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Posted

don't forget to use barrier defense when blocking in air =/

most anti air in BB are unblockable unless u'd barrier defense

CMIIW

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Posted

That's not the question he was asking guys :/

You can't safe jump C ID (with a meaty aerial at least). If you jump at him and do Hotaru at the same time he does C ID it'll clash though.

Posted

I am still on the grey zone about safe jumping here... ^^;;

playing hakumen, ex: j.2c >< C ID = lose

hotaru >< C ID = clash(both full body invul)

????safe jump?

Posted

You probably don't have some OS/safe jump to beat ID, except for forced clash.

The only character that I know has a safe jump is Litchi?

Posted
You probably don't have some OS/safe jump to beat ID, except for forced clash.

The only character that I know has a safe jump is Litchi?

litchi? not in my experience tho >___<

Posted
I am still on the grey zone about safe jumping here... ^^;;

playing hakumen, ex: j.2c >< C ID = lose

hotaru >< C ID = clash(both full body invul)

????safe jump?

You can't safe jump with a meaty aerial in BB because of landing recovery, unless the move you are trying to bait is slow enough.

Posted (edited)

@sG: ah , I c, thx, was googling around about safe jumps, most of them was about safe jumps on SFs, but still I got the idea.. XD

=====

a question for LK I guess

are fundaments/a good play-style/neutral games etc taught or learned? or both?

thx b4

Edited by deadsnake
Posted

Nevermind, I'm wrong.

You can cancel the landing recovery with FD, so you can safe jump as long as you FD when you land.

Posted
litchi? not in my experience tho >___<

Not many people have played a good Litchi, don't worry about it.

Posted
Not many people have played a good Litchi, don't worry about it.

Even I'm not entirely sure what you're talking about that would be specific to her.

Posted

Jump startup isn't relevant to being able to safe jump or not.

EDIT: Well, unless you're factoring in setting it up and what not.

Posted
Not many people have played a good Litchi, don't worry about it.

let me correct this for my self :)

"not many people plays a good litchi, you(me) should worry about it"

*sad.....

litchi safe jump ins..

seriously I can;t think of anything ;D

j.b[m/e] is not good for that, j.c's[m/e] aren't proper for this

Posted

That's also a large detriment, they become essentially useless because there's no certainty your opponent will even do anything/be there.

Posted
Even I'm not entirely sure what you're talking about that would be specific to her.

Ask LK about it, but he'll probably post about it later. It involves staffless j.C. That's all I remember. He's reffered to it as a safejump before while he plays, and it sure as hell looks like it... he's baited both reversls and mashing with it.

I could be wrong, but that would be his fault for calling it a safejump.

Are safe jumps even relevant in a game where you can vary your wake up time?

Usually just by laying there you're taking a risk of being relaunched/reset. You can be hit out of rolls/quick-tech and you can't special cancel rolls anymore, so usually the fastest possible neutral tech is your safest option. Just sayin.

Posted
Ask LK about it, but he'll probably post about it later. It involves staffless j.C. That's all I remember. He's reffered to it as a safejump before while he plays, and it sure as hell looks like it... he's baited both reversls and mashing with it.

I could be wrong, but that would be his fault for calling it a safejump.

I'm thinking it may be the 3-way oki? Oh well, I'll just talk to him later.

Posted

I have a question... When playing a character that is somewhat fast, with low priority (rachel, mu), how do you play footsies? Rachel is a bit easier due to lobelias but with mu's c normals each having horrible startup and recovery, and meh a/b normals, I find it stressful to get my opponent to respect my range. Even if I psychic their movements I get beat out a lot, and mu gets bruised something serious. Should I just stand there and let my opponent in or risk a backdash/IABD in a general situation?

Posted
If you were having trouble being mobile, how would you go about fixing it? I'm trying to switch away from Tager, and my largest problem is that I still kind of move like I'm Tager regardless of who I play (plus I still super jump C every once in a while <_<)

Another issue is that I can't seem to dash consistently, despite feeling like I input the same speed when it does come out and when it doesn't, which is part of my mobility problem.

