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Posted

for 5c 6c 5d 6d 236d oki

you can also slight delay neutral tech evade the first stein , crouch the 236d laser, and iad backwards/or forwards or dash super jump out of block string

doing 2c after 236d catches the forward jumps but iad backwards safe, if 2c connects your second stein will tag them, so follow up w/ bnb air combo

oh and aginor for forward roll -> into instant block dp reversal you can just block after a gatlinged 236d, and then your lazer wil tag from behind and counterhit

If they forward roll and instant block your 2a will still beat out their 2a.

If you input the 236d after the 5d 6d recovery, if your opponent slight delay neutral techs he can't crouch the 236d laser.

However he can instant block the first stein and jump back.

Also the direction your opponent is holding determines the direction of your oki stein, so he can tech at 5 (directional key) then crouch the first stein and jump out also in this setup.

after 5c 6c you can also 5d 6d dash meaty 2b , this also catches backroll, not forward though, and if they delay tech you might dash under their neutral tech.

after 2b they will get tagged by the 6d stein

this setup doesnt give you the iad crossup option or amount of block stun 5d 6d 236 dash 6d 5d does but you don't have to worry about them getting out, and you'll also have to deal w/ wake up dp/overdrive.

If you think they are going to forward roll, after 5b 6d, just 2b and you'll catch them

gonna try pulsr setups now =D

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Posted

That vortex is really neat. The 2b cross-under seems a little too slow to actually catch somebody blocking the wrong way, but coupled with the possibility of either a low or a high, it might overwhelm people. Have you tried it in matches?

After you condition them to tech or die by 2b, doing the 2d (also has the option to cross-under) seems like a decent option. It's reallllly open to all sorts of things after your opponent sees the 2d-> jump cancel, though. There's a lot of time mu isn't doing anything, but you can use j.2C to CH anti-airs, and if you do cross-under -> jump cancel 2d backwards to cross-up, it's really obnoxious to try and actually do a 6A, let alone a DP. Unfortunately, the timing on the laser serves less to cover your landing and mixup attempt and more to mess up the combo if you hit them :( Not every time, though, it can be made to work. More experiments tomorrow.

Edit: last test for the night: if you do XX > 3C > 2B > 5C > 6C > stein > 66 2D cross-under > jump backwards, 236D, you land right next to them with a laser hitting them twice. Still really open in the air, but if you can get someone conditioned enough to freeze them up, it's another option.

Posted

FYI a lot of these 5D 6D Stein setups lose horribly to delayed get up roll forward. Highly do not recommend using them. I was tempted to use them too, and while it is pretty sexy on block, the risk just isn't worth it. I say just do a 3C, 6D, 236D. If they delay tech forward they eat roll into the laser and I believe you can combo off of it too. if they neutral tech they have to block the laser and I think back tech still gets clipped as well.

Oh, I ultimately decided to do XX, 3C, 2B, 5C, 6C, 5D, 663B, Whiff, Cross-up 5B, 3C 2B, 5C, 6C, Delayed 214D, 966 (Get low to the ground) J.C, J.2C, Land 3C. While it is cool that you could go for another cross up, If they take the OTG they'll tech out immediately. I guess you could play it by ear, but the 3C ender is a nice clean solution.

If you want the most damage off of the Cross-up setup (that still results in the 6C ender), 5B, 3C 2B, 5C, 6C, Do a really delayed 214D, 6B, 6A, 6C, 5D. It is like 3200-3300

If you want to style, 5B, 3C, 2B, 5C, 6C, Early as possible 214D, 5D, 5C, 6C, Delayed 214D, 6C 5D. (Yes, yes you just blew up two separate steins in the same combo.) 3200? I forget, but I think the meter build is high. Special note that this combo is incredibly tricky to time because the 5D after the explosion has a high chance of pew pewing your opponent and messing up the combo.

AndyG: I already talked about doing the 2D in my post earlier, it is pretty cute and I find it pretty awkward to anti-air because of the way the lasers are hitting the opponent. Take into real consideration that if they do not tech that you should still Jump backwards and do a J.C because this will catch them in their forced standing frames, so it gives you some nice pressure still.

I have some random D patterns I like to use after the 6C stuff, but right now I'm really trying to figure out if I can get some cool cross-up stuff, so far I'm leaning towards no. Cross-up protection is pretty beast in BB.

I hope you people are all recording this stuff in training mode and trying it on yourself to see what the hell can happen.

Edit: I was playing with 2D, 5D, J.D, J.4D... x N and I could not find a way to gain any form of ground once this string started. Too bad it is pretty hard to get a 4 stein formation out safely.

