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Posted

Shadow frenzy'd Suku 5A is some of the dumbest shit I've tested.  Jump cancellable both before and after the crossup on it, cancel into glide nonsense, etc.  I knew it was a thing as a result of one of the guides that was running around a while back, but hadn't actually messed with it until earlier today.  Good luck to anyone having to deal with that nonsense. :v:

Posted

Shadow frenzy'd Suku 5A is some of the dumbest shit I've tested.  Jump cancellable both before and after the crossup on it, cancel into glide nonsense, etc.  I knew it was a thing as a result of one of the guides that was running around a while back, but hadn't actually messed with it until earlier today.  Good luck to anyone having to deal with that nonsense. :v:

Thank you based properties of shadow berserk.  Yeah, Shadow Suku 5A is like one of the dumbest things ever because you retain jump cancel and special cancel options.  You can even sneak in a tenterafoo thats really hard to see as well, even though people COULD mash out of it if they see it coming.  ALso, yeah, you can glide after the first 5A and confuse them as you 5A them again, because thank you full screen coup droit.

So yeah, Shadow Suku 5A is pretty fuckin duuuumb

Posted

Thank you based properties of shadow berserk.  Yeah, Shadow Suku 5A is like one of the dumbest things ever because you retain jump cancel and special cancel options.  You can even sneak in a tenterafoo thats really hard to see as well, even though people COULD mash out of it if they see it coming.  ALso, yeah, you can glide after the first 5A and confuse them as you 5A them again, because thank you full screen coup droit.

So yeah, Shadow Suku 5A is pretty fuckin duuuumb

Yeah, the 5A > SB Tent is amazing assuming they're actually respecting the 5A enough.  Also digging the 5A crossthrough > TK SB Moonsault.  From what I can tell, though, doing it on the same side causes the moonsault to whiff if they're crouching, which makes me kinda sad.  Can't have everything, I suppose. Nevermind, apparently you just have to do a backwards TK Moonsault if you wanna get the same effect on a same side mixup.  Neat. :toot:

 

Edit: Oh, and 5A same side jump cancel SB Mirage Slash is great too, but I think I like that move a little more than I should regardless of its Frenzy Suku applications, haha.

  • 2 weeks later...
Posted (edited)

So it turns out that Suku startup sets you in an airborne state, meaning shit like Adachi's 2C doesn't have an issue catching you.  Didn't know that before; learned the hard way.  Not really a case you'd run into often since you A) probably shouldn't be doing Suku as a reversal and B) they'd just punish you with something more optimal than a 2B starter.

Edited by Ririshii
Posted (edited)

https: //www.youtube.com/watch?v=Imbl4zevhgs&t=1h31m46s
CH j.D, 66 5AAA, j.B > j.AB > j.236AA > j.214BB > j.236BB > j.214D > delayed j.2C works in midscreen: 3140 Dmg/ 14 SP

Edited by heavymetalmixer
Posted (edited)

I broke the game (Yosuke breaks the rules during hops).

http://youtu.be/h22aS267OAQ

Yoooooooo

 

Also, you'd mentioned being able to do something like hop > jAB > j236B~B > j4C > j2C, but I've been unable to get the j236B~B to connect in testing.  Something like hop > jAB > j236AB works and can go into the standard route for it, but j236B~B keeps whiffing unless I get a counter hit jAB starter.  I've tested on different height characters and I'm not sure if I'm just really bad at video games or what.  That being said, something like jAB > j6C > j2C still works, just slightly less damage.

Edited by Ririshii
Posted

Hup.  Tested a bunch of scenarios with hop > jC on opponent's wakeup.  Yell at me if something's incorrect or if I completely missed something (outside of just shit like wakeup normals) :v:

https://www.evernote.com/shard/s632/sh/d030a2ca-7024-494c-8b58-9648836fe35c/a3ddcffcd2a7ec916166639684af99ae

Sorta interested in hearing opinions on how it affects different matchups, particularly those under "???'.  Not necessarily saying that it needs to be *the* go to option, but it seems to be pretty fuckin' strong in most matchups when meter isn't involved.

  • 3 weeks later...
  • 2 weeks later...
Posted

That's probably both the dumbest and greatest thing I've seen S. Yosuke do, Greek.  Now just to actually catch somebody with it and make everybody feel bad about what had just happened.

Posted (edited)

Sorry Greek, just block Magarula, these options just waaay to risky.

Berserk > SB Garu = This option is okay (at best), but Yukari can still block (OMC is an option for you though due to berserk cost)

Suku 5A = Whiffing a Suku 5A is not a good idea, Yukari can get mad CH damage and Suku 5A has 23f recovery on whiff.

Whoo = Same as above, 15/18f of recovery while falling + 5 landing

These are less "How to deal with Burst > Magarula" and more "How to avoid the Tornado but Yukari is still a thing". 

Edited by Pssych
Posted

Sorry Greek, just block Magarula, these options just waaay to risky.

Berserk > SB Garu = This option is okay (at best), but Yukari can still block (OMC is an option for you though due to berserk cost)

Suku 5A = Whiffing a Suku 5A is not a good idea, Yukari can get mad CH damage and Suku 5A has 23f recovery on whiff.

Whoo = Same as above, 15/18f of recovery while falling + 5 landing

These are less "How to deal with Burst > Magarula" and more "How to avoid the Tornado but Yukari is still a thing". 

I have actually not thought this through entirely.  That was a mistake that I have made now.

  • 2 weeks later...
Posted (edited)

 

Saw CaO doing this a bunch in 2.0 and was wondering how well it'd apply to 1.1, given how jC isn't quite as good now as it is in 2.0.

Anyway, quick rundown:

Effectively safe from all DPs, assuming they DP between the jC and the jD. Can deal with the DP through blocking it, rolling, etc. Fairly safe from other mash options as long as it's spaced well enough (usually a 5A 2A 5A blockstring gives decent enough spacing). Not safe from things with insane startup times (like SB Atom Smasher). Didn't show it, but you're also able to punish rolls if they decide to give that a shot. If they opt to block the jC high, you'd have to wait to do the jD until you're closer to the ground to make it safer instead of just mashing it out as soon as possible.  Alternatively, just hold the jC until you land.  Whichever.

Edited by Ririshii
Posted

 

Saw CaO doing this a bunch in 2.0 and was wondering how well it'd apply to 1.1, given how jC isn't quite as good now as it is in 2.0.

Anyway, quick rundown:

Effectively safe from all DPs, assuming they DP between the jC and the jD. Can deal with the DP through blocking it, rolling, etc. Fairly safe from other mash options as long as it's spaced well enough (usually a 5A 2A 5A blockstring gives decent enough spacing). Not safe from things with insane startup times (like SB Atom Smasher). Didn't show it, but you're also able to punish rolls if they decide to give that a shot. If they opt to block the jC high, you'd have to wait to do the jD until you're closer to the ground to make it safer instead of just mashing it out as soon as possible.  Alternatively, just hold the jC until you land.  Whichever.

CaO's a wonderful god for making that work in 2.0

Definitely gonna be using this alot more to catch OS's n shit like that.  Good Job Ririshii.

Posted

CaO's a wonderful god for making that work in 2.0

Definitely gonna be using this alot more to catch OS's n shit like that.  Good Job Ririshii.

Thanks.  I should note that I haven't tried anything such as popping frenzy off of the blocked jD, so there's still probably plenty of fun stuff to look into with it.

Posted

Uh, does anyone know anything about j2C/D having a minimum height requirement before you can cancel it into stuff like Moonsault/Kunai/whatever?

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