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Urichinan

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Everything posted by Urichinan

  1. This is fantastic, we definitely needed this.
  2. It's pretty safe, there isn't a whole lot that can get through it, but it isn't reliable, you should use it though. Like most of Platinum's other pressure techniques, you need to keep things fresh, so don't repeat it a lot, and it will cause them to fear your pressure, letting you reset your pressure using dash > 5A's and such.
  3. To add on this, you need to use 5A and 2A as much as you can, they are Platinum's safest, fastest and most abusable normals. Even if it can get kind of lame to just keep using 5AxN, it's what you have to do, it's also a great tool for conditioning because they gatling into all of her normals (Note: 2A > 5B does not combo on standing opponents) and 5A is jump cancelable, so you get lots of mixup off of these.
  4. You have to condition your opponent very well, you need to make them think you're going to do something unsafe then go for something that is, when they're trained to think you're going low, go high, add in throws and command grabs every once in a while, it's hard to really teach someone how to condition a opponent, you just have to know how they play. There is no "safe" way to do TK Swallow Moon mixups, or Dramatic Sammy resets, tick throws, Dream Sally oki, it all comes at the price of being unsafe at some point during the mixup, which is where the enemy can escape. Play around with some mixups, do 5B > 2B > 5C > 3C and then once they get used to it do 5B > 2B > 5C > 6B or do 5B > 2B > 6B, 5B > 6A > 3C and try to keep it fresh.
  5. Very nice, I can't wait to try it all out. At least the Pan is still an overhead, it sad that's it's not too great anymore, but it's still a little mixup. I just want a jump cancelable 2B, she'd be so dumb. :3
  6. Some combo videos: 【Help!!-LUNA side】 【Help!!-SENA side】 By: ぷれぷれ (purepure) http://www.youtube.com/watch?v=mJvTzh82A4c By: 天澄 碧 (ten sumi heki)
  7. No problem, and if you need any other help, you're always welcome to ask. ;P Also, I'm surprised no one posted these yet: 【Help!!-LUNA side】 【Help!!-SENA side】 http://www.youtube.com/watch?v=mJvTzh82A4c There were some really great stuff in these that can be optimized I think, like j.D (Bat) > 2C > 22C corner stuff. A lot of this I want to test out come Valentines Day.
  8. I agree, despite some people here having played the game, it's only been about two weeks. And unless you've been playing a specific matchup nonstop since you got it, no one can really say anything about matchups just yet. And on top of people not fully understanding Relius yet, other people are still finding things with the other characters to use, the game's got to develop more before matchups can start being discussed.
  9. You can't really explain something like this without using frame data or really knowing the openings for each characters pressure. The main tools for getting out of sticky situations is using the Bat and trying to Barrier your way out until you can either super jump out of the way, or you can use her backdash for some invincibility. If you want to punish unsafe moves you have to turn to the frame data to see what works, then you should try it out in-game to make sure that it's really possible. The best moves to use for this are 5A, 2A and a throw, because those are fast. You should also practice Instant Blocking, it will give you bigger openings to escape/punish the opponent whenever you get the chance. Platinum doesn't do particularly well on the defensive, she doesn't have a lot of fast moves for punishing at close range, and she only has two moves that can be used as reversals, the Bat and Cure Dot Typhoon, both are very situational as well, because one is an item and the other is a super. The best option you can take is trying to save as much meter as you can for Counter Assaults, but this is also situational.
  10. I tested the air grab out of a groundsliding opponent, and it isn't Rachel specific. It worked on Carl, and knowing Carl's grounded hitbox, I assume it should work on everyone.
  11. There are a few good mixups that people should always remember: 2B > 3C (Low, low) 2B > 6A (Low, overhead) 3C > 6D > Rising j.B (Low, overhead) Jump in j.B/j.C > 2B/3C (Overhead, low) Combine these with 5B > 6D as well as other Ignis moves to keep them conditioned and to make you safer, you can open the opponent up for damage using these mixups. This is also not counting tick throws, fake jumps, fuzzy setups, unblockables or frame traps.
  12. Very nice work Kurushii, with this information and testing in hand we can begin working on the combo thread.
  13. 1) That combo does work on Hakumen and Hazama, you have to add delays into the second air combo for it to work. 2) It seems a bit too situational. It could be useful when done randomly and unexpectedly, but I wouldn't rely on it.
  14. Of course, because she'd then be grounded, thus she can be OTG'd. But you can't just do 3C > Dream Sally and have it combo like Mami > Sally does. @MagicalSymphony It's 3 faces flipping a bunch of tables. If you click it you'll see why.
  15. What combo are you doing before hand? Are you sure you aren't hitting 8 instead of 9 during your double jump?
  16. No, because 3C is emergency techable.
  17. Son I am disappoint Go home and be a family man
  18. Target combos and important BnBs are going to be bolded in the listings, no need to give them they're own section.
  19. Dusk, your write-up reminds me of how LK sometimes writes his combos. Where everything is done in sections and routes rather then full combos by themselves. So it's done like: 5B > 5C(2) > 236C > 214A [Opener 1] > 5C(2) > 6B > j.B > j.C > j.236C > j.214A > j.C [ignis Route 1] > 2C > 4D > 3C > j.D [ignis Ender 1] I think it's a good way to explain things, but I don't think it's good for listings.
  20. I was testing this just now to see if I could find a way to keep it from OTGing her (In CS2) and found out that you can do 236B > TK Swallow Moon > Grab and it'll actually grab her out of the slide. EDIT: Okay, so this is height dependent, you can always grab her out of the sliding state, but you have to hit with Mami towards the later part of the move. Platinum has to recover quick enough to do Swallow Moon > Throw. It could be a pretty useful tactic for unexpected extra damage.
  21. Hammer Loops prorate so terribly now. =( Has anybody been messing around with an Installed Cat Mace? I think it's supposed to force ground bounce, so that might be a good combo tool.
  22. My eyes... I can't look at this for more than two seconds without getting a headache. @_@ Love the color of the avatar though, very evil.
  23. Ha, also congrats to Toasty! I agree that we should use a similar layout to the Valkenhayn and Platinum matchup threads, it's very informative. A few examples: http://www.dustloop.com/forums/showthread.php?11730-vs-Litchi http://www.dustloop.com/forums/showthread.php?11825-CS2-Vs-Taokaka http://www.dustloop.com/forums/showthread.php?11822-CS2-Vs-Ragna
  24. Hmm... I think I may be able to explain this, but I might be wrong. It looks like whenever you preform the throw, Ignis hits them out of a grab state, causing them to recover to a normal position. Whenever they block Ignis' attack after being pulled out of Relius' grab, they get hit by the unblockable throw followup, but if they don't block, the rest of the throw combos after Ignis' hit. Litchi has something similar using Daisharin, however, the followup to her throw is a physical hit, not another followup throw like Relius', so it's blockable. Like I said, I could be wrong about this, but I think that's what's happening.
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