Jump to content
Dustloop Forums

Ice Cube

Members
  • Posts

    198
  • Joined

  • Last visited

Everything posted by Ice Cube

  1. cross up are still useful in that it messes up reversal input for most characters except Vatista
  2. Has anyone had any success with using 3C to anti air? It feels pretty weird.
  3. I'm never high enough for the air combo to work using normal jump, probably timing issues. I find B+C much easier since it's higher.
  4. corner: 5B 2B 5C 236A~A, 5A 3C B+C j.C j.8C j.BB j.2C 2C 214A~A = 3044
  5. This is a really terrible combo no matter what. Try this. (UW) 5B > 3C > 22C > 5B > TC > 236D > 5C * 4 > 2C > 6A > Scud (4440) Scud is kinda ok as a scare tactic only in corner. Follow up with blue beat 2B > 5D/2D or 5C > 6D/3D are both pretty good. More on topic though, I recently realized (thanks to RentalBlackout) that CH 236A can be linked to 3C on crouching opponent. I believe this was not mentioned before. Compared to the normal 5B route this improves the damage a fair bit.
  6. More Hakumen combo: (corner) (UW) Forward throw > OD > 5B > j.C j.D > 5D > 214C > 2C > 6D > 214C > 236D > 6A > BHS (~6k) EDIT: realized this combo is only possible in corner.
  7. Hakumen style OD combo (70% health, min 14 heat) (UW)Back throw > ODC > 5D > 214C > 2C > 6D > 214C > 236D > 5C*4 > 3C > BHS (6212) 90% health 0 heat: (BOTH) 5B > 2C > 3D > OD > 5B > sj.C j.D > 5D > CT > 6D >214C > 236D > 5C*3 > 6A > 3D (6420 gain 21 heat). If your health is low enough you get both weakpoints. With >40 heat start you can end with 5C*4 > 3C >BHS (7587 or 7867 with OD BHS) "I hope they're not adding SMP to Sentinel" combo (70% health, min 33 heat): (BOTH)(FC) 5C > CT > OD > 3D > 214C > 2D > 214C > 5D > 214C > 2C > 6D > 214C > 236D > 5C*4 > BHS (9253 or 9543 with OD BHS)
  8. Pretty practical full health OD combo: (UW) 5B > 5BB > cOD > 2C > 6D > 214C > 236D > 5C*4 > 214C > 3C > TCL > BHS (~6.5k) The meter cost is such that if you started the match with 5A > 5B > 2C > 6D you can do this combo straight. Change Leopard to Hornet for corner oki.
  9. Don't be too hasty on getting in. Turtle more. Most of the time you're getting hit in neutral is due to trying to get in and get punished. Valk does have advantage in fullscreen neutral, but not much. His fullscreen approach carry risk as well (get 5B/j.B/2C punch/rock in the face), unlike zoners whose fullscreen stuff are very low risk forcing Azrael to get in. So play neutral more slowly, learn how to counter his approaches (jump around and j.B/a few dive kicks to zone, anti-air with 5B, etc.). Dash/air dash j.B/Gustaf aren't the only options in neutral, as you evidently did. Disrespect his oki more. I don't know whether Valk's max range 5B (wolf) will trade with Growler on wake up, test that out. Trading is much better than blocking Valk's mix-up. If trading not possible though, Counter Assault on the first chance you get. The wolf cannot block so Valk cannot bait CA even with rapid. I saw a total of zero CAs. Backdash is pretty terrible against wolf oki, or even wolf neutral, since he walks so fast and has so little recovery on his attacks. Doubly so when you're in corner, backdash is literally the worst option, wolf dash j.A > 5B/C will hit every single time. So don't. (against human is fine though) In neutral, jump more, backdash less. 2C is good on reaction, but not to throw out randomly due to long recovery and how fast wolf Valk can punish stuff. Some unoptimized combos. Saw a 5D corner combo where you got <3k with no weakpoints, which is horrible. Saw some TCL rapid mix-up. I haven't been doing it that much these days since 1)it can be mashed out of and 2)it's very telegraphed due to Leopard's long animation on block. Try Tiger RC mix-up or Cobra RC mix-up, they are much less telegraphed.
