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Posted (edited)

That's tricky. I noticed doing 5C really far into corner could cause strange things like 2C going behind them after it.

The game is dead on xbox live, but seems rather active offline.

Why iz dat?!?! :O

I dunno, guess some people got bored. Nothing beats playing offline if you've got people to play so that takes longer to go away.

Edited by VR-Raiden
  • 3 weeks later...
Posted (edited)

I'm still wondering why SKD was delaying 5D after 2AB on NEC... To get all 3 hits? Too bad it can be late-tech'd.

Edited by Tong
Posted
I'm still wondering why DSK was delaying 5D after 2AB on NEC... To get all 3 hits? Too bad it can be late-tech'd.

theres a timing where you can get all 3 hits and it scoops, i just kept fucking up @_@

Posted (edited)

Hmm so I'm updating the wiki combos again since they were ugly and outdated.

What are the best combos from FC 236D midscreen (as in never reaching the corner, unless there's ones that reach it from full screen away)? might've been posted already and I forgot. and FC 214B? I haven't explored these a whole lot.

for FC 214B I got for the oki, non-awakening damage, and awakening damage options:

FC 214B > dash 5C > 214A > 5A > 5C > sj.B > j.BB > j.2A - (3096) (I could add a few normals here and there in this, but it became unstable on certain characters)

FC 214B > dash 5C > 214A > 5A > 5C > j.B > j.BB > j.B > j.C > j.214B - (3476, +Ziodyne 4387)

FC 214B > dash 5C > 214A > 214214C > 2B > 5C > j.B > j.BB > j.B > j.C > j.214B - (4979, +Ziodyne 5890)

oops thought this was the combo thread :I:

Edited by VR-Raiden
  • 2 weeks later...
Posted

VR raiden or SKD i have a question :

Any frame adventage after air 214b ??

214B GROUND I WIN ALL TIME BUT NEVER AFTER AIR VERSION

Posted

depends where and how high you hit it, its pretty finnicky. If they are in the air and block it, or block it standing with the top of their hitbox, its punishable. if you hit their feet, its much harder to punish (maybe punishable with IB 5A/Grab, im not sure. I wouldnt be surprised if it was straight up punishable like that, as tong said its very unsafe).

Posted

SKD is right. It's punishable on regular block unless they hit really low then it's even, 5A will clash with your jab. If you IB Raging Lion when it hits really low, it's a free punish with jab, it's a counter hit as well.

Posted (edited)
SKD is right. It's punishable on regular block unless they hit really low then it's even, 5A will clash with your jab. If you IB Raging Lion when it hits really low, it's a free punish with jab, it's a counter hit as well.

this doesnt make any sense, IB is only -2 to blockstun. Something thats even THEN punishable at -2 is impossible. the fastest moves in the game are 4f. I dont believe its neutral in any case.

edit: reworded something, i need sleep. the point persists though

Edited by not_lunaris
Posted (edited)
this doesnt make any sense, IB is only -2 to blockstun. Something thats even THEN punishable at -2 is impossible. the fastest moves in the game are 4f. I dont believe its neutral in any case.

edit: reworded something, i need sleep. the point persists though

When I made my statement, I was speaking from the Defensive aspect, not the offensive.

Edited by Shinsyn
Posted (edited)
When I made my statement, I was speaking from the Defensive aspect, not the offensive.

that...doesnt change what i was referring to lol, the statement is still fallacious. How can something be even, then punishable on IB?

tl;dr version

PROBABLY punishable on IB at max range, not neutral on block in any regard as far as i know. i have not done extensive testing but the overall consensus is its very unsafe.

Edited by not_lunaris
Posted (edited)

Thanks SKD Tong and Shin. ;) What is the frame advantage or disavantage for 214B and air 214B

Where is the frame data for YU in the forum ?

Another question for SKD :

QUESTION 1 :

Why do you do this combo : AOA-D B C j7B1.B 214AB B jC 214bB 2B1 C 2C land 214B ... ??

The 214B don't hit for me, it is for a reset 214B if the opponent tech ??

What is the max damage (zio ans CS) combo after this AOA-D B C j7B1.B 214AB B jC 214bB ....... ???

Exemple :

OKI : AOA-D B C j7B1.B 214AB B jC 214bB + D3

DAMAGE ZIO 75% : AOA-D B C j7B1.B 214AB B jC 214bB ........?

DAMAGE CS 75% : AOA-D B C j7B1.B 214AB B jC 214bB ........?

