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TD

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  1. didnt think of it this way. l need to test this. if its like the scenario in my head this could be useful, but im thinking its a 1-time thing. even with several options to open the foe up, its a throw, purple at that. pretty simple to beat once expected @miheko, its all good, l was really asking too. 'cause if phantom becomes playable, arcsys can have most of my money.
  2. ggs to akira shiro for the ft10. gio, were you streaming or recording those matches? l want to analyze them.
  3. short standing combos 2a 2b 5b 5c 3c 236a oki 2a 2a 2b 5b 3c 236a oki 2a 2a 2b 6a 5b 6a 5c 3c 236a oki 2a 2b 5b 5c 3c oki/delay oki 2b for extra damage, not needed crouching 2a 2b 5b 5c 3c 236a oki 2a 2b 5b (5c) 2c 5d 236d 5c 3c 236a oki 2a 5b 2c 5d 236d dash 2b 6a 5b 6a 5c 3c 236a oki 2a 2a 2b 5b 2c 236b oki 2a 5b 2c 5d 236d 6[a] 6 236b oki 2a 2a 2b 5b 2c 6c j2c oki jumping 2a 5b 6a short air combo simple midscreen combos, get the most out of your 2a's. for the corner theres a slightly more damaging route that l forgot. also some of these need to be tested but most should be correct. golden rule; if graviton is pulling the foe -toward- you, always omit the 3c, it has a minimum range. 236b oki is, of course, better than 236a oki. primary oki midscreen is either 22b or 6d 214a. personally l do 22b and then 214a so l control lots of space with a long time to do a setup
  4. Alright so I looked through some of the threads. Great job guys! There looks to be a useful tidbit it a lot of the threads. I sifted through the posts and added them to the OP with credit. If you don't see your name don't fret as this is a huge WIP and there is always a chance to get your opinion heard. I will continue to look through the threads and such, and also, listed a lot of info on the Ragna matchup for anyone who wants to take a look and start a discussion. If you guys know any character specialists please ask them to help up create out matchup threads by sharing their knowledge. Also encourage you guys to post in the other character's threads if you know something they don't, kind of like scratching their backs for the same treatment, if you will. I will probably put inverse links int the OP's for easier access sometime in the future.
  5. bb already has one broken character with good meter gain. try for another?
  6. Info is info. So long as it isn't blatantly wrong, any bits should be ok.
  7. l didn't forget about you guys. time schedule is tough but im working on the threads in my spare time. im almost finished ragna and the info will probably be posted tonight if im not tired. in the meantime i'm going to start looking over the info in the matchup threads, correcting/posting info and all of that.
  8. @tsurael, ah that makes more sense. couldn't find out who was missing from the list. so platinum's reversal super doesn't work at all? looks very invincible, idk. very good posts on the black hole stuff. l dont have much to add here yet, but in terms of all her different oki options, l suppose it's appropriate to re-mention them here. after most enders we get xd/22b/ 214x or 214214x*/black hole for oki, sometimes a combination of two, and up to three if there is already something on the field. (not too sure if super fireball is worth 50 heat for oki yet). there are many mixup leading from these. high/low/instant overhead/unblockable are the 4 basic. left/right are the trickier ones and often requires conditioning. chip damage requires a setup, probably gimmicky. throw is last as there usually is blockstun involved, but can be done. l saw a few setups around most or all of these, so maybe l can assist in posting them here.
  9. ggs to super "4b" furix and silfer think im getting a grasp on koko's neutral. next up, abare.
  10. @ miheko, phantom is playable?
  11. ggs to ibloodwolf, demonwindbomb, floatwater kokonoe feels so free, like no matter where she is she always gets a good combo into good oki. it's nuts. this character... gonna improve some things over the next week. more left/right/IOH/low setups soon. especially since they all do 4k into black hole. speaking of which, what's this l hear about 8k black hole combos...?
  12. so the main goal would be to force space and get something out before the foe can react. so what tools are able to go about this? this excludes most of her setup specials because once they are out, this phase is usually done with. so that means her normals are what help her to gain momentum. you know, rachel's normals suck too. most are slow and she basically has to start the round in bad positions. looking at kokonoe's normals l don't see a huge improvement over hers. what she has though is several interesting properties that can buff her neutral game over time. l don't see her normals being as debilitating as one may think. plus, on block, a vast amount of her moves are jcable/cancellable, so for her l dont think the static difference matters as much. it just means she cant stagger too much. with her mixup she won't need to.