The important thing is that you use your characters movement options in a meaningful way. I don't know what character you're playing now, but a big problem I see across the board is that most people don't move around with meaning - they sorta just flail around until they get close enough. If you aren't playing a zoning character, you want to avoid this.

You probably realize this already, but because whatever character you're playing has more movement options, they have more lines/angles that they can cover. Depending on what matchup you're playing and what tools your character has for neutral, you'll want to position yourself optimally (and you have more than just SJ, backstep, walk, and a couple of moves).

Of course, not playing Tager at all will help you adapt to your new character. Just playing will get you used to dash timing and stuff like that.

Is there any way to safe jump inferno dividers playing Hakumen ? Actually, how does landing recovery work in this game ?

You can cancel landing recovery into barrier block. I thought this was common knowledge?

I am still on the grey zone about safe jumping here... ^^;;

playing hakumen, ex: j.2c >< C ID = lose

hotaru >< C ID = clash(both full body invul)

????safe jump?

Do deep j2C > barrier, and you should block it.

@sG: ah , I c, thx, was googling around about safe jumps, most of them was about safe jumps on SFs, but still I got the idea.. XD

=====

a question for LK I guess

are fundaments/a good play-style/neutral games etc taught or learned? or both?

thx b4

It's both, but teaching only goes so far for most people (especially new players).

It's a learning process, learned through playing. Eventually (unless you're playing completely braindead) you learn to judge risks, evaluate space, and how to rushdown and defend well.

Are safe jumps even relevant in a game where you can vary your wake up time?

At least in Litchi's case, if you late tech it resets the combo and she can relaunch, if you roll you get caught, and if you just neutral tech, she gets the meaty. If you do a reversal, land FD.

I have a question... When playing a character that is somewhat fast, with low priority (rachel, mu), how do you play footsies? Rachel is a bit easier due to lobelias but with mu's c normals each having horrible startup and recovery, and meh a/b normals, I find it stressful to get my opponent to respect my range. Even if I psychic their movements I get beat out a lot, and mu gets bruised something serious. Should I just stand there and let my opponent in or risk a backdash/IABD in a general situation?

I cry with you, lol. This was my problem when I was learning fg's and playing V Akiha. After playing for a while I reached this conclusion:

You gotta split your matches up into the ones where you win or lose in neutral. When you lose in neutral, these are the matches where you should play a bit defensively. If its your normals that lose, you can fall back on zoning. If its zoning they beat you in (doubt it), then you have to play REALLY safe and try to get your one hit in so you can start your turn and try to win as fast as possible.

Posted

You can safe jump with Ragna's j.C after a 22C (unrollable). Very useful for keeping pressure after a BnB ender. There's probably many more useful SJs with other characters I'm not aware of.

Posted

That's not a safe jump at all though, because your opponent can tech and mash DP WAY before you actually land, unless you RC. If you do 22C > RC > perfect timing jC, it's a safe jump, yes, but your timing has to be incredible, since it's entirely up to you to keep track of time.

EDIT: Even then, they might be allowed to just crumple. I'm not sure.

Posted
That's not a safe jump at all though, because your opponent can tech and mash DP WAY before you actually land, unless you RC. If you do 22C > RC > perfect timing jC, it's a safe jump, yes, but your timing has to be incredible, since it's entirely up to you to keep track of time.

EDIT: Even then, they might be allowed to just crumple. I'm not sure.

Yeah I meant RC-> safejump. The timing didn't seem that difficult, I've blocked wakeup DP fine after the meaty j.C. As for crumple, I have no idea. Most people just mash tech after 22C.

Posted

That sounds like a serious waste of meter when 22C already gives you strong mixups (in CS1, mind you). In addition, if someone decides not to tech when they see you RC, then what?

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