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-Seo

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  1. Alright, I'll start with a few general things first. Try and reduce the amount of air stances into 6DC you do, granted they worked a good few times, it's more about the air stance itself, and the time it takes to teleport to the ground where you'll be completely vulnerable (especially against steins) and it would've been better to just do it from the ground, plus Ixis started to adapt to them in the later matches. Nothing wrong with throwing it out a few times though, so yeah. I noticed you dropped 6DC(ch)>2DA>B orb a fair bit, because of hitting the 2DA a little late, something you can do to make this a ton easier is to do 6DC(ch)>5DA>2DA>B orb, the 5DA needs to be delayed a fair bit, but it'll guarantee the orb hitting after B orb. You can also do a better combo off this to get better corner carry and oki, with 6DC(ch)>5DA>2DA>B orb>6C>6DA>3C>2DC>B orb midscreen and 6DC(ch)>5DA>2DA>B orb>6C>6DB>2DC>5DC>3C>6DC>2DB>A orb if you're nearing the corner. 2:09: You should've taken the round here. Just a simple 6A>6B>3C>2DC>A orb>5B>3C>2DC>Super would've been enough. 3:33: Nice 6DB here, and you were unlucky to not get the 5DC afterwards. At around that part of the screen though, you could've done 6DB>2DC>5DC and put Mu into the corner for an easier combo, and probably take the round too. 6DB>2DC>5DC>5C>6DC>5DA>2DA>B orb>6C>6DA>3C>6DC>super would've been more than enough. 4:26: So this was the second [2]8C CH that you had got and it seemed like you were gonna go for the stance mixup again, but backed out of it. That itself is no real problem, but you still have landing recovery, and lose momentum. If stance mixup isn't working, you're best of charging an A orb while you're falling, and using it as soon as you hit the ground, just to get a tiny bit of oki if someone does neutral tech into it. 5:26: Nice combo to finish out the round, but you can actually do a ton more damage! Ending with the charge super isn't too great because of it's pretty bad damage, whereas stance super does 1.1k minimum damage. In the corner, you want to do something like 5BB>3C>6DC>2DC>B orb>2C>5C>6DC>2DA>(delay)5DA>dc>3C>6DC>super. Nevertheless, your combo worked in that situation. 8:45: I assume you were trying to get a charge super out but don't be afraid to counter assault to get Mu off you and give yourself room to breathe. Considering Mu's health, you didn't need the meter all that badly, as most BnB's probably would've killed. 10:40: This came up in a few other spots too, but I notice to j.C alot when someone is dreictly below you. This isn't too big a problem, but a lot of the time you would do it close to the ground, so the j.C wouldn't come out, but you'd still get the landing recovery from it. Just be wary of this, as j.B is a great move too and done that low to the ground would let you continue pressure without any real problems. 10:57: j.B has a ton of untech time on CH, so you could've gotten a basic combo there (and you had the right idea too!). Just something like j.B(CH)>5A>j.A>j.B>j.C. 11:42: Yay orbs in neutral! You're giving something for Mu to be aware of here, which is nice. You got hit out of B orbs a little, so throw in a few A orbs too. 14:35: Nice CH2C, but you could've gotten a huuuuuge combo to even it out here if you RC'd the first hit of 2DB afterwards. Something like 2C>2DB(1)>rc>5DA>2DA>B orb>6C>6DA>3C>6DC>2DB>A orb. 15:39: Make sure you're charging an orb during 2DB's animation, because if it hits, you can throw out an A orb for a small bit of oki. 15:55: I've talked a little about a better BnB in the corner, but try your best to not end combos in [2]8C, as you lose knockdown and oki, and let the opponent out for free. In this situation, you want to charge a B orb during 2C, and let it go just a little after 2C hits for oki. Try and only end in [2]8C if you don't have meter for super and you know it'll kill. 17:01: So this is something that came up quite a bit, but your pressure and mixup need work. You just go right into 5BB>3C>2DC, which if it hits, great! If it's blocked you're already back to neutral, and Mu has the advantage here. Make use of all your stances, simple things like 5B>2DA or 5B>5DB. 6B/5BB is jump cancelable, so mix that in there a little, and don't forget about the [4]6A blockstring (2A>5BB>A orb etc). Even just doing things like 5BB>5C>A orb can be good enough because you're putting orbs out there to annoy Mu. 17:46: Nice airthrow here, but you didn't convert off of it. The best thing to do is charge an orb during it's animation, and throw it as soon as you land from the airthrow then do Airthrow>A orb>6C>6DA>2DA>B orb>2C>2DB>A orb. If it's in or near to the corner, you can do Airthrow>5C>6DC>2DC>B orb>5C>6DC>5DA>2DA>(delay)B orb 17:51: Not sure why you went for 5DC>2DA here when you had Mu in the corner, just a simple combo to keep her in the corner would've sufficed here, as 5DC>2DA is tricky to hit midcombo (you need to be real close on the 5B>3C) That about covers what I noticed anywho. Don't be afraid to throw out some 5C's in neutral occasionaly, if it's at the very least blocked, you can charge an orb during the meantime to keep something on screen so your job in neutral is a tiny bit easier. Keep up the good work man.
