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Posted

Dunno if this was posted yet but this video has made me wet myself.

http://youtube.com/watch?v=4GL1jrBVaHo

Ruu (BR) vs Rena (MI)

It has some decent insight for the Buri and Millia matchup. I know definitely not to rush in blindly like that when his yo-yo is out :gonk:

This one i think was posted by Mechanica few days ago just under different names in youtube. Yes its awesome shit

Posted

D: ruu makes that matchup look easier for buri than it has any right being. o.O;

  • 2 weeks later...
Posted

Hmm not bad. There were some dropped ADC combos(and who HASN'T dropped them at some point) but you generally seemed to have the right approach. Only thing I saw lacking was SG offense. SG is soooooo useful on a far CH knockdown/2d knockdown, so I'd utilize that since it gives you time to cover ground or to try for a safer rush with pin. Another good thing for you to utilize more is knockdown->roll->hs disc/fb disc->6k in corner or IAD->falling air fb disc->5s in corner etc etc. Just something to spice it up a bit. In most cases, your opponent won't try to throw something out during a successful corner knockdown hs disc setup(unless it's very late of course), so if you can, try to learn the timing of when to IAD->falling air fb disc.

Posted

Thanks. I did SG off of 6h knockdown in corner more often on some of the casuals that we had before we started recording, and he did wakeup DOT most of those times which went right through the orb and hit me(I probably spaced it wrong or something), so I held off on doing it in the recordings. Looking over the videos again, I guess I can see some of the places now where SG would have been a lot better than 2d roll into H Tandem or 6h roll into FB Disc.

Posted

^_^ No prob. I will say in general, SG is the best way to go off a random CH (like 6hs or j.d for example) because you're not likely to be in close enough proximity even after a roll or IAD for a disc to be that effective. This way it will give you some options(as well as a bit of priority) on how to approach. The most strategic way would be something like SG 6 2 6 8 or something similar on a far knockdown that mixes up the high/low aspect so you can keep momentum. I know it will make your opponent think twice about attacking because they don't want to run the risk another CH that could go into launch or another knockdown. So basically to sum it up, just mix and match. Off random CH's, go for SG. Off typical 2d knockdowns, go for disc if you are spaced properly(especially true for FB disc as it's the safest of any oki option) unless you are getting predictable. I do know SG presents some fun oki options sometimes depending on the range. For instance, if you throw a SG off a 2d, you can IAD crossup and have your opponent "boxed in" between you and the bubble (which at the very least is great for guage jackup if it's blocked.)

  • 2 weeks later...
Posted

@ Goldenrody: Okay I know I'm late, but whatever. I really don't see any problems, but I think there are some things you can work on.

You got hit by maybe 90 percent of those bursts. The easy way to cut down on that is if you score a hit with the pin and come in with a j.s and still have an extra ADC left, hold back while doing ADC j.k, j.s, and you will block that. Off pretty maze hits obviously just hold back after you score a hit, if he doesn't burst then continue to combo, but only do close slash and jump up (preferably backwards, as it makes it easy for doing the corner combo that works on everyone, but JO) while holding back and you can catch bursts that way. Off throws, 2p, 5p works, I hope no one is dumb enough to burst while high in the air, but then again there are people that stupid. If an opponent comes down from the air or does some special with awful recovery, use 2k, 2k, and that's a form a burst baiting also, obviously if they don't burst just continue a normal ground combo into knockdown. Also if you score hits with h disc in the corner off after using 2k, don't immediately rush forward and go for the combo, there's plenty of time for you to wait and go for it, so just be patient and watchout for the burst. Using secret garden for corner mixups also makes it easier to catch bursts.

There were a few times when you would score a CH with the pin, but you would mash out some jumping normals instead of landing to continue a combo. Honestly it may not seem like a big deal, but whenever I do that, it drives me nuts because I know once I get someone in the corner I can seriously go to town... and I hate when I miss those opportunities. Ways to reduce that is by using IAD s and h pin, obviously you can still mash out attacks, but with proper spacing you won't really have the urge to do it as much. S version is hella risky because against some characters that decide to use j.p on reaction to it is going to eat you alive (yes someone does this shit to me and it is the most annoying shit in the world, but I learned to mix that shit up) and you also lose your second jump when using both versions.

Also for characters that like to jump out of your H disc, use 5k as a meaty and that should stuff it, as for Slayer though, idk if it's going to stop his BDC jump. Dude was also mashing mad hard to keep from getting thrown so haircar frc might not be a bad option vs him or even backdash 2D. I think haircar also stops his BDC wakeup? Does it? I forgot to mention use roll as anti air for characters that are harder to AA normal way. It's a good thing you use fd to control your pace too, sometimes though it seems like you hold it too long (sounds petty I know).

There were combos dropped, but who doesn't drop them? I do think you do your combos too fast though. I didn't really see any spacing, but that didn't stop you from winning. It's nice to see another player that doesn't really rely on pretty maze (though you should vs Slayer). Nice job.

If/when my FRXI matches are uploaded, I will link them here and appreciate it if you did the same for me. :keke:

http://youtube.com/user/Kurumsterrr Add me, I know you guys want to. :psyduck:

  • 2 weeks later...
Posted

Okay since FRXI vids will never make it on the internet.... Here are some casuals with some friends

MI vs IN

http://youtube.com/watch?v=FdN6mRfbvzY

MI vs TE

http://youtube.com/watch?v=7t2G27ofrDM

Tips and comments welcome. Mainly better ways to bait DAA, I know jump canceling is a good way, but I'm talking about setups that are actually good. Even though I spent a ton of time running around I still got hit by dumb shit hahaha... I also should have done a corner launch combo on TE in the first match to win that third round, but meh...

Posted

Stop getting hit by trees?

Best advice ever. :psyduck:

Since everyone's posting up vids of themselves losing badly, you can see me getting fucked up by Ken I's Potemkin in the WTXI team tourney vids. Granted, it was only one match, but it was pretty bad. At least I OCV'd 2 teams on the way to top 6, but it didn't get recorded...

Posted

Offer some advice?

well i'd rather not give advice, atleast not right now, don't feel qualified...and more importantly dont feel like hearing "omgyoudontknowshityoufuckenscrub"

currently playing with top chicago players to get ready for midwest champions, i guess if i do well enough maybe i'd feel my opinion would hold more weight :eng101:

but your a pretty good player judging from your vids Posted Image

Posted

i am not a millia player or anything so my opinion means nothing as far as about millia tips, but just want to point out on those few parts where you do i think its called sacred garden from full screen away.. stop doing that against testy :V... its too risky against him imo XD.. and as for DAA, not even doing 2P but holding it as down back P and let it whiff, and if they DAA, just block, not work?

Posted

testament is not an easy matchup against millia. Testament can use his range to his adv. to keep millia at bay in addition to his traps. The key to approaching testament would be iad pin and 6P. You should also plant 236H discs and 236D when hes approaching u. They can also b used for defensive purposes. You want to close in the gap between u nd testament. cuz if u giv him ne room. He will rape u with his scythe. Not only that don't spam secret garden against him like zaido said. Ur very wide open for an attack and punishers. This is all i hav to say. feel free to add nethin else.

Posted

TGS, I just saw your vid, and it was really bad. I could have done worse. I wont be able to land any hits. Question though, how can I control the space between me and pot, without spamming SG?

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