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Hellmonkey

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  1. Baiken vs Potemkin is supposedly 6-4 for Baiken now? Not sure about some of the numbers in that chart. When this kind of stuff is posted there needs to be some source material (bbs thread or first discussion and then a chart). People in the bbs thread will 'sum up' the chart with a lot of personal bias. Open editing may not be the best method here. The idea itself is great though. Match-up specifics are significantly more productive to discuss than an ambiguous tier chart. I don't think there are enough Dustloop members with access to competition in AC+R to really help with this kind of project yet.
  2. Yes. Start the motion before FRC.
  3. Is this a psn chat? my psn id is s-yeknom
  4. http://www.nicovideo.jp/watch/sm21380966 watch from 8:35~ for loop with j.k j.h j.tatami in corner.
  5. combos (Faust as main test dummy) note: land after every j.tatami in the combo. zakuro from 6p: 6p 63214 K 412 P. can buffer the suzuran during 6P, hold 4, then 412P on time. 1) 2k 5s 5h tatami frc iad tatami 6h tatami j.k jc j.h j.tatami 6p zakuro (fa: 183) note: to do tatami FRC iad tatami do your FRC with P-S-H, then 236956K (hold PSH to avoid getting 41236H) note: you can stay in front of some characters by doing forward jump j.K jc neutral jump j.H j.tatami near the corner (or even back jump j.K depending on the spacing), allowing you to easily 6p zakuro with a corner knockdown. 2) 5d fd j.K (impossible dust) jc j.H j.tatami j.k jc j.h j.tatami 6p zakuro (fa: 148) note: with certain spacing (and against light characters) you can just do jump forward j.h j.tatami after your first falling j.h j.tatami. (no j.k jc part) e.g. 5d fd j.k jc j.h j.tatami j.h j.tatami 6p zakuro (di: 166, br: 155) or 5d fd j.k (land) j.k j.h j.tatami j.k j.h j.tatami 6p zakuro (te: 142) 3) j.tatami iad j.SPK j.K jc j.H j.tatami j.K jc j.H j.tatami 6p zakuro (fa: 174) corner: 4) 2k 5s 5h tatami 5s j.s j.d frc ad j.H j.tatami 6k 2h 6p zakuro (fa: 175) 5) for characters you can ground tatami -> 5h tatami in the corner (e.g. johnny) : 2k 5s 5h tatami 5h tatami j.k jc j.h j.tatami 6k 2h 6p zakuro (jo: 172) 2k 6p(2) 6k tatami 5h tatmi j.k jc j.h j.tatami 6p zakuro (jo: 148) You can also be fancy and throw in j.tatami FRC -> jc j.H or some other tricks, I don't use j.tatami frc much but it's much more useful now. corner throw combos: lights/mids : tatami j.pk jc j.h j.tatami 6p zakuro (br: 123, kl: 122) 40% meter. mids : tatami 2d j.k jc j.h j.tatami 6p zakuro (so: 126, ky: 128, po: 108, ve: 132) big hitbox: 5h tatami j.k jc j.h j.tatami 6p zakuro (sl: 123, fa: 132) huge hitbox: tatami 5h tatami j.k jc j.h j.tatami 6p zakuro (jo: 138, po: 119) ouren CH combo: ouren CH 6p kabari 6k 2h (cross up) 6p zakuro reverse side combos: iad j.spk kabari (slide behind) run 2k 6p zakuro sakura CH run 6p youshijin 2h 5k 5s j.pk jc j.h j.tatami 6p zakuro one option for combos is 5h tatami FRC j.h tatami in the corner.
  6. You should input your 63214K during the hit stop of your move, then do a timed 412P after you start moving (suzuran must begin and you start running before you can cancel into a guard cancel). The timing for suzuran > guard cancel is important because it lets you mawarikomi (k cancel) to cross them up quickly when they are grounded, or suzuran > ouren to cross up, suzuran > ouren FRC to fly across the screen, suzuran > baku for CH or gimmicks etc. Make sure you tap the button you press for the guard cancel because you get two inputs (it can be negative edged)