  10. Youtube link. My recent matches at a Singapore tourney. The awkward moments (empty throws, empty cross-up) in the Terumi match was caused by stick problem, so please ignore those. Otherwise, I do appreciate brutal comments.
  11. Adding on: 2A > TK hizangeki. 5B(1) > 6A 5B(2) > 5C > j.2C (cross-up). Pretty risky. 5C (max range) > IAD j.D (cross-up). Be prepared to RC if fail. tick throws: 2A, 5A(whiff), j.A (can be cancelled from j.B), 6B, 2B. any normals > Crush Trigger. The funkier the better, 3C > CT or 5B(1) > CT for example. 5C > CT is the most predictable and should not be used much. anything > stagger 214B(low) > C. The follow-up should be confirmed, not mashed, due to worse frame disadvantage on block. Only against the unaware, 5D (max range) > 214D(low) About pressuring, Pressure reset with 6B/2D/6D every now and then. 2B also works, albeit more gimmicky since it's actually -3. Bait DPs after your + moves (6B/2D) Know when to end your pressure early by jump cancelling. It's not always worth it to pressure reset, especially against characters with good reversals.
  12. Good read there, I do agree, Valk and Tao fly into Azrael's 5B/2C whole day. About why Jin MU is in Azrael's favor, I can offer my 2 cents by comparing to Ragna. Jin's projectile is totally locked by Growler, their respective j.C are both pretty good against Azrael's AA but Ragna gets much better reward, Jin's other air options get 5B'd whole day, Jin's ground pokes is within Azrael's 2C range where as Ragna outpoke Azrael completely, Jin lacks good anti-air when Azrael's directly above, and of course much worse reversal options that's more easily baited and punished. The only thing that Jin has going are braindead freeze resets, but Azrael's good defensive options means it's not much of an advantage. I don't understand how Mu is in Azrael's favor (ok, 2C kinda invalidate her reversal but still, getting past her C & D button is real tough) and how Hakumen is equal (Haku has superior neutral game everywhere and easily disrespect Azrael's cross-ups) though, can someone explain these?
  13. Found a new setup after midscreen TCL knockdown. It's at best a gimmick though, so use wisely: TCL, 236C (whiff) > Valiant/Hornet for a high low. Works only on emergency tech. Somewhat safe on block, more safe than normal blockstring into Valiant/Hornet anyway due to meaty attack + max range, and harder to react as well. If they do not emergency tech then you're sitting duck though, so train them properly before hand.