  13. What are some of her pokes? Apparently jb, j2c, 5c are her pokes. What about 3c? It's probably her longest ranged normal. 2b low profiles some characters important attacks ( because the only thing better than blocking an attack is making it whiff). I've been playing the neutral rather awkwardly Using graviton pull to dictate what I'm doing. Like for 6d the primary goal is to get out a fireball for a setup, but there's also the chance to set out 22b as well using the pull as keepaway. Once it's out it should be very hard for the foe to get close to her and disrespect, so I use it every time I get a knockdown. With 5d , 4d or sets like that I use the pull to play a midrange game with 3c and her other normals. 3c is -1 on block so it's unpunishable and cancellable into another graviton. It's long range and combos on ch. If I manage to get pressure there are too many options, so dirty. Without the bit 22b is my go to, along with fireball to threaten the foe because it lasts so long and I can move it wherever I wish at any time. 6a is important for those trying to stuff my setups pre-emptively, meanwhile 236b though it has low priority, punishes other setup characters. In a sense she is Rachel's incarnate. Pumpkin is the fireball, frog is the lightning, graviton is wind. So I just use a similar gameplan than for Rachel and it works somewhat. Hope this helped a little with the neutral. I'm not entirely familiar with her yet and there are a lot of gameplans I want to test. Like keep away with graviton, excellent mobility and teleports she's reminiscent of bridget. Or pure Rushdown using the same idea but staying in their face. She really feels like she can do whatever she wants.
  14. you just gotta believe. ggs to everyone this past week, especially those who played and tolerated my kokonoe. i'll have her up and running soon, don't despair.
  15. didnt test fully but l was able to combo azrael consistently when he fell right between rachel and max range a lobelia (where the pole is created) - a little farther from her face but not too much. at farther ranges it tends to get a little more inconsistent, sometimes he gets hit right away with lobelia, sometimes 3c whiffs... he likely has to fall on the lobelia rather than just getting smacked by it unlike other chars.
  16. in a nutshell you need to learn the matchups. not having a reliable dp is harder but there are myriad options to escape pressure that change between characters. double benefit from learning them, you'll be in these sorts of situations less. anyway, someone was right in saying he does somewhat better zoning with d, a gimmicky sort without heat. it a lot of ways he reminds me of a (better?) p4 elizabeth, very gimmicky and then hits like a truck with meter that she constantly gets. but then both have horrible counter assaults. hes definitely more spacing/pressure oriented, predicting the foe's action to punish, leaving fake holes in string, plenty of +moves and such. not sure he's particularly a zoner or rushdown, though. l don't think that guy chickzama linked is particularly great, but yes he does have the concept of what should be going on.
  17. Discuss the Kokonoe matchup here. The Neutral Game Long Range: Your Tools vs Her Tools Medium Range: Your Tools vs Her Tools Close Quarters: Your Tools vs Her Tools In The Air: Your Tools vs Her Tools Offense Your Offense: Her Offense: Defense Your Defense: Her Defense: Gimmicks and Resets Match Summary
  18. Right, Kokonoe needs a thread now that she's out. It will be up shortly.
  19. Kokonoe acquired! I hope to see many of you playing her. She is very fun, very complex and challenging while being relatively easy to execute. She is so natural that I think she going to be main-sub status for me, so I'll be around often and hope to get some good information and likewise. also, found something interesting, seems like she has Noel's drive trick where, right before Noel lands she can press d and skip the startup of an air d attack and go straight into a ground one. Not sure how useful it will be for koko but if you press d right as she lands, instead of setting graviton, if it was already on the field it will disappear, taking no meter. I assume this basically eliminates the small recovery phase of setting graviton/deactivating it via 214d.
  20. Once again, thank you to everyone who is contributing. I'll attempt a link list to good posts in the OP's, anyone offering a good deal of info or anything that works that wasn't known before.
  21. indeed. too bad she's not a good character. then again neither was tsubaki for like 2 games lol... passing the baton over to her alt eh. ggs to the terumi and plat player, then lich. very bad games to random irl events that likes to happen as soon as my match starts. they're so coincidental that its almost as if im being conspired against by some unknown force lol... so yeah, apologies to kasumisoni for that
  22. Ah, so it gets stained with the blood of all your opponents. Interesting. Ggs to x4o' room last night and several other arcade goers.
  23. Quite frankly unless a better system is implemented, oeople can and will keep doing so, whether you've been waiting forever or not. You snooze, you lose. You need to anticipate it, run up to the losers side and mash x and if the foe dies the same and wins, hold that L.
  24. ggs to nilzeot and yaya the other day.
  25. @sakaku 214c starters are now full combos. still retaining their float properties and being a normal starter makes it better routes (all 3c's are 3c(1) unless said otherwise): (no ch) dash 6a 4b dash (5b) 6a 236a dash 3c 214c dash 5cc dash (5b) 6a 236a dash 3c 214c dash 6a 4b dash 5cc dash (5b) jc2d dash (5b) 6a... (236a or 4b route, omit the second 5b for 4b route) dash (5b) jc[c] jc2d dash 6a 4b dash 6a delay 236a dash 3c 214c dash 5cc dash 5b jc2d djc2d dash (5b) 6a... (236a or 4b route. not really needed except to stabilise while adding extra damage) on ch, dash up and do the appropiate starter dependant on height. if not sure, 5b jc2d dash is probably the safest way to get a combo started here. george combos are essentially the same most cse combos work here as well, j2c lv2, football frog combo coming soon: how to use wind properly in combos to make any combo work, and get whatever you desire.
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