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Posted

I'll get back to updating my post tomorrow or monday with all this new stuff you guys are finding! I've been letting my friend use my console to learn some characters.

 

Also just as a note assault>j.C and normal jump>j.C have different prorations. Check my first post for combos on both if you want!

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Posted (edited)

As a note, you want to avoid having them hit the ground when you use 2C > 214B so you can keep your knockdown for 2C > 6CCC or 2C > 6CC > 63214A/B at the end of combos.

Another very important thing about this is depending on how low you let them fall on the 214B will determine if a 236C will work after 6CCC.

 

Also if you're like me and have a terrible habit of doing dash>AA attack you are probably getting her 6C dash attack a lot. A work around for this is doing 6A+B>4>6C. For some reason it wasn't working as quickly for me if I do normal 66 dash but using this you can do quick dashing anti airs!

 

edit: nvm the 4 doesn't really do anything besides help with timing lol. You just have to get to dash recovery then u can cancel it with normal 6C.

Edited by Ayane
Posted

Guess I'll post some things I've been working on in training mode regarding Oki:

 

I've been having a lot of problems capitalizing on 6CCC enders, since midscreen it creates so much distance between you and your opponent, and in the corner, while you have a lot of time to get on your opponent, I feel as if it doesn't give you positioning that you need to make your opponent truly scared, plus that added distance gives your opponent more of an idea of what you're gonna do, since normally I'd run in to close the gap, and my opponent's knee jerk reaction would be to throw break or DP, and it became a silly example of me mixing myself up with my own oki, since I'd get thrown for baiting a DP, or get DP'd for doing anything else. So I actually managed to find something similar to Noel's oki from Extend and CS2 for the corner, but first let me tell you something I figured out about 6CC, NOT 6CCC, but just 6CC: Your opponent can't tech until they fall to the ground, and it's recovery is actually pretty good, so here's what I did with it:

 

Midscreen: End your combos in just 6CC, you have the time to run in on your opponent before they even tech, from this you could do a couple of things:

1. Crossup with a 66A+B. This setup puts you in the PERFECT position to go for roll crossups, and if you think your opponent is gonna back tech, you can still cross them up by running a little farther.

2. No gimmick frame advantage. This setup puts you at advantage regardless, so you can use that to your advantage and run whatever tech you want.

 

Corner: End your combos in 6CC > 63214B(Whiff). If your opponent doesn't tech, they will just get hit by the 63214B, and it's no big deal because you still get frame advantage when they tech. If your opponent techs as soon as they can, the 63214B will whiff, put you at frame advantage, and give you a few options:

1. Frame advantage at it's best, throw out a 5B to counter mashing and such.

2. Throw, the timing is almost perfect, all you need to do is wait about 10 frames at most, I figure walking forward ever so slightly will cause your opponent's twitch reactions to trigger and they would try to break the throw, that's where the next two options come in.

3. TK j.236B for a throw bait. If it hits, you get a combo, if it doesn't you have frame advantage and the same positioning you had when you fist started.

4. 63214B. This is an overhead that also throw baits. It's best to use this when you have Vorpal or 100 EXS just in case it's blocked, but with either resource you will get about 3.5k if it lands. If it hits crouching opponents, you can get a small meterless combo by following up with 5A or 2A. On block, your only option is to block or DP for that old Ragna Blocked Hells Fang gimmick.

5. Rounding it out is to throw out a low, 2B is your best bet, but 2C is slower, which might trick your opponent into thinking you threw out an overhead if they don't rely on reactions.

 

That's really all I got so far, seems legit, it's really similar to the type of oki I've been using for almost 3 years now lol

Posted

I'm actually having trouble getting any setups to work off of delay tech/no tech. I can't really find anything to punish those options or even really get a mixup. Here's what happens:

 

Combo ends opponent is laying on the ground.

 

I can risk throwing out a low (2B, 2C) to try and pick them back up for a invalid combo; which they can then tech anytime they want.

 

Or I can wait for them to get the slow auto recovery; but it is fully invuln until they can block again as far as i can tell.

 

The best thing I can think of atm is to just do 6CC like Luna said. Then just wait to either see "Recovery" on the side and jump for a mixup, or try and react to their slow getup and do the same thing. Neither are safe jumps. I guess we just don't really have very good oki besides just being at frame advantage?

