Jump to content
Dustloop Forums

TD

Members
  • Posts

    5,938
  • Joined

  • Last visited

Everything posted by TD

  1. TD

    [CP] Rachel vs. Kagura

    That doesn't seem like the best idea even if it somehow works. 6b is slow and has enough recovery to be punished hard. It's very risky. The best punishes to wyvern are George being in front of you when you block it, two or more projectiles that will hit simultaneously for 1500+ damage, and just not being on the way by super jumping. Her normals either don't punish it at all or in this one case, extremely unreliable. His jc hits deep. Either get 6a out early, or block it. I don't think even back dash could do too much justice against it. Due to his speed though, this should not be a situation you are in often.
  2. setups!? that guy was churning butter.
  3. dont knock the squares. yo could learn something from any and everyone.
  4. I always felt like kokonoe was a strong combination of both litchi and rachel, with a little Noel mixed in with the whole 5b 2b high and low profiles. Her pressure is more resembling to litchis, in that one really is never able to truly get out 100% without guessing, because she has options to shit on jumping, mashing, and turtling, and she has a decent mixup game especially on oki.
  5. you have to gain enough stars before approaching, while stopping her from approaching you. you can cut staff launches or jump over her 2d set/duck under or dash away from her 5d launch. you cannot cut normals so you have to think or guess what she would do at midrange so you can counter or block. he has several answers to her normally strong options, but litchi is never really out of options ever. so gain stars fullscreen and she will try to approach by either launching the staff, trying to zone with staff normals after closing a gap, or balls to the wall airdash in which is the most risky and rewarding for her which is what you do no want. Once you get stars yo have more strong options to attack and defend with, but your approach, the main problem, isn't as remedied, so you still have to be more defensinve than aggressive unless you really believe you can get that block/hit. Besides being defensive and safe, I believe a decent dose of unpredictable movement will mix her up in neutral so you can punish mistakes.
  6. anyone placing on the east coast?
  7. i said nothing of instant overheads. What I meant by overheads are the normal ones that are air unblockable. hitboxes would play a large factor as well as distance from the foe. in some cases the foe would need to see it coming and may not be able to upback in time. so they must react. same as if some projectile was barring their exit. unlike green and purple throws (and, for the record, I only means these normal throws and command grabs in this game may or may not have similar attributes to a normal ground/air throw)which largely rely on blockstun, there are ways to still hit with an overhead, depending on the character. accross the board, the rules for normal throws are the same; similar if not exact startups, actives, recoveries, and requiring no blockstun. Of the two, green throws are obviously the most legit the majority of the time, and because of that, the mixup can be somewhat universal which both increases options and potentially makes the style more linear. Yes, green throws may sometimes require prediction. I feel like because of the ruleset that grabs have it should be much more obvious than a high low mixup. creating a metagame based off these throws would be the part that would start requiring real prediction, imo. the idea of throwing itself should be a pretty basic concept.
  8. I suppose if you are using them in some form of mixup, they would be. Some characters could do it better than others. I probably should have said something more along the lines of not all grabs bring based on prediction. I still firmly believe that grabs should be something that should be seen coming, on the basic level. For example, necro mentioned amane and terumi, two characters who are known to have shitty mixup. While they do have universal grab mixups there are still several ways around these setups and many grab setups in general. Outside of situations where you are practically forced to stay still, which are rare, given the requirements to do a green grab, there are still quite a few options to beat it which can't be as easily said for overheads and lows.
  9. Grabs are not based on prediction... Rachel's mixup is based on prediction. Neutral is based on prediction, more than that. Oki is based on prediction without a pumpkin or drill or staff or something. Not grabs. Grabs, green or not, should be obvious outside of certain situations. Jump. Jump like you're reaching for heaven. Mashing works too. If you know general, basic throw setups then this shouldn't be too much of a problem. I still fail to see how you are falling for green, let alone purple, grabs. I'm just not seeing it. Even if you cannot react to them, there are still several ways around them...
  10. it's whatever. can't stop them, can't take it down. you can ask (respectfully) for them to take it down; what if they don't? just gotta deal with it and be aware that due to this era of social media, any and everything you do with another is liable to be thrown up. of course, if it is inappropriate... report it, but otherwise it's just a game and should not discourage one to never play again or something like that. lastly, you can get better/keep winning and no one will have any losses to post. lol
  11. if you still cannot react to purple grabs after it was used once or even up to three times, in any sort of lag barring the unplayable sort (why are you still playing), delay excluded, you have no one to blame but yourself. it's not that powerful, kids. come on. you really shouldn't be getting purple thrown the first time but it can happen. honestly l believe purple grabs have more to do with attention, rather than reaction.
  12. just as sword slashes, fire damage, limb ctushes and all forms of harmful magic does not permanently maim or even kill (immediately,), the same could be said for a pot backbreaker. it's compensation is doing more damage in game.
  13.     l will, too. luckily l can fix my problem by simply getting more sleep. ggs
  14. Who would I be? DBZ wise. I'm curious