  14. Note: ~ = 6 > 5C > 6C > 6 > j.C > 6B > 6 > 623C > 3C > 6A > 22C > 2C > 6D (was this combo route noted somewhere in the combo guide?) Optimizing corner double weakpoint combos: (UW LW) 3D > 5C > TC > 236D > (6 > 5C) * 3 > 6C > j.C > 6A > 5B > j.BC j.D (5698) (UW LW) 3D > 5C > TC > 236D > ~ (5824) (UW LW) 2D > 2C > 6D > 6A > 5B > TCL > 5B > j.ABC j.D (4422) (UW LW) 2D > 2B > TC > 236D > ~ (4490) (UW LW) 5B > 2C > 3D > 236D > ~ (until 6A) > (TC > 214D) or (TCL > BHS) (5354 / 6616) (beware random sideswaps after TCL) (UW LW) 5B > 2C > 3D > 5C > TC > 236D > ~ (until 6A) > 6D or 5C > BHS (5307 / 6352) (UW LW) (crouch) 5B > 3C > 2C > 3D > 236D > ~ (until 623C) > 6A > (TC > 214D) or (TCL > BHS) (5494 / 6755) (beware random sideswaps after TCL) (UW LW) (crouch) 5B > 3C > 2C > 3D > 5C > TC > 236D > ~ (until 623C) > 6A > 6D or 5C > BHS (5486 / 6492) Corner combo from B attacks into BHS: (UW) (j.B) > (5B) > 2C > 2B > TC > 236D > ~ (until 6A) > BHS (j.B = 5190, 5B = 5486) (UW) (crouch) (j.B) > 5B > 3C > 2B > TC > 236D > ~ (until 623C) > 6A > 5C > BHS (j.B = 5527, 5B = 5904) Corner 6A combo: (UW) 6A > 5B > TC > 236D > ~ (skip 6A) (4552) (UW) 6A > 5B > TC > 236D > ~ (until 623C) > 2C > 3C > 5C > BHS (5643) TCL RC corner combo: (UW) 5B > 5BB or 2B or 5C or raw > TCL > RC > 236D > ~ (5123, 5327, 5547, 5398 respectively) (UW LW) 5B > 5BB or 2B or 5C > TCL > RC > 3D > 236D > ~ (skip 22C) (5634, 5896, 6116) (UW LW) TCL > RC > 3D > 236D > ~ (6099) FC 5C combo: (FC) 5C > 6C > 5A > 2B > TCL (3208) Useful confirm. Not universal though. (FC) (crouch) 5C > 6C > 5B > 3C > 22C > 2C > 2B > TCL > (3D) or (IAD j.AB 5B sj.BC j.D) (4357 / 4708) (corner) (FC) (crouch) 5C > 6C > 5B > 3C > 2B > TCL > 5B > 2C > 5B > sj.BAC j.D (4961) Useful to punish Jin's 623C, Rachel's cat chair, etc. Corner D punishes (some are just useless, but for completion's sake) (CH) (any D attacks) > 2C > 3D/6D > 6A > 5B > TCL > 5B > j.ABC j.D (2D = 4202, 3D = 5070, 5D = 4438, 6D = 4638) (CH) 6D > 5C > TC > 236D > (6 > 5C) * 3 > 6C > j.C > 6A > 5B > j.BC j.D (4749) (CH) 6D > 5C > TC > 236D > ~ (4864) (CH) 5D > 2B > TC > 236D > ~ (4509) (UW) (CH) 3D/2D > 2C > 3D > 5C > TC > 236D > ~ (until 6A) > 6D (3D = 5716, 2D = 4763) (LW) (CH) 5D/6D > 2C > 3D > 5C > TC > 236D > ~ (until 6A) > 6D (5D = 5019, 6D = 5219) (LW) (CH) 6D > 3D > 5C > TC > 236D > ~ (skip 22C) (5569) Backthrow UW combo: (UW) Back throw > 236D > (6 > 5C) * 4 > 6 > 623C > 3C > 6A > 2C > 6D (4356)
  15. Why would anyone use DP when they're on the offense... 6A has 6 startup frame without invulnerability, so mashing 5A (6 startup frame in total) is preferable most of the time.
  16. Trying to extend the standard midscreen 2D > OD combo using meter, (since I find myself OD-ing a lot after 2D, easiest confirm I think). Here's what I come up with: 5B(2) > 5C > 6C > 2D, CT, OD, 5C > 6B > Hizansen, dash 6C > Sekkajin, 5C > 3C > Ice Car, Ice Wave (5.7k+, 75 meter) 5B(2) > 5C > 6C > 2D, CT, OD, 5C > 6B > Hizansen, dash 6B > Hizangeki, dash 6C > Sekkajin, 3C > Ice Car, Ice Wave (6.1k+, 100 meter) Cannot check for exact damage and meter needed right now, no PS3 around here. Is there already better combos than this that I'm not aware of though? I did check through the thread.