QUESTION 2 :

I search a second version for throw corner OKI with 25%

Version 1 : Throw 2A C air 214AB D3

Version 2 : ???????????

Thanks a lot for your help

Edited by Beat_By-X
Posted
Thanks SKD Tong and Shin. ;) What is the frame advantage or disavantage for 214B and air 214B

Where is the frame data for YU in the forum ?

Another question for SKD :

QUESTION 1 :

Why do you do this combo : AOA-D B C j7B1.B 214AB B jC 214bB 2B1 C 2C land 214B ... ??

The 214B don't hit for me, it is for a reset 214B if the opponent tech ??

What is the max damage (zio ans CS) combo after this AOA-D B C j7B1.B 214AB B jC 214bB ....... ???

Exemple :

OKI : AOA-D B C j7B1.B 214AB B jC 214bB + D3

DAMAGE ZIO 75% : AOA-D B C j7B1.B 214AB B jC 214bB ........?

DAMAGE CS 75% : AOA-D B C j7B1.B 214AB B jC 214bB ........?

QUESTION 2 :

I search a second version for throw corner OKI with 25%

Version 1 : Throw 2A C air 214AB D3

Version 2 : ???????????

Thanks a lot for your help

http://www.youtube.com/watch?v=9rXsvqYBC5w

taken from my description, im lazy

"my computer is doing some weird shit while rendering so it came out kinda weird. both of these should be used to KILL, if you are unsure the 25 meter combo will kill, use 5C instead of the last DP. If the enemy neutral techs and mashes you actually get punished for DP ender.

For 75 meter cross slash, its just jB j214AB 5B 2C j214B j214A CS, it does marginally more damage than the normal TK dive route (AoA~D 5B 2B 5C j214B 5B 2C 214B j214A CS) but allows you to start it farther from the corner. Good to know, just in case i guess."

for throw combo into oki, you can do 2A 5C j214AB 2B(1) hit jC j214A 5D, but they can roll it (you can punish the roll if you react to it)

i dont really think theres a point to spending meter before going into oki though, because you generally only spend the meter at that point if its going to kill.

Posted (edited)

Thanks a lot SKD !

Another question :

Question 1- I search this combo :

B C 214D OMB D combo full screen with 75%

I have see many problemes with teddie with corner OMB sweep 214b miss many time !!!!!

Thanks

Edited by Beat_By-X
Posted
Thanks a lot SKD !

Another question :

Question 1- I search this combo :

B C 214D OMB D combo full screen with 75%

I have see many problemes with teddie with corner OMB sweep 214b miss many time !!!!!

Thanks

Normally, when you do the OMB 5D Sweep 5B/214B combos, 5D hits in such a way that only 2 hits would connect normally, but the sweep forces them down for all 3 hits. 3 hits can connect without the sweep, which usually involves having the opponent higher up and forward than 214D pushes them. For example, Airgrab RC 2B 5C OMB 5D produces 3 hits on teddie, whereas 214D OMB does 2 (With slight changes in timing, you can make 214D produce that "3 hit" height). BUT on teddie, you cant force all 3 hits with the sweep. doing so will cause the combo to drop unless you use a faster move (Sweep > 214A during 5D, for example) but if the combo was already going to produce 3 hits, then the sweep will connect without a problem.

SO, for example, in the corner:

5A 5B 5C 214D OMB 5D 2AB 214A 5B *Connects*

5A 5B 5C 214D OMB 5D 2AB 214B *Drops*

5A 5B 5C 214D OMB 5D 2AB 5B *Drops*

(Anti Air) 2B 5C OMB 5D 2AB 214A *Connects*

(Anti Air) 2B 5C OMB 5D 2AB 214B *Connects*

(Anti Air) 2B 5C OMB 5D 2AB 5B *Connects*

the first group are starters that produce 2 hits instead of 3. HOWEVER, by delaying the OMB after the 214D, you can produce the 3 hit height. This is actually really difficult though haha.

Posted

QUESTION 2 :

I search a second version for throw corner OKI with 25%

Version 1 : Throw 2A C air 214AB D3

Version 2 : ???????????

You can do 2B > j.C > j.214B > 5D on Labrys/Shadow Labrys, Aigis, Kanji, and Teddie (don't 5D Teddie of course).

They can choose to delay tech and cause the 5D to whiff here, as usual with the corner 5D from dives, but it's still better oki for the damage than any alternatives.

Posted

I just assumed all three would connect on all characters lol. just goes to show how much i do play this gaem.

but does doing 2AB make a difference in damage from doing 5B > stuff?

