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Posted

Weave or block then persona break them or condition them to not use it full screen then proceed to use 5D. btw Shelled how do you think the recovery on 5D is? Using it at neutral aside from full screen seems risky since it seems punishable. Maybe I didn't use it enough but that was my impression the few times I played.

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Posted (edited)

if you are fighting elizabeth your best bet is to high jump and dash and persona break if she not using zio you can punish thanatos easily with just 5a when thantatos came closer to do the blockstring or his command grab you just need to have a good reaction and elizabeth DP is grab that has status effect the status effects depends on the sp of elizabeth but you can tech it so her DP kinda suck lol all in all she is very hard to rush down. my friend using her so i kinda know the matchup

Edited by donelf
Posted

Elizabeth can opt to have Thanatos use the super armor bubble rather than the grab though, then your 5a attempt could cost you the match.

What I've been doing so far is chicken block after the first couple of slashes. If you block the bubble or dodge the grab you can tap Thanatos I believe.

Posted
Weave or block then persona break them or condition them to not use it full screen then proceed to use 5D. btw Shelled how do you think the recovery on 5D is? Using it at neutral aside from full screen seems risky since it seems punishable. Maybe I didn't use it enough but that was my impression the few times I played.

Yeah you're definitely right in that you shouldn't just throw it out, it's recovery isn't exactly the best. It's not like it's really that slow or anything, but you're going to notice how long you'll recover. What's convenient about Caesar's pull is that he's invuln after you throw him out, except I think he takes a hit if you take a hit while he's out. I have to check again later lol. To be honest, I still kind of get confused over what I should be focusing on to fight zoners with Aki. I figure as long as you manage to hit the D without getting tagged, you're free to use it. Just it shouldn't really be relied on a lot. At least that's what my impressions of it are :u

Also to the thing about people with lolfullrangebeam like Elizabeth, unfortunately you can't duck or weave through the ground one which kind of sucks. You can really only block the ground one, or you can super jump and airdash over to her, though you'll just end up being completely open lol. Plus, she can do the beam in the air anyway so it's partially a guessing game. Not sure how her beam's recovery is though, so who knows maybe you can snag a hit if you read a full screen beam right lol. Also you can use the j.D, and the air recovery is pretty fast. You can airdash after you completely recover. It's not like j.C that'll leave you open til' you hit the ground and finish landing recovery lol.

@donelf Yeah pretty much what DaiAndOh said lol. Also, Dai what've you been doing to fight Elizabeth? All I've really felt is that you have to poke her persona when it's open, otherwise it's really hard to get in (for me at least).

Btw I've compiled a list of moves for each character that you can 214C(hold) through, I'll post it to the Technical thread, Skye. As well as the details on the weird fuzzy setups lol.

Posted

Hm so far from vids i've seen and some liz i've played against,

If you are to attempt to poke her persona after the 2 slash attacks, you could 5a > 214A to make it safer from the bubble w/ superarmor. Though liz should be able to punish you if she's close enough and the timing's pretty tight. I wouldn't risk it though imo.

A Beam(fast startup) is punishable within EX killrush range. other beams are safe.

You can dodge her command throw by backdashing or jumping, or if you're really good at timing it you can actually poke it but its risky as hell lol.

Posted

Lol I do not trust my own ability to time a poke during the throw, so I'll stick with the short hops lol. Also wow, so you can do EX rush after she does A beam (if you're close enough)?

Posted

Yeah I catch her while she's still facing backwards(If my memory serves me right). You could try it out just to make sure though.

Posted (edited)

i'm trying to do that jump loop combo starting from

fatal 5b>236b>5c>BD>microdash 5b>j5b>5b>j5b>5b>j5b>5a(2)>3ab>236a>6b>236236b>236236b the damagge is aroung 6700 dmg it's quite hard but it is really rewarding to learn that jump loop espeacially on all out attack corner fatal just sharing XD

Edited by donelf
Posted

Someone's new to numpad method of inputs.

Posted (edited)

Does anyone know the differences between 214a and 214b? Also are these mostly safe to throwout when cancelled into 4d or something? And per slim chance, they overhead?

About Liz, a lot of my solutions are inconsistent. And I can't aerial approach her, 2b seems to cover almost every option. But I can tell she has openings I'm not taking full advantage of because I didn't realize they were openings as well.

Edited by DaiAndOh
Posted

On the topic of using all of the D moves, I saw a video where whenever the AK tech'd in the air, he would do the globe move and then dash forward or back. Basically makes it impossible for opponents to attack you as you are landing, or even go for an air grab.

I think the key to using that move effectively lies in the fact that Caesar always spawns on the ground below you, and he is basically invincible. As such, against foes like Elizabeth, super jumping and placing the globe is really safe and quite an easy way to bring her into your range.