  15. follow this thread's advice and keep playing, and you should get the hang of relius. makoto... if you're trying to get competitive, drop her. she will make you train hard for no reward. now if you're into that then fine. otherwise, put more of your time on the viable character.
  16. Still think you should get to know the top players of each caracter you want to know how to play or fight against. We talked about this a little bit, in that what you may not know, a top player might, or even a not so great player who just knows how to deal with... being in the corner, for example. You need to know what your preffered learning style is, be it watching videos, reading stories, or practicing. Even though practicing is always improtant, it may not be as optimal to learn. You may not 'get it' as quickly or efficiently as you would watching a video. So look into this. I mean be really introspective and honest with yourself and think about what the best paths of which you should take to get the answer you are looking for. Make it your goal. If you overthink, good, but the best answers are often simple and just as efficient. Overthinking leads to second guessing, which is what learning your situations is trying to avoid. Anyway, fenrir is also correct in that you DO need to watch your own videos most importantly. You can bet your bottom dollar that if you watch your own mistakes you very likely will know the answer to beating or avoiding that situation, and if you dont, you can always come here and ask what's up. You've been playing this game for like... ever now, not to make you sound like an old fart, but yeah. This probably wont be too difficult for you at all. There's plenty of ways to strategise a neutral game and no sure way to define it- like DNA, no two people have the same gameplan, so in the end, reading, watching, and we can only give you the knowledge to formulate your own gameplan and revise it as seen fit.
  17. oh, if you block a laser while staff was going in 2d, super jump d again to have it go again. it will avoid lasers. if no lasers will shoot, just d is fine. if you find yourself blocking the bukkake, you have to approach slowly and unpredictably. use any combination of fast movement: dash (include 4ab!), superjump airdash, j2d, jd... whatever the situation calls for. in order to avoid lasers you must pay attention to the timing. small laser hit = 116f + placement of stein vs you + speed of the laser. it's final track is around 60ish? frames and after that can be avoided by moving vertically.
  18. fullscreen, make her jump by setting 2d. if she jumps without setting a stein you have less to worry about and more time. switch to 5d set often via 623d if she is using air tactics instead. jd will set the staff in 2d while having litchi move a certain way to avoid lasers. 5d 236d is ok here, esp. after a 623d or two. IAD as a last resort, make sure theres no lasers or youre not too close to be 6a/2c. midscreen, itsuu beats 5c, 6c, all her projectiles and everything else except 2b/3c. threaten with this. 6b is ok as a general poke, so is 3c. l dont really like 5b here to contest her 5c but it can win l guess. that's all l have
  19. anyone remember carl's first infinite ever? the one that involved legit purple grabs and could be started from almost any hit? if it was blocked, nirvana 8d made you stop blocking anyway. that was a real complaint. purple grabs otherwise are wake-up slaps.
  20. while not the most optimal, bursting at low life vs a life lead has its merits, especially for high movement and heavy offense chars. it could also signal failed yomi in that they thought you'd bait their burst. in this case only, waiting to burst is optimal. and, never say a match is over until it's over. unless one of the chars playing is a certain pink-haired kitty.
  21. neutral in general is a rather abstract concept riddled with uncertainty. I highly doubt the answer you are looking for woul be by asking this specific question. The goal in neutral is to get into a favorable position. In games such as tug-o-war or arm wrestling, both parties would start out on even footing and each foe would use tactics besides the most basic (which would be strength, in these two cases) to get the upper hand. perhaps one would pretend he is weak, lulling the foe into a sense of security. perhaps he will proceed to distract the foe in other ways. now any sort of thing like this in games such as those would be considered foul play. But in fighting games, psycology is a major part in how one would go about doing pretty much anything. After al you are playing someone who is likely doing just as much thinking on how to get the upper hand as you are. I would say your own experience on your character, the foe's character, how others have played both characters, and how you think your foe will act, should be the main branches of decision making if both players have no advantage. Confidence is also a big thing because yu need to trust your decision in order to get that tunnel vision going to help you confirm multiple-possibility scenarios. On top of all this, constantly remaining safe is one mantra I love to go by. High reward, low risk moves tend to be the best in neutral, of course factoring things like character specifics and probability, but if you just do not know what to do next, sometimes dipping a toe in the water will help you see how the foe will react. You should definitely always be trying to get a reaction out of the opponent, by the way. Make your own informaton by closely observing the foe at all times and during lulls in action, analyze based on past scenarios and current meters (health, heat, barrier, wins, etc) how the foe should be feeling at that very moment. Ever wonder how I am able to bait oh so may bursts? I use this. There is way too much to explain on the concept that I bet even some pro's do not get the entire idea. In a nutshell, neutral is basicaly sizing up your opponent and using both their strategies and your own against them. In order for one to do this they would definitely need to study their matchups first and foremost. pardon my grammar and punctuation, im not spellchecking this shit
  22. your saving grace is the lengthy recovery it has. otherwise its something youre just going to need more experience with. the options are there, but most players only tend to use only 2 or 3 of them, and most options fall into few categories of punishment.
×
×
  • Create New...