Edit again: Did you know that you if you double tap and hold down D you won't get a charged laser? I just found that out while I was trying out that formation.

Posted
Oh, I ultimately decided to do XX, 3C, 2B, 5C, 6C, 5D, 663B, Whiff, Cross-up 5B, 3C 2B, 5C, 6C, Delayed 214D, 966 (Get low to the ground) J.C, J.2C, Land 3C. While it is cool that you could go for another cross up, If they take the OTG they'll tech out immediately. I guess you could play it by ear, but the 3C ender is a nice clean solution.

I played around with this a little bit and found out that you can still force the cross up again by buffering her super into the crossup 2b. What I've been trying lately is:

5b 2b 3c 2b 5c 6c dash 2b whiff crossup

Then 5b 3c 2b 5c 6c delayed 214d 5c 6c 5d dash up 2b 632146c

If they don't tech, 2b will combo directly into super for like 4.7k. If they do tech, you cross them up and super doesn't come out. I just do 5c after 214d instead of the 6b 6a because I find it unreliable against some characters and it's only 100-200 dmg less.

I'm personally playing around with dash in deeeeeeep, 2D, Jump backwards (all sorts of laser sillyness happens) do a J.B or an empty jump 2B.

Tried this a bit and it seems like a pretty fun mixup. I set the computer to jump right after the emergency tech and Mu can actually airthrow even when her back is turned to the opponent. Just 2d crossup jump back delay BC.

Another trick is a double overhead: 2d crossup jump back low j.c (2d laser hits) 6b. The laser from the 2d stein makes it so that if j.c hits, it combos straight into 6b.

Also 2d crossup jump back j.b (2d laser hits) djc forward j.b. Just another annoying way to switch sides again if your opponent starts getting used to the crossup.

Easy way to escape is just jump and watch for the airthrow though. So I don't know how effective this will end up being.

Posted

In case, any of you can't get the cross up 2b or 2d, another set up you can do is XX 3c 2b 5c 6c 5d jc land then 2b. This will give a low mix up in this set up and this will also catch forward rolls. Once you have your opponent conditioned to neutral tech, then you can use the 2b as a mix up or you can do a low air dash j.c with a 6b for double overhead or regular combo. Or you can do an empty jump to make your opponent think you will 2b but do 6b instead as an overhead.

IMO, I think the most awesome set up has to be the cross up 2d and iad backwards lol. That's just great.

Posted

I looked into this, with the 2D cross down, you can iad backwards j2C and depending on the direction of jump you use you can get cross up or not, if it hits, 2D laser pops them up and you can do 6A j2C > 662B 5C 6C for a little more than 2k, on block 2D laser makes you quite safe.

Well it looked nice but actually it can be messed up pretty easely depending on if the opponent stay still on wake up, use FD or not on the 5D laser, that's kinda the same with 2D jump back jB as well, there quite some time for the opponent to move, so you must be sure that he's pretty contionned to block.

About the situation with the opponent not teching and you using 2B to OTG, the problem is that if you used a decently damaging combo, nothing will link after 2B :/

So IMO that setup is mostly interesting when you got a low damage combo into 6C so if 2B hits OTG you can get some decent damage in the case the opponent does tech.

Posted

I'm lovin these setup right now. Im havent mastered all the massive damage combos yet, but the oki setups and mindgames are doing well so far. I've crossed up, jump over then AD back in front, tossed out more stiens during oki, or simply charged a SoD (sword of Decimation) while they were under laser pressure to break 2-3 primers. I basically can do whatever I want so long as i understand the character im playing against, how much heat they have, and punish forward rolls so they get scared to do it all the time. before I learned some setups a few players I know always tried to forward roll but now it doesn't happen as regularly with me baiting it.

One thing I've tried to do to add more pressure is to add SoD on stien Oki, usually midway through rounds. it has great range, and what I find is that the opponents get scared to stop blocking and will mentally get stuck blocking since stiens and ame specials are going off too. So they get 2-3 primers knocked off. If I space it right most normals won't reach me and they try to AD away when I delay it, so they get CH instead, and knocked away, which means more stiens for me.

One setup ive tried after a 6C combo ender is a variant of 5D 6D 236D dash 6D 5D oki. I basically delayed the 6d 5d portion a little a few times (by accident at first). basically the second set up stiens dont get picked up by the laser, so i basically end up with a 2-stien ame no tostuka with 2 stiens on standby.

When I continue pressure from that, I make sure either push them back as far as possible, then activate another 236D, then dash, setup another 5d 6d, then try to repeat it again, or I block string to push them back until they overlapp the stien, then pop it, then rush in and pressure again. sometimes I'd use the explosions to place another stien, or charge a SoD if they are close to being gaurd broken.