Posted
Does anyone know the differences between 214a and 214b? Also are these mostly safe to throwout when cancelled into 4d or something? And per slim chance, they overhead?

Ain't that his counter?

Posted
Does anyone know the differences between 214a and 214b? Also are these mostly safe to throwout when cancelled into 4d or something? And per slim chance, they overhead?

214a seems to startup slightly faster and has less recovery probably has less parry window as well though

Posted
Yeah you're definitely right in that you shouldn't just throw it out, it's recovery isn't exactly the best. It's not like it's really that slow or anything, but you're going to notice how long you'll recover. What's convenient about Caesar's pull is that he's invuln after you throw him out, except I think he takes a hit if you take a hit while he's out. I have to check again later lol. To be honest, I still kind of get confused over what I should be focusing on to fight zoners with Aki. I figure as long as you manage to hit the D without getting tagged, you're free to use it. Just it shouldn't really be relied on a lot. At least that's what my impressions of it are :u

Also to the thing about people with lolfullrangebeam like Elizabeth, unfortunately you can't duck or weave through the ground one which kind of sucks. You can really only block the ground one, or you can super jump and airdash over to her, though you'll just end up being completely open lol. Plus, she can do the beam in the air anyway so it's partially a guessing game. Not sure how her beam's recovery is though, so who knows maybe you can snag a hit if you read a full screen beam right lol. Also you can use the j.D, and the air recovery is pretty fast. You can airdash after you completely recover. It's not like j.C that'll leave you open til' you hit the ground and finish landing recovery lol.

@donelf Yeah pretty much what DaiAndOh said lol. Also, Dai what've you been doing to fight Elizabeth? All I've really felt is that you have to poke her persona when it's open, otherwise it's really hard to get in (for me at least).

Btw I've compiled a list of moves for each character that you can 214C(hold) through, I'll post it to the Technical thread, Skye. As well as the details on the weird fuzzy setups lol.

To answer the ceasers question he is only hit if the globe is hit if your hit hes fine.

Posted (edited)
To answer the ceasers question he is only hit if the globe is hit if your hit hes fine.

So like, You talkin bout normal hit there? I'm pretty sure my Caesar died 5x today getting CH'd while he's out pulling bitches for me lol

So like, Fuck Mitsuru. Any tips on dealing with this matchup? can't do shit besides punishing her unsafe moves :vbang:

Edited by kirk
Posted (edited)
So like, You talkin bout normal hit there? I'm pretty sure my Caesar died 5x today getting CH'd while he's out pulling bitches for me lol

So like, Fuck Mitsuru. Any tips on dealing with this matchup? can't do shit besides punishing her unsafe moves :vbang:

Just take her hits liek a betch and cry, that's what I do :]

No wait, actually, if you notice they're keeping their distance and doing a lot of her charge pokes to get in, that's luckily one of the moves that Aki's 214A/B can cause to whiff.

I'm not really sure how people play Mitsuru, but I'm guessing that punishing unsafe stuff people do is probably the best thing Aki can do lol, at least before he gets in.

To answer the ceasers question he is only hit if the globe is hit if your hit hes fine.

I kind of noticed earlier today that Caesar's actually pretty prone to getting hit right after he throws out (or you make him throw out) his globe lol.

On a kind of unrelated note, Yukiko is annoying.

On the topic of using all of the D moves, I saw a video where whenever the AK tech'd in the air, he would do the globe move and then dash forward or back. Basically makes it impossible for opponents to attack you as you are landing, or even go for an air grab.

I think the key to using that move effectively lies in the fact that Caesar always spawns on the ground below you, and he is basically invincible. As such, against foes like Elizabeth, super jumping and placing the globe is really safe and quite an easy way to bring her into your range.

That's pretty cool lol, I wouldn't have thought he'd have enough time to airdash after throwing out Caesar while falling, but since the pull affects airborne movement way more that sounds like a pretty effective way of using him. Thanks for the info . 3 .

Edited by ShelledMenace
Posted

If j. 214a/b was what you were talking about, then I think it's safe to say that you shouldn't just throw these out lol. The window for canceling into other cyclone moves doesn't start until about a second after you land. At least, I know that's the case with the B version, which also launches on the second hit. But yeah, they shouldn't really be thrown out I think.

Posted (edited)

j214a/b not overhead, a starts up a lil faster but doesnt ground bounce like j214b. both doesn't seem to be cancellable unless you hit something(ground not included lol).

Edited by kirk
Posted
Do we have a list of the special moves that are 2AC cancellable?

Kill Rush = Yes

Dodge Strike = Yes on activation

Assault Dive = Yes

Corkscrew = No

Boomerang Hook = Yes

Duck = Yes

Weave = Yes

Posted

More for the wiki.

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