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Posted

Lets for a moment, stop talking about ourselves and analyze what the opponent can do against us. I dont have much in mind, but heres a brotip.

Never end your strings with 6A, it will be blatantly obvious to him what happens next;

Either jump cancel or special cancel, and I believe everyone has a consistent way to punish both.

I had to learn this the hard way against a semi-psychic Tager.

Posted

This thread has a depressing lack of Deadspike, so reposting this from the General Discussion so more people can see

I just wanted to share who the Blocked Deadspike > dash 5A/2A pressure resetter is good on when the characters don't have fifty meter (since with meter, everyone has reversal supers or CAs)

214D > 5A provides a 2-frame window for the opponent to do something

214D > 2A provides a 4-frame window for the opponent to do something

Note that Deadspike > 5A only works on standing opponents, with the exception of Carl and Platinum, whose midget ass hitboxes will cause the 5A to whiff.

Completely Safe On:

-Lambda

-Platinum (without the bat)

-Valkenhayn

-Litchi (staffless)

-Taokaka

-Arakune

-Hazama

The following characters you can use it on, but only if you've really scared them into not trying to disrespect your pressure, otherwise, they can pretty much say "No" to it, so you have to be careful.

People Who Can Disrespect it:

-Ragna (Inferno Divider)

-Jin (C DP and D-DP)

-Noel (All of her drives)

-Litchi (DP with staff)

-Bang (His drives except for 2D)

-Platinum (with bat)

-Mu-12 (Origins A.K.A 623C)

-Rachel (Cat Chair)

-Carl (Vivace A/B)

-Tsubaki (A and D DP)

-Hakumen (All of his counters except 5D)

-Tager (360A)

-Makoto (Her DP)

REMEMBER: Everyone has a way out with fifty meter, so watch your opponent's meter when using this frame-trap.

You can always use the Deadspike to attempt to bait these things out, since they're all easy to punish on whiff. If I have any of these wrong, please point it out. I just thought I'd share this, since I like to use it myself to keep people in the corner, and is amazingly useful in many match ups.

Posted (edited)

Well I started using 2C earlier in blockstrings when I can, and I'm definitely seeing the benefits. I just wish it had a tiny bit more range >.<

BE (RC) mix up still works if you're feeling fancy and have some meter. I don't know if it's just me, but I have a harder time getting the airdash out in time than I did in CS1. It works if you TK the BE too.

- BE (blocked, RC) > airdash j.B j.C > etc, high

- BE (blocked, RC) > land 2B/3C/6C > etc, low

TK BE is better now that BE is +1, you can still use it to CH throw attempts or jump low profile attacks for a little combo.

Edited by VR-Raiden
Posted

Are dash cancel dashes still 22 frames? I looked in the frame/system data but couldn't find anything. I remember hearing 22 tossed around in CS1, though.

I like 5D(2), dash cancel in pressure. It's a level 5 attack, so 20F blockstun. Seems like you can use the hitstop on block to dash cancel on the first frame, but maybe I'm doing it late. Anyway, point is, if I'm right that leaves you at only -2, which isn't good but isn't the worst either. Better than HF putting you at -4. Or GH putting you at... Minus a billion.

But then, I like to play risky and am really aggressive. I do wish 5D had an unequivocally safe option. Though I guess you could dash cancel and block? Hah. If only we had backdash cancels...

Anyway, 6C would put you at -4, being a level 4 move. Bleh.

Posted

. . . Back dash cancels what good would that do.

And Ragna's mix ups are never Safe no one's in BB's are you can't just make Frame disadvantage disappear from the reward he gets from his hit confirms i'd say his mix ups are really good.

  • 1 month later...
Posted

I know this thread is a dead, but I have something that I've been using lately while playing that I think really helps Ragna's mix-up.

I'm sure everyone is aware of the 2A > 5A (whiff) tick throw method, right? I don't know if other people have already tried to use this, but while applying 2A pressure, you can go into the 5A (whiff) AND at that point, do any of the following:

1.High: You can go into 6B or TK Gauntlet Hades in an attempt to hit with an overhead. The problem is you can get poked out or thrown out of the 6B, while the TK GH is punishable if blocked.

2.Low: You can go into 2B or 3C to catch them off guard with a quick low. 2B will low profile most moves, and if they mash most things, both 2B and 3C will counter-hit (with CH 3C being a cool starter).

3.Throw: Self explanatory.

4.Continued pressure: You can simply go back in 2A to catch mashing, and from there go into standard pressure or tick throwing.

Options 1, 2, and 3 can all be beat by mashing certain moves, and all four can be beaten by frame-1 invul reversals. I still feel like this helps make his mix-up just a little more ambiguous at certain points, and is a really viable idea, especially since most of us begin pressure with 2A.

Posted

Obviously though, it only works on people who are conditioned to block since mashing will beat these clean. In this case put them in their place using frametraps, then, if even 8 frame traps results in blocking = They are now much more vulnerable to these mentioned by Lumin

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