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TD

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Everything posted by TD

  1. stuff jcable moves are 5a, 5c(1), 2c. use these to beat the doll. always be ready to jump her 4d. 5d if carl is right behind her. it still makes him block or ch if he's there. jd if you think he'll approach from there. against doll only, mix between the jc normals and these. 5d, jd volante. fullscreen 2d it and you wont have to worry about it for awhile, and it should hit the doll giving you meter. dont get hit without heat lol. try to keep neutral going, wear out the doll. on his wakeup, 2b, 3c for anti jump/vivace tricks. normal ->delay 3c up close once again to beat vivace. vs carl, beware of 66 j214c stuff, its not easy to beat outright. 5d beats his 5c but loses to spaced cantabile. his ja is very fast and teru can really only outspace it. haven't tested messenga or 6c too much yet but they dont seem very good in here except for killing a small hp doll.
  2. played like crap tonight. ggs l guess.
  3. Purple throws have never been a consistent way to get legit damage in higher levels. It has a horrendous window in which the foe has to tech in blockstun, too much to try mindgames with. Outside of trm, there are not many situations in this game are good to purple throw in. The risk is, literally no oki if teched, a chance for the foe to gain momentum. While not directly unsafe, it puts most characters in a risky rps situation that would be much less of an issue by simply going for oki. I'll go for it if I think my foe is about to tie their shoe or something, thats all really. I'll try the orochi setups some more and see how they work.
  4. stick art is nice to look at. l like the ones that light up, reminds me of 42nd street.
  5. First bit: good call, didn't realize I did that until you mentioned it. I normally do not RC ch. and I don't really have a reason for why I did this time. Perhaps I just wasn't confirming correctly aka brain fart. second bit: without overdrive what else can he get off of non ch 6a? I recall him barely getting 2k from it. If you mean w overdrive, I know some combos. Same with ch. the last bit I am iffy about. Why is this important? Orochi grants a hard knockdown and good positioning in the corner. Outside of resets I'm not seeing the importance of this rule, and I'd rather something that gives me more options than trying to reset. But if there is another more important reason, please explain. thanks for helping
  6. Ok, it took awhile but I am finally out of the hyperbolic time chamber. Well, not really, but yeah... Here are a few matches I am hoping to get some help on. There are more but this is all I have time for right now. http://youtu.be/6fhXICEhREo http://youtu.be/1BvoYj_79TQ http://youtu.be/2RLEqXi-Ayg http://youtu.be/3lupPcbiHUs
  7. I hope she gets her button nose smashed with the nerf bat come cp2. Rachel got it in ct and now it's this girl's turn. Make her so crippled she can't even take a leak.
  8. gonna play for an hour and then try to do stuff on this... damn computer... when did using one become so daunting? anyway, hit me up on psn
  9. its a little of both, actually. you ever heard the saying "l could do something to you, but you better not do anything to me"? @arc did you download the patch? if you did and he still does... idk
  10. thanks for testing, yeah 5b and 2c doesn't link even on ch. admittedly l didnt test it before posting. to go a little further from lucalibur's post, l tested ch 5d 214d purple, you can do 63214b 22c 6d 236d in the corner. 5d is an n but as stated, cg, purple, and 63214b takes too much time. it still proves the starter ratings are just that - starters.
  11. Parts in bold.
  12. seems legit. pressure isnt even the problem for me, its getting in. in fact pressure is probably the easiest bit, l suppose it depends on who has a dp though. most chars in the game have a flowchart that allow them to beat any option from any normal given the right yomi, usually to beat mash/jump/dp, the rest, and finally, his one tricks. im just trying to flesh out terumi's. EDIT: patch stuff could have to do with ch. messenga does not ch ever, goes through jin dp with no ch. maybe jb and jc ch carry now like koko's ja. im not sure but it seems to make sense. dont take my word for it though.
  13. short starter only affects the first hit of a combo. the rest is left to time for hitstun decay and proration for damage. the only thing it would affect realistically is his ability to do a fast ground overhead. but it is rather pointless to talk about. the chart is just a brainstorm l had to mixup. it wasnt supposed to be just from 5d, just stemmed off your previous post. l wasnt aware jump barrier beat everything after 5d though, ill need to actually test this stuff. the goal of that flowchart wasnt fully explained. it was really to see if he had mixup ability that isnt high/low. like, if you 2d and they block you can pressure, but if they know and try to jump you 6b, but if they know and mash you 236d, etc. again just a brainstorm, not even remotely perfect and apparently it all loses to jump barrier anyway also, + means a combo or pressure for you, - means you can be punished/dont press buttons, +- means it has pros and cons. l am basically trying to put the pieces together in writing.
  14. its unsafe without additional 50 heat, costs 50 heat. and he only has jumpins for overhead and a slow command grab. they could have even made it a short starter, so its only comboable in combos. it would do 2k which is medicore damage from a mixup, but mixup he would have loved. right now its merely combo fodder. trying to flowchart from 5d blocked... 2d - + on hit, + on block, - on whiff, startup can be hit 214d - + on hit, + on block (UB), - on whiff slightly (have to jump/backdash/dp), startup can be hit 6b- + on hit, + on block, +- on whiff (have to dp), startup can be hit 236d- + on hit, - on block (must ib 5a to punish), - on whiff (have to dp) theres 6, 6c, supers, and do nothing. besides 6 not sure where these fit in yet. this chart also doesn't seem very advantageous.
  15. everyone should have two bursts except kokonoe.
  16. TD