Posted (edited)

Another Questions for up my NARUKAMI (VR Raiden or SKD) :

1- VS S;Labrys : What is best option vs OKI 214A air + Throw + JA

=> Because impossible to guard and impossible to jump because no guard at the beginning of the jump

and late tech is good but many S;Labrys punish this now. I have try to do tech immediately + 214aorb or 214c to escape

but the variety of mixup kill me if i wait only this. Do you have a very solution for this please it's a giant probleme for many player at high level

and a video explain strategie for escape this HORRIBLEEEEEEEEEE mixup will be FANTASTIC for me with many solutions (please SKD ou VR ...possible ??)

2- SKD you have explain me the probleme with 214b miss (thanks a lot for all details man) but what is your combo 75% full screen with starter B C 214D OMB D ... ???

3- VS Liz : What is the best solution after OKI jump C of liz if she mix with C directly on the wakeup or Throw you with D ????

Because if i jump on wakeup the C2hits kill me ????

4- What is the best input for doing ...214D 3hits + OMC 214B ???

I have see someone said : ...214D 2hits + 214ABC~B but is not easy

I have see many player do this easely (use air 214b ? OMC +6 + 214B ???????????

Shin Sin what is your input please ??

I do all big combo but only probleme with this input

5- Do you know the best solution vs mixup kill rush Akihiko ?

Exemple :

...kill rush (sweep - AOA - 6C +throw - C overhead ...) ???

I think after many combo some Yu strategie anti-mixup or Oki will be very interesting and help so many NARUKAMI players

Possible ?

6- VS S.Labrys : I have play vs a expert S.Labrys and he do BD all time and after he do 2 solutions :

- hit : = oki 214a air + throw + JA = imblocable

or

- guard and cancel all time the BD with asterios C !!!!

I have see this in practice but impossible to do BD guard + c ???? !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Why ???

Impossible to press this guy and impossible to punish what is the solution he is the only S.Labrys who cause many probleme

becasue all other S.Labrys never use this technique BD + C ,,,, secret ??? I don't understand I need someeeeeeee help really

7- Any solution if I want all famitsu color ?? Buy the book only ???

Help please. VIDEO anti mixup will be MASTERRRRRRRRRRRRRRRRRR (Anti SLB IMBLOCABLE and BD cancel - Anti ...)

Exemple : a NARUKAMI video ANTI all big probleme with S.LABRYS with be the best video of all time for me

PLEASEEEEEEE HELPPPPPP SKD

Thanks guys !! Thanks a lot for your help SKD and VR Raiden

BBX

Edited by Beat_By-X
Posted

1- I have been on the receiving end of this before and asked the SLabrys how to deal with it, but I haven't explored it in detail yet. They said you can delay your ground tech to mess up their timing. They probably have some solution for this though, a SLabrys player would be able to shed some more light here. I do need to know the details on this though so I'll figure it out and post if nobody does it before me.

3- The best solution here is reacting to her doing the 5D (throw) and then jumping/backdash/whatever to avoid it, but if you're close enough you can DP her for doing 5C or 5D. If you aren't that close you can Ziodyne through either and hit her. Obviously these are risky options if you don't have meter to OMC. Try to anticipate and react to what they do, rather than 100% guessing.

4- I don't really do anything fancy with 214D OMC 214B. It's really just getting the 214B to hit AS SOON AS POSSIBLE after 214D OMC. So you have to be starting the 214B input as soon as you can after the OMC. I don't bother going for this combo if there's any lag, you will drop it in lag.

5- I still need a better understanding of dealing with Akihiko pressure myself. In general you should be worrying about throws and overheads more than lows. If he does sweep later in pressure, like after already using kill rush, he has to OMC to combo after it(?). Don't guess throw techs like me and get hit with fatal 5B. It's not worth guessing DP to get out of his stuff, if they bait it you will die. You can still use it, just sparingly. Sometimes mashing 5A to get out works, but he has answers for that obviously. Any Akihiko player correct me if I'm wrong about any of this.

6- I'm pretty sure she can do that because she tells her persona to do C right before doing her DP. I haven't messed around with that either so I can't really comment on how to deal with it other than being aware of it if her persona is in range.

Posted
http://www.youtube.com/watch?v=rdpLUZJfG6I

This is my probleme with S.Labrys with guillotine 214 B anyway

Haven't seen that EX one before but it looks like delaying your tech would escape it. If you already teched as soon as possible, I'm thinking the only things you could do are reversal gold burst or Ziodyne/Cross Slash OMC (but she could roll/super you for doing those probably).

  • 3 weeks later...
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