It works for me so far, especially once I had my opponent worried about the Ame lasers on oki, so i get leeway for mindgames. what do you think of this idea?

I've also been trying to work with the lasers more, doing an attack string, then timing me dropping the combo as a 236 laser hits the opponent, then restarting the attackstring after that for a longer combo that still ends in a good oki setup. Its a bit more difficult and required me getting used to the speed of the lasers and where I did place stiens (which I try to keep in mind at all times now. like I'm preparing my self even when im under pressure to CH followup any laser that my suprise my opponent) but I've gotten 9-10 hit combos before I even get to the 6C ender into oki because of it.

thx for the help guys im looking forward to more info from this thread.

Posted
Videos of these setups would be oh so useful

I second this. Alot of these setups are a little hard to understand unless you see them with your eyes.

Posted

Fun setup:

6C 5D 6D IAD j.B

It either crosses up or doesn't depending on how far away they are after the 6C and the lasers will protect you even if you get hit, say if they mash.

Posted
Does anyone have any specific explosion set-ups? I'm trying to encorporate them more into my game.

I catch people alot with 63214C 6D 214D. God knows how.

Posted
Does anyone have any specific explosion set-ups? I'm trying to encorporate them more into my game.

I catch people sometimes with 6C > 5D > 6D > 214D. Catches Tager pretty well and any character that would backwards roll/neutral get-up on wake-up. Even if they foward roll, you could poke with 5C and combo if it hits, or 6C cancel into steins if blocked.

Posted

I'm been working with a midscreen set up- xx-3c-2b-5c-6c-4d-5d or 5d-4d. Depending on where they are they should land right in between these 2. you can do 236d with 5d-4d if you expect a backdash, or 4d-5d if you expect a jump. The coolest part about this is that you can mix up into 6b-214d-another mixup like 2b5b(2b or 6b). Or you can do 4d-5d-214d, my favorite because it explodes as they recover and all 3 hits last for much longer than it looks. It doesn't actually hit most characters though, although it looks like it might, unless they backdash, move forward or jump. So you can tick throw, or mix-up normally, or just set up more steins.

Posted

hey has anyone gotten XX, 3C, 2B, 5C, 6C, 5D, 663B, Whiff, Cross-up 5B to work on noel? Whenever I do it the laser completely misses her on her recovery then she can 5D my follow ups

also is it possible to get the crossup slide on tager? I havent been able to yet and was wondering if it worked at all

Posted

I'm pretty sure a lot of characters' cross up setups on wakeup don't work on tager, because as they try to slide under they don't reach all the way through tager and then he lands and squeezes you back like the fatty he is :[

if you got knockdown on tager though I'd get the hell out of there and set steins up @_@

Posted

Found a way to set up steins after max damage air combo:

(midscreen) .... j.c, dj.c, j.2c, j.d, falling j.2d, 6d

Dosen't set up oki but places three well spaced steins in a triangular pattern which could possibly serve for later pressure or surprise explosions into soviet damage..

Posted
cross under awesomemess

if you get the cross-up you can 5B > 3C > 2B > 5C > 6C > 214D > 5C > 6C to continue the vortex

also good to note that if you start the vortex with 2B, the only thing you can do for the pick up combo is 2B > 6A > j.C > j.2C or they can tech

Posted
Actually you can get 2b 6a j.2c 66 2b 6a 6c

Assuming you started the combo with 2b 3c

is that with the laser hit in there? (checking right now)

on a side note, it's definitely worth mentioning that if you cross up and they block correctly, you have the stein right on top of them so you can do pretty much whatever you want and make it safe with 214D

edit: alright, I stand corrected, miso is right you can get 2B > laser > 6A > j.2C > 663B > 6A > 6C > 5D

but it seems kinda finicky...it would work sometimes and sometimes 6C would whiff...I think jumping either back or neutral should take care of that problem though (probably neutral)

Posted

It's much much more difficult if you used 6d after 6c.

As for 214d make sure you're not too close. 214d is ridiculously easy to interrupt (JESUS KICK!)

I really hope aksys makes explosion not stop after a certain amount of time. (like a little bit before the active frames kick in)

Posted

k, so don't try to do the cross-under against makoto...she auto-correct parries the laser hit -.-

just thinking that if you train them for xXX 6C > 5D > daaaaash > 2D >IAD back j.2C or j.C, I believe you might have time to land and dash for a grab before that 2D hits (they'd have to be dumbfounded for this to work)

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