  2. Famitsu has some slightly more detailed descriptions of upcoming changes to Ragna, Jin, Noel and Rachel (actual frame data!) http://www.famitsu.com/matome/bbcp/tyousei.html
  3. The D~28D super needs to hit them at a certain height for the charge super to connect. OD6DC, OD5DC, 5C and 6C into D~28D are common ways to get the height requirement.
  4. 2DA> B orb may still work on large characters, but that's just speculation on my part. Unless of couse you just can't orb cancel 2DA, in which case ;_;
  5. Holy shit, no one is saying he can't win without it. Please stop talking. Losing gatlings from a damaging normal, while not gaining any extra gatlings into that normal is an unforunate nerf. I would have liked for them to atleast give it the ability to be stance cancelled, but ah well.
  6. Less recovery on 6A won't matter what with charge time and startup of the orb. Being able to link 5B/2A sounds pretty unlikely, but we'll just have to wait and see, haha.
  7. You can get 7100 with 2C>2DB>rc>5C>6DC>2DA>5DA>3C>6DC>2DC>B orb>6C>6DB>5DC>super. minimal difference, but more damage yaaaay.
  8. On CH sure, but 6A just doesn't have enough hitstun to combo an A orb. It's possible to link one late in the recovery though. It is possible to combo into flash kick however, completely useless, but ah well. Please don't bully
  9. Also 2DA>air stance sounds amazing imo, considering air stance cancels are fast, could do some real tricky things on block and hit with this.
  10. 2DA has plenty of untech time to combo after I'm sure. Losing 6A gatlings kinda sucks, especially without gaining stance cancel on it, but ah well. Little concerned about reduced hitstun on 5C and 2C, but overall I'm happy with the changes (OD stance super woooo). Hopefully there's more to come.
  11. Barurin PSN Matches by barurin Good Kagura mirrors here, definitely worth a watch
  12. Optimal midscreen combo for no meter would be 5BB>3C>2DC>A orb>5B>(delay)3C>5DA>2DA>B orb>6C>6DA>3C>6DC for 3.3k. Also works from 6A>6B>3C for 3792 DMG Corner 5BB>3C>6DC>2DC>B orb>2C>5C>6DC>2DA>5DA>3C>6DC>2DB is 4.1k. 6A starter nets you 4.6k. You have to do the 6DC>2DA>5DA sequence relatively fast, but not immediately for both hits of 2DB to connect and be able to do dash 3C. If you're having troubles, just remove the 2C in the middle. Gets you 4044 DMG.
  13. Nice. You can get 6.7k too, but I don't really recommend going for it, as it's a little inconsistent 2C>2DB>rc>5C>A orb>5C>2DA>5DA>3C>6DC>2DC>B orb>6C>6DB>5DC>(delay)super 6786 DMG need to do the 6C ASAP or else the 6DB won't hit. Might be character specific too, I've not messed around too much with it, but you can replace the end with just 6C>6DC>super for 6612 DMG aaaand if you don't have 100 meter for rc and super, you can do 2C>2DB>rc>662C>5C>CT>5C>A orb>665C>2DA>5DA>3C>6DC>2DC>5DC>28C for 6590 DMG. flash kick enders ewwwwww.
  14. Just in regard to these, if you want to put someone back in the corner, these are fine, but if you're edging them into the corner, you want to go with 2C>2DB(1)>RC>5DA>2DA>B orb>662C>5C>A orb>5C>6DC>2DB for about 5.1k iirc. Max you should be getting from non CH 2C>2DB is 6.4k from 2C>2DB(1)>RC>2C>5C>A orb>5C>6DC>2DC>B orb>5C>6DC>2DA>super. Anyway, have some cross-up combos I've been trying out in the corner. j.5D(6)C>3C>CT>2C>5C>A orb>5C>2DA>B orb>6C>6DC>2DC>super 6677 DMG j.2D(6)C>2C>CT>5C>A orb>5C>2DA>B orb>6C>6DC>5DA>super 7229 DMG Also for those that didn't know, you can still follow up a 5DA fatal counter even if you backdashed for safety, with a 3C. Timing is a little tight and may be character specific, but it's a good thing to keep in mind.
