticipate the whiff so you catch them on their back dash... that is 1.... 2 if you think they are gona backdash, you can do a meaty attack, one example is 2S meaty and it can catch them as they backdash and count as an air hit. now i have seen 5H on their back dash to score that air hit to ground bounce and go into a combo that does juicy dmg... that works too..

Posted

mmm. Meaty 2S wont catch a lot of BDs in the game - most charas tend to have more then 9 inv frames on their BD (and i think 2S's reach ain't that good for BD catching either). I'd say that delayed H or 2d is way better to catch BD if you know they gonna do it.

Posted

Instead of for catching backdash, I think 2S is way better for baiting shoryuken and such. Because it's main strength is it's priority.

Posted

Delayed H or 2D is what I've had the most success punishing backdashes with. Depending on the character you can do other stuff, but those work and give the best rewards.

  • 3 weeks later...
Posted

I hate to ask...but... What can you do with P or K Mappa? I'm always confused on that. On hit? On Counterhit? On block? I don't really know.

  • 2 weeks later...
Posted

you definitely don't want to get it blocked, so you should only go for Mappa during a combo, after you have already hit-confirmed some other attack (like 5K). rarely you will end a combo with Mappa; i can only think of something like 5K x2, P Mappa against someone if you're not in range for 5K, 2D to combo, you're patiently looking for a hit to to whittle away at their health, you happened to get a 5K, and you have less than 50% (75%?) tension. K Mappa is (surprisingly) useful in combos where the opponent gets popped into the air, but not too high. Something like 2K, 2H, [5K, Mappa] x2 or 3, then pick your re-launch of choice will work on Potemkin, for an easy example. But i seem to recall other situations in recent match vids, i just don't remember which vids they were exactly. on counterhit, a bunch of stuff links, notably BBU and DOT. so, if you've got the tension, go for it (unless you're building up tension for a better timed DOT, but idk it's probably not a bad spot to go for it anyways). what links will slightly depend on how close you are when you CH them, so play around with it in training mode to see what works. the ones i remember are 5P, 2P, 5K, 2K, 2D if you're close enough, BBU and DOT. probably c.S too, but you'd have to be really close. something like 2K is probably best, cuz you can do 2K, (2S, ) 2D for damage, tension gain, and knockdown at no tension cost. just my 2 cents. *okay well if you wanna be an asshole/stupid/unnecessarily risky, you can spam it a few times in a row and fish for counter hits like that, but that only works for so long.

Posted

I always combo into K mappa after 5Kxn, then RC into 5HS, pilebunker. It's one of my staple combos. But you can get punished bad if K mappa is blocked, esp. Potemkin, free pot buster for him. I never use P mappa since I don't see the point of it. K mappa like rtl said is great against the air if you manage to hit it, resulting in the 5K>mappa loop. Also on CH with no tension you can easily do 5Kx3-K mappa for dmg, but I like rtl's option since you gain a knockdown.

Posted

ok so i re-read what i posted and if you think about it, it's a bit inconsistent and contradictory. to land a CH Mappa, you're gonna have to use it outside of combos, so the way you do that is learn which of your opponent's moves you can "snipe" with (usually) K Mappa. but i think in general, everyone has something that will beat Mappa (usually a generic upper-body invul move will do), so it's a guessing game on both sides as to whether you'll do it or not -- and if the opponent knows a really strong punish/counter to your Mappa, then you'll probably find yourself using it less and less outside of combos, because the risk of doing it will outweigh the reward. but the option's always there, so don't disregard it completely.

Posted

Mappa is so good. Like RTL said, CH mappa is really good.. unlike RTL said, mappa on block when spaced correctly is amazing... if you can space either P or K mappa so it gets blocked outside of the range of their staple post-blocking mappa normal, you can react to if they whiff or whatever they are doing. If they start to IB the mappa, the fient becomes viable. Make sure to mix in what fient, though. You can catch a lot of throws with P feint->2P if they are thinking K feint->throw is coming. Also don't forget that BDC mappa is throw invincible for a certain amount of frames so BDC P mappa and dash-throw becomes a good mixup... And FDC K mappa is something you will need to know if you want to get combo->knockdown from midscreen CH pilebunkers... or FDC K mappa fient->whatever for that random you in the corner CH dot... Here is the general rundown of mappa... it is your long range poke, short range throw bait, long range combo pickup, throw setup, movement option (P mappa fient under jump ins...), tech trap... it's amazing...

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