  7. Feel free to add me on psn for +R. psn: s-yeknom west coast USA.
  8. You can do it very quickly just by doing 63214K12P, it's not too bad at all. I had a little bit of time in training mode so far. For heavier characters you can go into j.K fairly early in any combo close to the corner and turn it into j.K jc j.H j.tatami loop to some degree. Old dustloop is gone altogether. Many combos can easily end with j.H j.tatami > crossup into corner > 6P suzuran zakuro. You can also 2H to drag them back into the corner and 6P, but I found sometimes you get 2 or 3 hits depending on height and the timing is a bit strict. You do get an actual corner knockdown though so it's pretty nice. It seems like all of the highest damage combos will be using 6H now, but there are a lot of high damage bnbs using only 5H/j.H/tatami and not having to go for 6H. Her dust combo is a lot harder/different now, I have a few variations that work but light characters seem really hard to tensionless into knockdown.
  9. Anyone want to play JP version +R?
  10. The game is finally available! Downloading the Japanese version now, hopefully we can get a nice updated guide for +R before too long. I hope there is a US release as well.
  11. Ky is one of the harder character to dustloop in general because of his hitbox. As kaeru said you generally need to dash jump when you hit the ground, and dash super-jumping is sometimes necessary depending on distance and height. Super-jump version is usually needed for lighter characters. When you actually do j.SD after air-dashing in a corner dustloop, you can adjust the timing of the D after j.S to try and be 'deeper'. This allows you to j.D frc and tatami slightly lower/closer, giving more time for the relaunch. It is important to note that you can only delay j.SD earlier in the combo, if you already launched into j.SD ad j.SD and relaunched, your second j.SD ad j.SD typically cannot be delayed. Make sure you aren't launching them too close to the corner, not only can this complicate the combo (you may have to jump straight up), but it's unrealistic to launch off of a single ground hit into tatami completely in the corner (except maybe 6K, but if you are that close you can 5h afterward). Start with something like youzansen RC j.tatami or 2K 5S 2D/5H tatami. Keep in mind heavy characters and small hitboxes can require j.P thrown in for height in the combo. Against Ky you should try the dustloop version that uses airdash j.SPSD and doesn't use extra meter. For more on character weight and hitbox look at http://www.dustloop.com/forums/showthread.php?3195-GGAC-Baiken-Guide-Read-this-first%21&p=156079&viewfull=1#post156079 .
  12. Updated a note about guard cancelling against projectiles
  13. Actually, learning another character stronger in a given match-up will give you a better idea of the opponent's weakness. You can then search to create those situations with any character. This is particularly useful for Baiken because you learn to defend and make space without counters. I also don't know where you get the 3-7 idea from, it's not that bad. You get knockdowns from anywhere with j.D and do big damage on him for minimal meter allowing for good use of youzansen mixup.
  14. You're thinking of j.H which is quite easy to youshijin. Baiken has bigger problems with Slayer like getting antiaired into huge damage and knockdown by 5p/2s, getting CH by 2H (instantly dying), hit by random DoT or random hit into DoT, etc. However you choose to play this matchup, don't get hit. Actually comboing on May is quite easy and fun. In the case of tatami combos specifically, it's written about in the guide but you can delay your tatami mat slightly after 2D and still connect a j.P on May, Bridget and Dizzy with no problems. 2D -> j.D FRC iad tatami wallcarry also works, you have many options to combo on May, she is light but has a big hitbox. As for punishing overhead dolphins, it's very easy to do with an instant block (especially the crossup one they always like to do in the corner). The biggest fear factors here are 6P, OHK, 5H CH and getting hit by her jump-in. Also 3K can be annoying as Kaeru pointed out. Despite these problems you can catch a decent amount of her stuff with Ouren at mid range and mawarikomi closer in to throw as mentioned above. Close range is really where you have to display strong defensive fundamentals (FD and IB properly, 1f jump or backdash out when appropriate). Try not to mash out, and if you do use 6PH/5SH when she's in throw range. Learning how to counter her dive-in attack with youshijin is important for this matchup, and made significantly easier if she hits you higher up on your hitbox. Tatami is actually pretty nice in the matchup because if you manage to land the CH, easy wall carry and huge damage by following up with combo into