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Here's some notes for standing reset opportunities:

Example String: 5D -> d.6A -> d.6C -> d.5C -> j.D -> d.5A is the standing reset path. You'll do ~2.4k damage. d.5A on hit is about +20 frames, so d.6B will be a 1-frame hole (in my tests, it beats Tager's 360A, Bang 2D, Rachel Cat Chair... loses to DPs / Reversals). d.5A (hit) -> d.6D is a 6-frame hole, but with low profile. Bang, Noel, and Ragna's 5A whiff while Noel is in d.6D. Only Taokaka's 6A trades, but d.6D -> (hit out) -> 2D is a true combo, even if Taokaka's 6A trades.

Basically, outside of dragon punches / supers / Hakumen Counter Mashing during d.5A, you've got a safe high-option with a jab/throw-proof low mixup. Daifunka rule vs Bang still applies, and the d.6B counter-hits Bang's 2D (2D is vulnerable for first 3 frames). You're unfortunately within the reach of Litchi's and Jin's 623D. Only problem is the large amount of damage you're sacrificing for this. On the other hand, a reset will easily net you ~2.8k or so damage, so you can get into 5k+ damage if you sucessfully reset the opponent. Here's my combos from there:

d.5A (hit) -> (reset, overhead) d.6B -> d.6A -> d.6C -> 623D -> 66C -> j.D -> d.6D -> d.5C -> 236D. Does NOT reset on crouching opponent.

d.5A (hit) -> (reset, low) d.6D -> d.2D -> 623D -> 66C -> j.D -> d.5C -> d.6B -> 236D.

d.5A (hit) -> (reset, guard crush) d.6C -> d.6D -> d.2D -> 623D -> stuff... very good damage here. With corner + fenrir... 5k without the guard crush, Corner + Fenrir + Guard Crush is ~4k.

Now... 5D usually goes for at least 3.4k damage or so... so perhaps thats not the ideal setup... you may want to go for more damage typically. But lets say... You do 5D (blocked) -> d.5B (blocked) -> d.6A (opponent attempts to jump out, and thus is hit). You can hitconfirm d.6A (or d.5B) into:

(d.5B) -> d.6A -> d.5C -> j.D -> d.5A -> standing reset.

You can also loop the overhead combo back into a standing reset:

(j.d) -> (d.5A) -> (reset) -> d.6B -> d.6A -> d.5C - j.D -> d.5A -> standing reset. You'll get ~1.7k damage. Then go low this time, you'll probably hit your opponent :-)

From 5D, you'll lose ~1.3k damage for the potential of ~3k . From d.6A chain revolver pressure, you don't lose much at all and potentially gain a huge amount of damage.

d.6B resets well into d.6C in my experience. I haven't tested how tight the reset is.

2D, and d.2D also have a 1-frame reset into d.6B... and also 6-frame reset into d.6D.

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Good opponents seem to figure out your resets very quickly when you only have one reset setup. So here are new options:

In the corner:

5D -> d.6A -> d.6C -> d.5C -> j.D -> d.5A -> d.6A -> d.5D / d.2D / d.5A -> (reset) d.6B / d.6D -> 623D

Similar to the other one, but you don't have the time to make d.6B have a good combo into d.6C. Still does decent damage. It is set up exactly the same as the IMO "better" reset, except the first d.5A doesn't have the reset at all. The proration on that must be absolutely terrible, so I'm not sure if its actually a 1-frame reset. But the point of this one is to beat out your opponent's reversal. They'll hit it after the first d.5A, while you continue the combo instead of doing a reset.

d.6D 623D will combo outside of the corner. d.6B -> 623D needs rapid or corner to continue the combo.

5D -> d.6A -> d.6C -> d.5C -> 214A. Lol Low reset.

**************

Overall, I think the psychological damage that resets do make them worth the possible damage loss. They force your opponent to think during your combos. Not quite as good as say, Carl or Litchi, but forcing your opponent to think more is always a good thing. You don't want to give your opponent any rest. Just doing one or two sucessful resets changes the mindset of your opponent, even if you don't do any resets for the rest of the match.

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