  17. poor man's Love Phantom: [uW] Forward Throw > earliest 236D > 6 > 5C > (6 > 5B) * 3 > 4 > 5B > 6 > 5B > 4 > 5B > (TC on some characters) > (Rapid for the lulz) > (Overdrive Activate for more lulz) > (Overdrive Scud / BHS whiff for maximum hype) [uW] Forward Throw > earliest 236D > 6 > 5C > (6 > 5B) * 3 > 4 > 5B > 6 > 5B > 632146C (the astral input will auto dash cancel for you) > start mashing pause button to look at your opponent fly into the death pillar. (another version: [uW] Forward Throw > earliest 236D > 6 > 5C > (6 > 5B) * 2 > 4 > 5B > 6 > 5B > 4 > 5B > 6 > 5B > 632146C, one more loop but might kill before astral).
  18. Played some 60 matches against an awesome Hazama today, gained a lot of insight on the matchup. Some bullet points: NEUTRAL You want to be on the ground, not in the air. For a few reasons. The chain blocking game. You will be blocking the chain a lot. You NEED to know how many chain follow-up he has left upon blocking the chain, and react accordingly. 2 chain. Most dangerous Hazama, of course, since he can bait any button you press by cancelling his fly mid-way with j.D / j.6D, and the reward for a successful bait is tremendous. I recommend backdashing out, which is almost free and gives you great positioning to anti-air if he decided to risk a double follow-up approach (except for tricky stuff like 5D ~ D > j.D but the timing is tight, and there's only that setup I think, so be more careful with blocking 5D). You can do the below stuff as well, but be wary of his baits 1 chain. The reward for baiting stuff is much less now (the chain will hit but that's it), so he may risk an approach. IB'd chain gives you an option to anti-air with 5A (beats ~D > j.A) or 5B (beats ~D > j.B/j.2C and ~C > whatever) or 2C (beats ~D > whatever). Backdashing is even safer, but you can't beat this match-up without taking some risk. Now, there's a risky option to just forward dash at his face, which is viable against A B C cancel but loses to D cancel > j.2C majorly, so you need a good read. It's a risk worth taking however, especially if he's in the air (where you can start your superior anti-air game) or you forward dash into his chain's low hitstun range (where you can start your superior ground poking game). IAD is a tempting but really risky option, don't bother. On normal block, Growler is about the only thing you can do to beat stuff, but really risky, so either backdashes out (somewhat free, on succesful backdash try to anti-air his approach) or be prepared to block stuff. 0 chain. This doesn't happen since he auto regen 1 chain on block. Damn it. Note that if you block a chain in the air, you're sitting duck until you land. One reason why jumping is bad. The chain avoiding + approach game. This is what you're doing at full range when you're not blocking chains. Specifically, this is the portion before he starts flying in, just jumping around throwing chain like it's free (it's actually free). You can try to jump and wait for him to whiff a chain. Jumping around aimlessly nets you a chain > air throw, which is wickedly fast and often unexpected. If he's in the air, IAD > j.B is pretty good, since you can often hit him out of his chain start-up or his flight. Forward dash (double forward dash at times) is god, it puts you into position for your anti-air game, and sometimes can even dash through chain, jump canceling it into j.B is basically same as IAD j.B but covers more vertical distance and much safer. Most importantly, by forward dashing, you change the distance, which makes his chain whiff (j.6D for example), and you get the momentum. A successful forward dash is very important in this match-up. Finally, if he whiff a chain and has no follow-up, Gustaf / Forward dash TK gustaf can be used to force blocking. If he's grounded, forward dash is your best friend, mostly because Hazama's ground pokes are so much worse than his anti-air. You can even dash through 5D (not very reliable/ not sure if can be done on reaction but it's there)! Try to forward dash just outside of his 2A range. IAD > j.B against grounded Hazama is a real bad idea, since most of his anti-air beats you, especially 2C for major damage. IAD > barrier block, however, is okay-ish, since his 2C is minus on block and most Hazama jump