Posted

Overhead 63214B: (Crouching hit only)

63214B > 2A > 2B > 5C > 2C > 6CCC does 2.5k

63214B > 2A > 2B > 2C > 5C > j.B > j.6B > j.C > j.2C > 2C > 6CCC does 2.9k about 70 in change

63214B > 2A > 2B > 2C > 214B~A > j.B > j.6B > j.C > j.2B > 2C > 6CCC does 3.1k

Just to add:

63214B > 5A > 5C > 214B~A > tk j.236B > j.B > j.6B > j.C > j.2B > 2C > 6CCC :: 3314dmg

 

Edit: Another combo that might be useful

 

2C > 2A whiff > 2B > 5C > 63214A > 5B > j.B > j.6B > j.C > j.2B > 2C > 6CCC :: 2809dmg

 

If you ever want to poke out with 2C. Sometimes you are out of range after the 63214A to hit the 5B if the 2B was done too far. Not sure if there is a route that can be done at max 2B range. Dash 5B might work though.

 

Edit2: Oh, you can just do 2B > delay 236B 66 > 5B if you want to be sure. 2.6kdmg though.

Posted

Has anyone been incorporating 5C[C] overheads into there pressure yet?

I've been getting some pretty damn good milage out of it lately, but I think that may just be do to character unfamiliority.

Posted

I tried, but I feel like the window that you can actually use it is way to small. You need to wait way too long after 5C for it to come out, and it doesn't really work as an actual mixup because she doesn't have a low slow enough to make your opponent think you're NOT using the overhead. I find using 5C > 63214B/2B or 2C is more effective, though it's really only super useful in the corner due to how her 63214B likes to whiff on crouchers midscreen.

Posted

ppl tend to identify the 5C first and mash when they see it because of its visual length on screen after its active. A little conditioning and/or a putting them on defensive  5C[C] overhead starts to shine.

especially if they are down-back shield spamming for 2AAA etc

Posted

I'd have to say the roll, though it can still be mashed out of (That's how I win mirrors, by punishing the shit out of people who do that all day) lol

Posted

Dive kick is pretty minus on block, iirc, so they're probably risky. I mostly use it to quickly go over lows or mess with my trajectory.

 

That said, I suppose it depends on the set up. What set ups are you referring to?

Posted

id say dive kick is more for mobility rather than a jump in

 

also air fireball cs air dash left or right is pretty strong

Posted

Dive kick is pretty minus on block, iirc, so they're probably risky. I mostly use it to quickly go over lows or mess with my trajectory.

 

That said, I suppose it depends on the set up. What set ups are you referring to?

I am mostly thinking on whiffs divekicks, like after opponent is recovering. I'm kind of experimenting.

 

id say dive kick is more for mobility rather than a jump in

 

also air fireball cs air dash left or right is pretty strong

Oh, thanks

Posted

Err, do you actually drop before the fireball hits? You can't cross up someone who's already blocking. Game has crossup protection, same as Melty.

 

They removed crossup protection from Melty once.

 

C-Kohaku became an unbeatable monster with 4-way mixup on cactus lockdown, and the devs put it back in for the next revision because FUCK THAT NOISE.

 

EDIT: So as not to double post, gonna edit this in. Was putting matchvid listings for Katou into a notepad file for later -- may as well post it here.

 

