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TD

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Everything posted by TD

  1. It is understandable.not everyone has the tolerance needed to stomach net play. Lol
  2. oh, l hadn't realized. :o
  3. So I watched the last few matches. It's mostly the same play throughout the set, so ill just summarize what I think. Pressure was alright. When you did manage to get kiba blocking, you did some decent mix ups. Neutral needs improvement. Too many mistakes in neutral caused you to be on the defense. Space control could be better Execution was off Defense was below average. Sounds pretty harsh and I know net play is definitely a factor in this. In no way am I judging your skill level. I do think though, that if it was possible for you to play offline and record a match or 3, it'd be easier to accurately access your matches
  4. Yes I mean the options after the 6a, should have clarified. I'm going to finish up the critique after work. Unless that's all you needed zoular.
  5. First match First round decent round start. Looks like kiba was expecting it because he just ran up an 5b'd. One good round start to start using against tsubaki is to simply walk back a split second and assess her movements. What this does is make 22a punishable if tsu does it, while keeping your options available should you need to super jump or wind away. Kiba had you blocking that entire round pretty much. It seems that the problem points for you is tsu's 6a/6b/throw stuff. You must get good at blocking these! While that may be simple advice, tsu' mixup is already extremely simple and easy to disrespect. Once you can block both attacks consistently, it's all about figuring out when the tsu player will do them. 6a will only link from 5a, 5b, 5bb, 2a, 2b, and charge cancel. Absolutely none of these options make 6a even remotely safe. On the other hand, 6b links from all her a/b moves and her 5c© move, a little more safe to use (but still not safe to use from 95% of her moves), and is plus 1. If you're not already mashing 5a/2c when you expect these two moves, at leAst ib 6b so you can gain sdvantage. Watch for charge cancel after 6a and 5b her for a sweet combo. Not much else to say first round. You didn't play badly, but you did get outplayed. It happens. Second round tsu is one of the few charas I wouldn't recommend 6b round start on. She has no range to abuse round start positioning, and 22a is really fast. The threat of it doing instant corner carry is too great to risk trying to beat it ground to ground. You are trying too hard to summon pumpkin in the air, lol. I could tell kiba knew but couldn't figure out how best to deal with it. While pumpkin is priority in neutral, don't get so tangled up trying to get it out. Before getting anything started, you must be sure that you have enough space and time. To do that, you need to spend some wind getting away, using 236ad, etc. if the foe has no reason to respect your summoning time, good luck winning the round. Also weird is you keep doing air pumpkin into 3d, sometimes kiba isn't even there but you keep doing it? Again, you're not playing badly minus a few costly mistakes (due to netplay I assume). Kiba just knows what you're going to do. So variety seems to be an issue for you. You're inputs I notice are also a little slow, I can see you moving, lol. Again this just seems like a net play issue Second match First round Same start as last time. Ok, it worked. Great 236a launch, bad summon. At that point with the last few frames of wind, it probably would have been better to try to rush in with 3 wind and go for a 6a or start pressure. You didn't get punished though Not much you can do about tsu charging but setup. If you're trying to hit her with lobelia from fullscreen, use j236a late d, land, jump, and do an early as possible j214c. It'll get you in from full screen, with 20+ advantage, possibly a summon right on your heels. If tsu held the button too long and got hit by the pole, confirm into 5b air combo. You have a lot of proration to work with. Again, throws seem to be a problem, get in that lab. Oooooh... Got hit by 22[d] on wakeup. I don't think there was much you could do there. Good you were aware and TRIED to backdash. Delay tech works, but beware Rachel's fat hitbox could make teaching too late painful! Random air frog? Yeah... Second round Questionable round start. While not bad, it was executed a bit too slow. Also, I recommend j3dc rather than b. it'll catch standing and jumping foes for a juicy combo, no landing recover on crouchers, and safe on block. 