cancel to confirm it, leading to your superior anti-air game. Do it sparingly, however, since he might switch to 5A and you will be forced into eating pressure. As always, watch his chain meter like a hawk. If he whiff a chain, 0 is your green light to do risky stuff like IAD > j.B or Gustaf The anti-flying game So Hazama is flying around randomly. Wait for him to run out of follow-up then start the chain avoiding game. If you could get into the correct position to start the anti-air game by backdashing/ forward dashing then do it. Jumping and throwing out pre-emptive j.B is good against flying Hazama as well. Be very careful with airdashing, however, since most Hazama expect you to airdash at them and have appropriate counter measures. The anti-air game Good Hazama fly around, which is exactly why the anti-air game is so crucial in this match up. You really, really want to get underneath him, optimally within the range where the only chain to hit you is j.2D, by playing the chain dodging game and forward dashing. 5A/5B if he's close to the ground, j.B if he's high up. Don't let him get away. This is where I got most of my first hit in to start my offensive game, or at least forces him to block until he reaches the ground. It's pretty simple, but getting into position is key here. The ground-poking game. This happens when you're inside his 5D dead zone, and somehow he's still on the ground, which means it doesn't happen a lot, probably after a forward dash through 5D. You can press 5B for free if within range. If out of 5B range though, Hazama will probably try to jump out due to inferior options, so anticipate that with forward dash > 5A The air-to-ground game. Above Hazama's head somehow? AIRDASH THE HELL OUT. Or barrier block. I can't stretch this enough, but seriously, there's nothing you can do since his anti-air are so damn strong. Divekick works every now and then, I guess, but don't abuse. 214D~B beats it cleanly for major pain. OFFENSE Go absolutely nuts and mix him up however way you can. Things to take note of: His 5A is one frame faster than your 5A. Same for 5B. His 2A is 3 frame faster than your 2A. That means beware of mashing, particularly after Gustaf, 6C IB, 2C, those stuff. Houtenjin still does ridiculous damage as always for a reversal super, on trade as well, and especially when he's cornered, so don't press button too freely after your +frame moves. Punish his jumps with 3C / 6C / 5C, since Hazama's jump leads to him safely chaining out in most cases. IAD during pressure is strongly discouraged, since he can 5A/2C on reaction into good damage (and especially when he's cornered). Get that mix-up in early. 5B > cross-up j.B is beaten by Hazama's 2A. Not all Hazama knows this, but he does have that option available. Do tech punishes properly. As always, don't be predictable. DEFENSE On oki, be aware of his stance mix-up. In general, Stance > dash forward > C (low attack) beats your wakeup backdash, while stance > dash backward > A (overhead) beats your growler. Both loses to mashing, so do take note if he's too stance happy. Predictable backdashes can eat 5D for a full combo, so be aware of that as well. During blocking, 6A is the biggest threat, so watch his meter like a hawk to prepare for it once he reaches 50. Do remember what cancels into it (2A, 5A, 5B), as well as done immediately after flying / jump-ins. 214D stance can be backdash'd out pretty safely, but again it can be baited similar to Hazama's oki, so switch up with Growler sometimes. Blocking is always an option, you can pretty much freely backdashes out after blocking, unless he yomi a risky 5D. Abusing backdash in general is pretty good. PUNISHES There's only Houtenjin to speak of. Just remember that FC 5C > 236D won't work if you're too far away, costed me a few matches. It's actually negative enough on block that raw 236D would hit.
  19. Further optimized corner 3C combo (which, surprisingly, does not include Valiant): (5B) > 3C, 2C > 6D/3D, delay 6A, 5B > TCL, 5B > j.ABC j.D (5002 with 5B, 4287 without) (first one weakpoint 5B combo to break 5k?) j.B > 5B > 3C, 2C > 6D/3D, delay 6A, 5B > TCL, 5B > j.BC j.D (4555) j.B > 5A > 5B > 3C, 2C > 6D/3D, 5C > TCL, 5B > j.ABC j.D (4096) The only downside is that these don't look hype enough.