  15. Yeah, if you wait for them to just pass over your head, the 2D~A will auto correct itself. So you can go into the 2D stance as early as you like, but depending on when you press A, you'll either go forwards or follow them backwards.
  16. In the corner, 5DA>B orb has given me the best results, tends to work off any B starter, because anything else and they can tech the 5DA in the air, and escape the orb. While it won't work with S starters, you can more or less always change it with 2DA>B orb for about the same results, it's just a little tricker to time to stop forward rolls. So it's pretty much something like this: 5BB(6A)>3C>6DC>2DC>B orb>5C>A orb>5C>6DC>2DA>(delay)5DA>(delay)B orb. The delay between the 5DA and B orb is real small, but too early and the orb will go off screen. For smaller starters or combos you've already used 5DA in, just do either 6DC>5DA>2DA>B orb or 6DC>2DA>B orb.
  17. I had tried it without the A orb before, but found that a lot of drive mixup could just be mashed/jumped out of, so throwing the A orb gave just enough time to beat mashing and jumps if you're fast enough. The micro dash after the 5DC can be a little tricky to do, but it's definitely some of his best mixup imo.
  18. We'll actually (hopefully) have videos to post, haha. Here's hoping faster C normals doesn't just mean 5C and 2C, because a faster 6C and 3C would be amazing.
  19. Less punishable on block drives sounds pretty damn good!
  20. So I've been experimenting with a new combo route that can sacrifice oki in the corner, but offers much better stance mixup. Rather than ending a basic BnB with 2DB>Orbs, you end with 2DA>6DB>5DC>A orb (ex: 5BB>3C>6DC>2DC>B orb>5C>A orb>5C>2DA>6DB>5DC>A orb). The trick is the A orb at the end, you're actually throwing it away from the opponent, while they're in the air because of 5DC, which allows you to recover faster from 5DC itself, you then have more than enough time to do some nice stance mixup. An instant 6DB will beat people mashing/jumping out, and also cross up in time so that reversal inputs have to be done in the opposite direction (some character such as Kokonoe and Tager have answers to this, teleport and 720). You can wait for the opponent to fall a little and do j.D4D to fake out a j.B/C and land for a 5B/6A/Grab. This also sets up a safe jump by doing delay (while holding back) j.B>5B>etc. A very quick and immediate j.xD6x will cross-up the opponent and in most cases, beat mashing (2DB,2DC and 5DC being the best examples). You can also do a quick dash and jump forward to put yourself in the corner, and then do j.xDx1 to teleport yourself out of the corner, it's a little tricky to do, but can lead into huge damage. (Have to be wary of Tager here, his size makes it difficult to teleport through, but it is possible). One of the biggest problems with this is obviously delay tech and rolls, and while some drives will stop either forward or back roll, delay tech is a bit of a problem. If you've conditioned them to delay tech, you can 2C>A orb to get regular oki. If you think they're going to roll, the best thing to do is 3C xD28D super for the damage (this mainly applies to forward roll, which even after 2C can get you completely out of this from what I've tested). That's about the gist of what I've experimented with, so I figured I'd share it as is, because I think you can be pretty imaginative here. If I could I'd record an example of this, but maybe someone with a capture card could?
  21. Noel, Bullet, Izayoi, Tager, Makoto, Nu and Terumi I guess? Everyone else ranges from maybe even to why am I playing this character?
  22. Depends on the height at which you hit them with 28D super. The higher they are on the first hit, the easier it is to link the second super. It's incredibly easy to do it from things like 3C>6DC>2DC>B orb>5C>super.
  23. Release the fireball charge a little early, then immediatly start charging the super, so you're basically doing 2 seperate charges. It takes a little practice to do, just have to remember that the charge time for super is relatively short.
  24. You can actually get 6k meterless and a better knockdown in the corner! 6C>2DA>5DA>6DA>2C>5C>6DC>2DC>B orb>5C>6DC>2DB>A orb is 6171 dmg. At the end you can do 5C>6DC>28D for just about 7k dmg too.
  25. Just a short post for a real easy way to deal with Azraels dashing/grolwer/no orb oki in the corner. You can safejump all of these options with the following combo. 5BB>3C>6DC>2DC>B orb>5C>A orb>5C>2DA>6DB>5DC. After the 5DC, you need a really delayed jump (just before Azrael hits the ground) and you can safejump with j.4B >(land)5B>3C etc. If he growlers, you land and block, if he backdashes, 5B will catch him on recovery and if he forward dashes j.B will catch him and finally, if he does wakeup Scud (214214D) you can kara barrier the 5B.
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