http://youtu.be/hKZjKm8QtDY?t=13m6s (vs. Gordeau)
http://youtu.be/hKZjKm8QtDY?t=24m17s (vs. Wald)
http://youtu.be/hKZjKm8QtDY?t=29m20s (vs. Hilda)
http://youtu.be/hKZjKm8QtDY?t=1h2m14s (vs. Hilda)
http://youtu.be/hKZjKm8QtDY?t=1h3m55s (vs. Hilda)
http://youtu.be/iDkn984ENSo?t=26m7s (vs. Merkava)
http://youtu.be/iDkn984ENSo?t=36m35s (vs. Merkava)
http://youtu.be/iDkn984ENSo?t=41m21s (vs. Vatista)
http://youtu.be/iDkn984ENSo?t=1h2m2s (vs. Vatista)
http://youtu.be/iDkn984ENSo?t=1h5m35s (vs. Merkava)
http://youtu.be/iDkn984ENSo?t=1h8m16s (vs. Hilda)
http://youtu.be/iDkn984ENSo?t=1h12m28s (vs. Seth)
http://youtu.be/iDkn984ENSo?t=1h17m19s (vs. Seth)
http://youtu.be/iDkn984ENSo?t=1h19m28s (vs. Gordeau)
http://youtu.be/iDkn984ENSo?t=1h22m14s (vs. Seth)
http://youtu.be/iDkn984ENSo?t=1h25m38s (vs. Carmine)
http://youtu.be/iDkn984ENSo?t=1h29m7s (vs. Seth)
http://youtu.be/iDkn984ENSo?t=1h32m28s (vs. Hilda)
http://youtu.be/iDkn984ENSo?t=1h37m45s (vs. Hilda)

 

EDIT 2: Damn, such edit, much not double post.

 

Anyways, random exec trick for the combos with tk 236B j.b: since holding 9 will cause you to jump immediately after hitting the ground, and tk 236B forces you to hit the ground after you use it, you can make both the tk exec and jump timing in the combo more consistent by inputting 236[9]B (held 9 makes you jump immediately after you fall from the tk, and also makes sure you don't slop the tk input) j.b etc.

Posted

I just noticed, yeah.

 

Pete is based god of matchvids. MeltyDB was best thing ever, and I'm so happy he's doing it again.

Posted

crossup protection doesnt cover lows, so you can do stuff like tk fireball cs air dash left or right j.c(so you dont get mashed out) into a 2b or even a j.b before landing since they have to block it correctly if its from the front 

Posted

Assuming it works the same as MB (credit to this thread on Melty Bread):

 

Crossup Protection

1. If the defender successfully blocks, until they exit blockstun, they may keep blocking in that same direction regardless of any side switches that may happen. Note that you only get the protection until you exit blockstun.
and most importantly
2. Block the character, not the item that they threw out. i.e. If kohaku's helicopter plant is behind me as I'm getting up and she's standing in front of me doing nothing, block away from her or you'll get hit. There are no Aegis-Reflector-type unblockables in this game.
3. If the opponent is facing away from you while they hit you, you can actually block either direction until they turn around. [An addendum I'll make here is that characters in the air don't turn around until they land. This is why, as you're saying, crossup protection doesn't cover lows -- you have to land first.]

 

That is to say, they can't be crossed up until after the projectile stops, since they're in blockstun from it, so it's a lot easier to block than you're implying. You have a lot of time to react against a setup like that. I haven't seen any Linne try this in any matchvid I've watched, and I'm pretty sure that's why.

 

Also, I can't even tell what you mean by "tk fireball cs air dash left or right j.c." Since Linne doesn't have an air backdash and you can't cancel IAD early in this game, how would you even do what you're talking about? All I can imagine is that you mean something a lot like the crossup trick that C-VAki uses with j.C in Melty on midscreen oki (where she can j.7 or j.9 IAD forward then IAD back for ambiguous crossup) or Catsuki 4-way, but neither of those is possible because Linne doesn't have the tools to perform a mixup like that. I just realized you probably mean either land assault or land IAD over, but that's not ambiguous at all, either, because those have massively different-looking startups.

 

I'd wager that if someone got hit by what you're describing, it's because they weren't aware of the crossup protection and tried to block a crossup that didn't exist, only to get hit because they stopped blocking when they went to switch guard.

Posted

no, you literally air dash after the chain shift, at a specific range you will be able to do a j.c and it'll hit from the front or back then you have to option to do a falling j.b or land 2b afterward

 

try it out yourself, assuming they react to the air dash and block high they will be protected from crossup if you do j.c>j.b but j.b must be blocked high and 2b must blocked low, if you do j.c>2b the 2b is a crossup and must be blocked in the correct direction if they leave blockstun of j.c right before you land 2b from what i tested 

 

i saw shachou's linne do a simpler version of this with just an air dash land 2a or 2b from a vid about a week ago which is bypasses it completely because it's much slower but it's easier to mash out of

 

edit: oh i didnt realize i typed tk fireball in my last post, my mistake

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