  20. I'm a bit obsessed with ending my combos with j.D these days, since I can do more random stuff after j.D compared to 6D/5D. So here's a compilation of Valiant combo routes that ends with j.D: (every moves written in () can be skipped to account for hitstun decay) ... > 236D > 6 > {5C > 6} * 4 > (3C) > 6A > IAD j.C > (2C) > (5B) > (j.B) > j.C j.D {5C > 6} * 4 > 2C > 6A > (5B) > (j.B) > (j.C) > j.D {5C > 6} * 3 > 6C > 6 > j.C > (6A) > (2C) > (5B) > (j.B) > j.C j.D In corner, you can sometime change the first 5C to 3C or 6A for extra damage. (not sure whether to post this in the combo thread or here, mods please feel free to move if wrong thread)
  21. Hmm, just checked the 6A frame data. Theory fighting follows. If you want to meaty it to get frame neutral/advantage you need to do 6A early to coincide your opponent's first wake up frame with your active frame 5~9, but then it's no longer invincible. If you want to go through (not clash) Ragna's DP you need to do 6A late to coincide all of his DP's active frames within your 6A's invincible start-up frames. In frame terms, coincide your 6A startup frame 1 with Ragna's wake up frame 4. The window is easier if you're at further range, where his DP's first hit will whiff anyway, so you can coincide your 6A startup frame 1 with Ragna's wake up frame 4~9. If you're aiming for a clash then the window is pretty loose. So you can either meaty 6A then frame trap with 5A, or you can use it to bait DP. These effects require different 6A timing however, and won't happen at the same time.
  22. @Kinkuli your dive kicks look okay to me, you definitely did it less than me (I was kinda disrespecting my opponent though, except the last match against Jin). I should take a note of each situation where I dive kick'd. Some stuff I noticed from your matches (only seen till the 17-dan Noel one) You were pressing buttons after negative on block moves (saw a lot of 6D > 5A and one 6A > 5A). I would just backdash out, people with matchup experience will definitely punish your buttons (except Growler but it's not worth the risk) There was one point against Plat where after your aircombo she backroll'd. Could definitely 2A to blue beat pick up that. After blocking Ragna's DP, you can punish harder than 5B, 5D is the easiest one but 3D is possible as well. Even if they burst you still get a weakpoint. A bit too backdash happy on wake up as well, Ragna punishes easily with 5B while Rachel in corner can press whatever button, since she usually 5A oki anyway. There was a few combo drop / not optimal combos, but that you just have to train so no big deal I guess.
  23. http://youtu.be/Z0-KUg6Dv2Y Cut this out of the stream replay myself since we don't usually upload footage here in Singapore. 3 matches, 5 mins. And yes that's me in the blue polo. Appreciate some harsh comments! (Note: the audio in the last match is desync'd for some reason)
  24. On many characters you need to delay just the right amount for Rekka's 3rd hit, too high and Leopard whiff, too low then 3D won't connect afterwards. In corner as well, sometimes an early Leopard push your opponent out of corner, while a late one prevents further combo with 5B. You just have to eyeball + gut feeling whether the dude is at the correct height. Of course there's also the option of training your combos on the whole cast, but gut feeling works pretty well for me so far. And this should have been posted in the combo thread.
  25. Optimized these further: (UW) (crouch/CH) 5B > 3C > 2B > TC > delay 236D > 6 > 6A > 6 > 5C > 6 > 5C > 6C > 6 > j.C > 2C > j.BC j.D (4902) I think this is the new optimal combo. 2C will whiff on smaller character if you don't delay 236D enough. Note that there's no dash cancel between 5C > 6C, if you do 5C > 6 > 6C the combo won't work. (UW) (crouch) j.B > 5B > 3C > 2B > TC > 236D > 6 > 6A > 6 > 5C > 6 > 5C > 6C > 6 > j.C > 5B > j.BC j.D (4448) Does 14 damage less than the corner-specific valiant combo, but j.D gives more frame advantage on oki than 6D. I find this easier to execute. EDIT: Both combos are obsolete. See
×
×
  • Create New...