j.D FRC . You also can practically always get corner knockdown using sj.D airdash j.SD as opposed to j.SD ad j.SD. This matchup is tough but I don't think it's for these reasons. j.H has high reward but is pretty risky in any matchup. Against Potemkin he can backdash punish, IB punish (even flick your mat IIRC if you are doing it higher up), trade 2H, early heavenly etc, it's just not strong. You shouldn't be jumping in on Potemkin from neutral very much in the first place. It's actually not usually worth blowing meter on j.D FRC in the corner on Potemkin. It easily extends her combo on him but you get a good chunk of damage with (*)j.PSD ad j.SPSD or (*)j.SPSD ad j.SPSD. You can also throw in 2D in the air portion of the combo in the corner fairly easily (2D j.SPSD after launching for example). Saving your meter is very important so you have meter to FRC tatami and TK youzansen to keep them locked down from your corner knockdown. Both Kabari and Ouren are too risky to use much in this matchup, especially try not to Kabari much in neutral because he can slidehead on reaction. Even having him block a Kabari isn't that great because now you're grounded with minimal frame advantage (especially if he IB) right next to him, not where you want to be. Ouren is a useful tool to punish but not to throw out against Pot. The matchup is tough, but knowing how to fight it will make lesser Potemkins a walk in the park. As for what you DO want to use, j.S is strong and a spaced tatami can be as well. Punishing Hammerfall from all angles is important because it goes through so much and leads to huge damage with FRC. Being able to backdash Slidehead properly and on reaction (so he doesn't catch you with 5S or 2S backdashing) is also absolutely necessary. You also need to be able to punish it by airdashing in on reaction from further away. The biggest key here is setting up a decent value/return scenario which takes a lot of spacing on Baiken's part to not risk taking a random hit or pot buster. Also learn a character like Eddie/Testament and make your life easy when the Pot player shows up. (last time I played FAB i went 0-10 with Baiken (although taking many rounds) and then won an easy three rounds straight with Eddie)
  15. Anyone want to play some gg? s-yeknom on psn
  16. Really looking forward to this! Thanks and cheers :]
  17. We also see a few nice things in the same video here https://www.youtube.com/watch?feature=player_detailpage&v=xb9XomPuwTQ#t=22m22s airdash CH j.S j.H 2d j.PSPK jc j.H tatami > (land under them, they cross behind us) > 6P 63214K 412P We can use this for characters we can 2D j.P on now that you can PSPK jk j.H tatami, Faust is by far the easiest for this but it should work on May if she's not too light for the later part (maybe just j.PK jc j.H tatami?) and it's possible on other characters as well. (iirc venom, anji and some others are fairly easy) Also we see a good midscreen youzansen RC combo with Youzansen RC > j.tatami (land) > kabari > 2d > jc j.PD FRC combo to corner (maybe even possible to j.H tatami instead of airdash tatami like he did)
  18. j.K is being jump cancelled into j.H. I wonder if you can connect a max ranged 6H from that midscreen combo.
  19. I will update this guide to AC+ when the game is out on consoles and I get some time with the game btw
  20. It might help your timing to tap the button for kick quickly because you get one input for pressing it down and another for letting go because specials can be negative-edged. If you can make it ~2 frames between pressing and releasing K this significantly increases the window for linking your mat.
  21. Due to the proration on throw, you don't want to spend tension on the corner throw combo unless it will kill them generally. Having a corner knockdown with tension is much stronger than not having any. Use one of these combos for most mids/lights including Faust. For Faust you can throw j.K instead of j.S to make it hit easier if needed because j.SD can whiff at a bad angle. Throw -> run 5s > 2d > j.SD ad j.SD Throw -> tatami > sj.P (K or S) D ad j.SD
  22. Eddie has a particularly big hitbox that makes some combos much easier on him, and you can throw in more reps if you start with something like youzansen RC > j.tatami because there are so few hits before you're into the loop. The fastfall into j.PD 5s j.D works even when you have some earlier hits in your combo so it's a more general combo. The standard relaunch against lights uses run 2D>j.SD ad j.SD against lights after fastfall j.PD.
  23. If you fastfall correctly with airdash j.PD in the corner you should not need to run back in, just 5S j.D immediately after landing! The range is pretty long.
  24. Add me to psn, s-yeknom. Need more opponents! edit: fixed dash
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