236a9d in midrange?? Definitely do regular 6d there especially vs tsu You don't have to wakeup always pressing a button. Block sometimes can be your best (read: only) friend when using rachel. You must be fearless. Seems like you learned this after that combo. Kiba just mauled you that round, but that's ok! Third match First round Taking the initiative! I love it. Nice combo. You're on the roll in the corner, your mixups are... Not bad. Very nice fuzzy confirm Sad tsu escaped the corner definitely should have risked a 5b there, tsus dp is trash and poor damage without charge. Meanwhile, 5b reward hit or block is amazingly in you favor with George ready to Activate Jump pumpkin seems like a staple for you. Remember not to be predictable with this. Kiba wasn't punishing it really so you're good Never use td in front of tsu if she has charge. 214d has projectile beating properties, it will beat td and poles 100 percent. If your opponent has a lot of resources and you'll think they'll use all or some of them, wait until they do to burst. Make the trade off more even If you get a chance to run in reverse you shouldn't use wind, that is an absolutely perfect time to regen, you're on the ground and the foe has to chase you all the way to the other side or wherever you want to stop Nice lobelia ch confirm though it blue beated and dropped During that mid screen George oki, you were smart to back dash away. I would just say though, better to hold your ground. Tsu does not have many counters on wakeup beside dp tricks with charge, so the situation is in your favor. Unless yo absolutely know they'll dp, just do your oki or just sit there and wait for her to kill hersel for 1k. Second round Same start, same scenario. Kiba was prepared this time of course. No need to wind pumpkin down on oki with only one wind. Use it to scare the foe only, or keep it there as cover for George. Ultimately, in that situation you were probably better off going for Max damage Rage burst shortly after. Not much to explain there Another questionable 236a9d at midrange. And with a pumpkin out. Since you hadn't winded the pumpkin yet it will stay out for 6 seconds. You could have used that time into covering more space with less wind. Remember that 236a windless is really good against tsubaki, and 6 seconds of pumpkin cover could get you back into the game. Lots or random inputs... If you're going to mash anything, let it be cat chair Hold that thought
  6. Been awhile since I reviewed a match (twitch... ) so im looking forward to this. I will watch it when I get home
  7. it does. it affects poles too and possibly lotus attacks. it doesn't make pumpkin go farther or george slide faster, sadly. b lotus allows 236ad to go fullscreen, wind related attacks like 6c and 3c not only go farther, they are really fast. corner carry from 5cdc, or 5ccd (on air foes) is very good. l dont see much of a use for a lotus in neutral once equipped. combo wise its looking decent, and might become a decent neutral attack in with b lotus equipped. or maybe to tag an airborne haz/tao/valk with another lotus
  8. Ggs to everyone in my room Shout outs to lazorz saving my ass an serving as a ghetto burst that does damage and gives me 5k in certain situations Shout outs to dropping said 5k combos because fuck chara specific combos Shout outs to dwb giving me that Noel virus again Shout outs to everyone getting astral'd once by omni and then me trying (and failing miserably) to land an astral with litchi. Yo, I don't even play this game!
  9. its already gapless, otherwise it wouldn't be so good 5b ja is completely gapless, and 5a ja only has a one frame gap, 4 on ib. the only difference in cp is that it hits more characters, the characters that give her the most trouble in ex (minus noel, unless she's in your face. or you're in hers.)
  10. Is 6b still safe on block in cp?
  11. You hush >.> I don't mean it like that omni. Lol my memory is just staying free at the moment
  12. Dammmn I seriously don't remember this. I only remember playing pochp and two decent tsubakis Maybe I'm just going loco or something.
  13. We played offline? O.o Sure ill send an inv you can just come in whenever. Also, makoto is bad
  14. Huh? Chase you off? What do you mean.
  15. That or immediate 5d into 6b which will never happen in a real match... yeah ways to combo from 6b are really specific, kinda stupid. I remember in cs1 that setup where we could do 6b into charged laser into combo