    [CP] Rachel vs. Kagura

    you cant really punish him for doing anything at this range. he can however punish you with proper reads. he can also charge any of his two moves. nothing's getting past that dp if he reads aggression. moving back is the best course of action. passive movement is also decent, doesn't use wind and feels the player out. thats it. ld get away from this range as fast as possible.
  17. No idea why his isn't. I mean why even have it as an overhead. Id rather it just have 17f startup.
  18. thanks for the advice. its alot like l envisioned; his neutral game is rather medicore. l recall someone asking if his speed was how he was supposed to get in, and its crappy for the answer to that to be yes. oh well.. l have a few vids, let me see if l can record via my laptop.
  19. Can someone tell me how to neutral with this character? I feel like its the only thing I am truly missing, and even with heat im finding it very hard to get in on anyone with longer normals or zoning tools. What would be better is a rundown on his better moves for neutral. Im just not grasping certain situations like air to air, air to ground, grounded situations... basically anything that has to do with him being safe while getting an approach. 5d is good but the options after arent stellar. and its almost purely horizontal. jd has a weird lag to it and its not always safe. 6c never seems to work well for getting in even on rc. I'l take any advice or even some top matches to watch. Ive seen noze playint him not so well but I have hopes for the future. Any other good teru's? Thanks in advance
  20. TD

    [CP] Rachel vs. Bullet

    The first vid emphasised common mistakes rachel player might make when learning the matchup. Looking at it I see several instances where NO did not play optimally. The bullet just ran their variation of a normal gameplan. Likewise, the second video, while it showed NO playing the matchup correctly after so much time has passed, the bullet was completely stumped as if they did not know the matchup. He didnt even get one combo which should say alot within itself. Not exactly what I was looking for, though the first vid as stated emphasised mistakes and the second showed a little what to do if being pressured. Thanks
  21. TD

    [CP] Rachel vs. Bullet

    do you have any videos of him playing a good one? l don't recall ever seeing him fight a bullet, perhaps he can put some things into perspective.
  22. TD

    [CP] Rachel vs. Bullet

    After playing this matchup a bit, I've come to the conclusion that it is even, or slightly in bullet's favor. I actually this this match tends to be straightforward. Not to say it is always advantageous, but i'd like to do a writeup explaining my opinion soon, probably today, and see what you guys have to say on the matter, assuming anyone else has played a good bullet.
  23. well, hcl was nerfed, only one airdash, and only one note. that makes it seem like zoners are going to be exceptionally tough, and then people with longer range normals too. so nerfing everything else isn't a far reality for this. though as you said... that'd be plain scary. the options she will have. the oki.
  24. my iphone has risen back from the dead. while grateful, l also managed to snag a purdy laptop (thank you black friday <3 ) for better typing and organizing thoughts... and other shit tl;dr l will be resuming where l left off some time this week. speaking of dead, there's been traces of an afterlife here. i'm hoping you guys will rise from your eternal rests and aid me in world domination once more. if there's anything you guys want to add to the matchups please do, i'll be sweeping through them again and adding info to the OP. best way to contribute is to observe your matches every time you play, or watch someone like RYO play, and mentally/physically record what you see and think is happening. then you can post it for discussion or, if you're more discreet, pm me or another relius and see their opinion on the matter. it's easy and you will have played a good role in keeping this place healthy. at the very least (or furthermore), please check the matchups for corrections and stuff, l am but one man.
  25. you weren't playing relius. plenty (read: plenty) of people lose to me. i'm over it at this point. that doesn't mean l think negatively of them, or they're bad. some people are really good. l just tend to know their weakness really. you could think of me as a really good teach. didn't you want to know everything they knew in school? you'd get straight A's, certainly. but what about the satisfaction and accomplishment? you'll only get that through constant study.
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