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Posted
This may be a super noob question, but do you guys have any tips for trying to escape pressure? It is seriously to the point where I can only win against people who can't approach for ass lol

IB > DP in the corner, counter assaults if you have meter you're willing to burn, Mu's backstep is pretty damn good midscreen too.

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Posted
IB > DP in the corner, counter assaults if you have meter you're willing to burn, Mu's backstep is pretty damn good midscreen too.

Is there anything special about her backstep, or is it just the distance?

Posted

If I get stuck in the corner, in some matchups, like ragna or rachel where they keep you there with moves that are out of DP range like dead spike or lobelia, neutral jumping and then airdashing out if they whiff something is a good way to escape. Just don't hold up-back, there's a risk involved in jumping out, so pick your opportunity correctly.

Posted

Origins + RC is a favorite of mine try that-- also if you have the distance try that fuzzy ball -- most ppl for some reason try to jump over it -- if they do just run under them

Posted
If I get stuck in the corner, in some matchups, like ragna or rachel where they keep you there with moves that are out of DP range like dead spike or lobelia, neutral jumping and then airdashing out if they whiff something is a good way to escape. Just don't hold up-back, there's a risk involved in jumping out, so pick your opportunity correctly.

Crap, I have a bad habit of holding up back on pad. Thanks for that tip. Now, to break shitty habit. ._.;

Posted

Okay so this is what I can do with a CH jC.

CH jC, 66 6A, j2C, dash, 2B, 2C, 6C, 214D whiff, 6A, 6B, SoD, dash, 5C, 2C, jC, j2C, j5D. I pretty much do the same thing for CH 2C and 6A. What can I do to do more damage?

Posted

Look at the combo thread. C0R has a combo for that.

j.c (AtA CH) > 6(6)~:5c > (2c) > 6c > Habacan > 66~6a > :6b > 66~5c > SoD > 66~(5c) > 2c > j.c > j.2c > 2b > 5c > 2c > j.2c > (66~6a > (5c > 632146d > j.2c > 3c) 632146c)

Posted
Either 6C doesn't hit or I'm too far for 214D whiff, 6A to hit.

If 6C is whiffing you're not delaying5C > 2C long enough...you have to add or remove 2C as needed depending on the opponent's height.

Posted
Okay so this is what I can do with a CH jC.

CH jC, 66 6A, j2C, dash, 2B, 2C, 6C, 214D whiff, 6A, 6B, SoD, dash, 5C, 2C, jC, j2C, j5D. I pretty much do the same thing for CH 2C and 6A. What can I do to do more damage?

For 2C CH

Technically, 2C CH - 6A - j.2C is just as good as 2CH j.c j.2c

6A does 20 more damage, and is slightly more stable (more time to dash 2b) at the cost of less corner carry compared to j.c

Ideally though, 2C CH -> 5C (2C) 6C is the way to go, generally the 2C is omitted unless you hit them point blank close to the ground, but for most cases 5C 6C is more stable.

kind of hard to descibe the ideal spacing for 5C to 6C, but generally, you want the 6C to hit them as close to you as possible and as high as possible.

Posted

So I can 6C to hit, but I'm still too far for 214D whiff > 6A. The few times I've gotten it I'm too far for SoD to corner bound. Or is it not supposed to corner bound?

Gosh why can't this be as easy CH jC/2C > 6A? I can get 6C and the whiff to connect with that.

Posted

try it on taokaka, she has an easy hitbox for it.

if 6A is whiffing after habacan, either they're too far away/ not high enough from 6C, or you just need to work on habacan more.

Posted
That combo will only work midscreen starting position though. If it's worth noting.

If you're closer to the corner it still works.

If you're further from the corner, just dash for longer periods after 6b or 6c, almost impossible to not get full corner carry.

Posted
If you're closer to the corner it still works.

If you're further from the corner, just dash for longer periods after 6b or 6c, almost impossible to not get full corner carry.

Ooh, good to know. Thanks!

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