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Posted

Great stuff pulsr, will be really usefull come CS2, there's just 1 thing I dont quite get:

xxx 6c, 6[D], 4[D] do you really have the time to place 2 charged steins + sod? or you meant 6D->4D->63214C?

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Posted

More notes on the 5D>6D>236D>Dash j5D setup that I showed in my little video.

-When perfectly midscreen it works like shown.

-When a little less midscreen the j5D will be straight over their head and you have a really ambiguous chance of crossing up. This also hurts jump-outs

-When even less midscreen the j5D will cross them up leading to a slightly stronger mixup. THis also hurts jump-outs

Lastly, I've been having alot of success with Tempest's setup (5D>6[D]), good stuff with that.

Posted

l absolutely love the j.5d into mixup. lf the opponent does not ib the first laser of 236d and jump out, this setup looks extremely deadly because the last laser keeps the opponent in just enough stun to not mash, but also reset the combo so the mixup goes unprorated!

Neo's setup looks flashy too, but it looks like you need some respect first. l wonder if the popped steins carry the opponent after a 2b for a better combo.

Also, please explain, what is the difference if you tk'd 236a in the setup? lt seems like either way both trajectories will prevent forward rolls while steins prevent jumpouts.

Wow these are kind of inspiring... i'm eager to find more things now. And l want to incorperate every setup mu has into my game.

ok i'm hype. LETS DO THIS!!!!!!

Posted (edited)

About Neo's setup:

-I did the TK 236A mostly because I could, I don't really think it does much.

-In my experience this setup causes humans to get mentally screwed up and get hit by the explosion.

-It seems well suited for just creating space, which is what you want in some instances.

Zeromus can probably add more as he was the one schooling me with it. :vbang:

Also, if people would like, I can make one of these quick little videos every so often. I think it helps alot to see these things in action. If so, what should go in part 2? I'll do pulsr's and maybe some more 236D mixup. Anything else?

Edited by FlyingVe
Posted

For neo's setups what is the reward if the opponent gets hit? I played around with it a bit. But i guess it is just used to force people to block?

Posted

Pretty much, it's pretty low risk, it breaks a primer. Plus if you get them to block 214D you can do stuff. As I've said before, for some reason seeing 236A makes people think they are safer than they actually are and they start doing stuff, and getting 'sploded.

Posted

Topics that should be covered

Breaking LOTS of primers/creating respect/Escape routes should you fuck up.

Also l'm going to try and look for some deceptive setups much like neo's that -look- punishable/escapable but end up being exactly where l want them.

Posted

Don't know if people already know this, but...:v:

In the 236D->dash j.5D mixup, if you do a foward super jump j.5D instead of a normal jump you will crossup the opponent and the 236D laser may hit him if he doesn't change direction. After the super jump you can follow-up with j.B/j.C->2B/6B(depends how much far you are, usually only j.C->6B works in this situation but j.B->2B/6B can work sometimes)

Posted

6c 4d jc j.2c 2d land 214d

6c 6d slightly delayed 63214c (laser hits) 214d

These gimmicky setups force block on neutral tech and catch people offguard at times. 214d can be hitconfirmed for damage and more oki. I haven't tested it extensively though. You guys think these are worth using?

Posted

@Pulsr: I've been playing around, and I'm not quite sure how your setup is supposed to work. It seems like they can just kinda, get out. Maybe I'm doing something wrong/dumb.

Also, I'm going to try and do another oki/setup video, this time with a little better quality. So if anybody has anything that they want to be sure I cover, please let me know via this thread or PM's. Also, I want to include some setups for other, neutral situations such as zoning, approach, and neutral GP break,

Posted (edited)

So, this has probably been posted, but lol.

whatever in the corner j2c (keep it low) 236a charge level 3 sod lol. I think this is guaranteed if they neutral tech or roll backwards. it makes me laugh

I had to clarify the guard crush thing for aginor too so...

OKay, so what you are doing after 3c 2b 5c 6c... 6D (charged) 4D (charged) go straight into SoD, right as they tech You let the SoD go (should be level 1), (begin charging SoD ASAP) 6D hits right as they get out of block stun from the first SoD, 4D hits, Max Sod is released.

Edited by pulsr
Posted
OKay, so what you are doing after 3c 2b 5c 6c... 6D (charged) 4D (charged) go straight into SoD, right as they tech You let the SoD go (should be level 1), (begin charging SoD ASAP) 6D hits right as they get out of block stun from the first SoD, 4D hits, Max Sod is released.

Video demonstration anywhere?

Posted

OKay, so what you are doing after 3c 2b 5c 6c... 6D (charged) 4D (charged) go straight into SoD, right as they tech You let the SoD go (should be level 1), (begin charging SoD ASAP) 6D hits right as they get out of block stun from the first SoD, 4D hits, Max Sod is released.

I must be doing something wrong...people just keep mashing out of this. 2 charged steins seems like a lot of time for people to get out/DP/mash...

Posted

I'll try and make a video, you'll just have to wait until I can get somebody over to my place, you can't do this with a dummy. At least Pulsr will be able to tell me what's right wrong with a vid.

Posted

the first sod is pretty unsafe. after that the rest is pretty much guarenteed.

the good thing is that this setup is like most of the rest: the first part is escapable, but the second part nearly always yields results.

but the bad thing about this setup is, its not very deceptive, in other words it 'looks punishible', meaning people are more likely to mash out.

still very nice however with proper (and quite a bit of) conditioning, this almost always gives a followup. l like it.

Posted

A note regarding the corner trap: 6C>5D>214D>2B(wiff)

I was playing Zoogstin today, and he managed to screw with the trap using puppet-san. I will try to investigate this further, but i figured I would mention it if anybody has something to say on the issue.

Posted

How so? Teleport in or her confloco'ing across the screen or simply being there?

Posted

He could use one of the move where the puppet won't stop, even if Carl or Puppet-san are hit. I think the reality is, in these situations you should just block longer, and you should still have the advantage, but it's something to be aware of.

Posted

Do you mean rhapsody of memories? If the doll is kind of behind you then super jump forward and air dash back? If it's right next to carl, air dash back and set up steins. Usually carl's don't do that on wake up. Or you could try using 632146c on carl during the super flash (lol). That way it hits carl and runs out carl's super.

Posted

Well,he wasn't aware of the trap so I don't really know what he was trying. I did testing and it really isn't a big issue, but I still think people should be aware.

I don't really know carl's moves, but he has other's besides the super that are un-interuptable.

Posted

I'm pretty sure all of Nirvana's actions are guaranteed to come out after X frames of startup. Which is probably what you where running into.

Posted

I don't really know carl's moves, but he has other's besides the super that are un-interuptable.

those should be the special ones. Like:

1-grio: she extends her nails up at an angle

2-fuoco: dashes forward with one of her arms extended forward and spinning like a drill

it was probably one of those 2, most probably fuoco

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