  16. someone prei miiiii
  17. YESSS. bacon cheesburger pizza should be the new standard pizza.
  18. rampage being salty again, nothing new anyway, still on a mission to find a 3k combo from midscreen 6b...
  19. This is probably what will end up happening, but I think what rachel is saying is implied literally - as in, he's going to really die.
  20. you need a partner? matchmaking at it's finest. you guys can be team Love At First Sight
  21. Is anyone planning on uploading p4/bb/gg to YouTube? @brkrdave I play this game too much
  22. you have like, 9 months saaaaaaaaaaave
  23. Here it is, that combo translation I've been prattling on about these past few decades. If any of you guys see anything wrong, don't hesitate to let me know. Video: http://m.youtube.com/watch?v=9HiW8v2qTgU Midscreen combos 1-2a 5b 5cd 3c8d dash 6a 4b dash 5cc* 2-2a [5b j.b3d j.2c] x2 5b 3c* 3-2a [5b j.b3d j.2c] x2 5b 6ad 4b 3c* 4-2a 5b 5cd 6cd j.c dash 5b 3c 5-2a 5b 5cd 6cd jc dash 5b 6ad 4b dash 5cc 6-2a 5b 5cd 6cd jc dash 5b 6ad 4b dash 3c 214b 7-(pumpkin out) 2a 5bb 5d dash 6a 4b dash 5b 6a 236a dash 3c 214b 8-2b 5b j3b j2c 5b j3b j2c 5b 5cc 9-2b 5b 5cd 6cd jc dash 5b 5cc 5b 6a 236a 3c 214b 10-2b 5b 5cd 3c8d 6a 4b dash 5b 6a 236a 3c (smp triggers) 214b 11-2b 5b j3bd j2c 5b j3b j2c 5b 6ad 4b dash 5b 6a 236a dash 3c(1) 214c dash 5cc 12-2b 5b j3bd j2c 5b 6ad 4b dash 5b j[c] jc2d 6a delay 236a dash 3c(1) 214c dash 5cc 13-4b 5a 5b jc2d 5b 6a 236a *dash 3c(1) 214c dash 5cc 14-4b 5a 5b j[c] jc2d 6a delay 236a dash 3c(1) 214c dash 5cc 15-4b 5a 5b jb jc2d dj2c (lv2) j214a2d 5b 6a 236a dash 3c (frog hits) 22a dash 5cc 214b 16-(frog hits) 5b 6a 236a dash 3c(1) 214c dash 6a 4b dash 5cc 214b 17-(frog hits) 5b 6a 4b dash 5b jc2d 5b 6a 236a dash 3c(1) 214c dash 5cc 18-214c dash 6a 4b dash 5b jc2d 5b 6a 236a dash 3c(1) 214c dash 5cc 19-4b 5a 5b jb jc2d dj2c(lv2) j214a1d 5cc dash(frog hits) 5b 6a 236a 3c 214b 20-214c dash 6a 4b 5b j[c] jc2d 6a 236a dash 3c(1) 214c dash 5cc Throw Combos 21-throw7d dash 6a 4b 3c 214b 22-throw7d dash 5b 6a 236a dash 3c(1) 214c dash 5cc 23-throw7d rapid dash 5b 6a 236a dash 3c(1) 214c dash 5cc Lotus Combos 24-( b lotus) 2djab 5b 5cc delay 3[c]5d 8d 6a 4b 3c 214b 25-(b lotus) 3[c] 5d 8d dash 6a 4b 5b j[c] jc2d dash 6a 236a dash 3c(1) 214c dash 5cc 26-(b lotus) 2b 5b 5cc delay 3[c]5d 8d dash 6a 4b 5b 6a 236a dash 3c 214b 27-2b 5b 5cd 3c8d dash 6a 4b dash 5b jc dj2c(lv2) 236b jc djc j214c bbl 28-4b 5a 5b j[c] jc2d dash 6a 236a dash*5b jc dj2c(lv2) 236b jc djc j214c bbl 29-3c8d dash 6a 4b dash 5b 6a 236a dash*5b jc dj2c(lv2) 236b jc djc j214c bbl 214b 30- (a lotus) 2b 5b 5cd 3c8d 214a 5cc ( frog hits) dash 6a 4b OD dash 6a bbl 31-(a lotus) 2b 5b j3b j2c 5b 6ad 4b dash 6c8d jc djc2d j2c (lv2) air bbl 32-(a lotus) 2b 5b 5cd 3c8d 214a 5cc(frog hits) dash 5b jc djc2d dash 6a 4b OD dash 6a bbl 33-(ab lotus) 2b 5b 5cd 3c8d 214a 5c 236b(frog hits) 5cc delay 3cd dash 5b 6a 236a dash 6a bbl Corner Combos 34-2d ja jb dash 5b 5cc 5b 6a 236a 3c 214b 35-2b 5b j3cd j2c 5b 6ad 5b 6a 236a delay 5b 6a 4b 5cc 214b 3c 214a 36-2b 5b 5cc dash 5b jc j236a2d 5b jc j236a2d 5b 6a 236a 6a 4b 3c 214a 37-4b 5a 6a 236a 5b jc2d dj2c(lv2) 2a(w) 5c(w)c 214b 3c 214a 38-j214c dash 5b jc2d 5b 6a 236a 6a 4b 5cc 214b 3c 214a 39-ja2d jb dash 5b 5c 214c 4b 5cc 214b 3c 214a 40-2b 5b 5c 214c dash 5b 6a 236a dash 6a 4b 5cc 214b 3c 214a 41-(2 poles) 4b 214c jc j236a2d 5b jc j236a2d 5b 6a 236a 3c 42-(b lotus,1 pole) 5b 5cc dash 5b 6a 236a 6a 4b 3c 214a (foe techs) ja2d jb(frog hits) j22b 5b 6a 236a 6a 4b 3c 214b 43-5b 5cdc dash 5b 6a 236a 6a 4b 3c 214a (foe techs) 2b 5b (frog hits) 5c 214c 5b 6a 236a 6a 4b 5cc 214b 3c 214a Crush Trigger Combos 44-throw ct 5b 6a 236a 6a 4b 5cc 214a 45-4b ct 5b jc j236a2d 5b jc j236a2d 5b 6a 236a 3c 214a 46-3c8d 5cc 214a 6a 236c (frog hits) 6a delay 236a 5b jc dj2c (lv2) 236b bbl 47-5b 5cdc dash 5b 6a 236a dash 6a 4b 3c 214a (foe techs) 3c (frog hits) 236c 5b jc j236a 5b jc j236a 5b 6a 236a 6a 4b dash 6a bbl 48-4b ct 3c8d 5cc 214a 6a 236c (frog hits) 6a 236a dash 6a bbl 49-4b ct 3c8d 5cc 6a 236a dash 5b jc2d dj2c 236b bbl 50-(a lotus) 2b5b 5cc dash 5b 6a 236a 6c8d jc2d dj2c (lv2) j236c j2c (lv3) 236a bbl 51-(b lotus) 3c8d 5cc 214a 5b 6a 236a 2b 5b (frog hits) sj9 dj (at peak) j2c (lv3) 236a bbl 52-(b lotus) 2b 5b j3bd j2c 5b 6ad 4b 5cc 214a 5b 6a 236a 2b 5b (frog hits) delay sj j2c (at peak, lv3) 236a bbl Fatal Combos 53-5c fc 214a 2c (frog hits) dash 5b 6a 236a dash 3c(1) 214c dash 6a 4b dash 5cc td 54-5c fc 214a 2c (frog hits) 5cc (wall stick to corner) dash 5b 6a 236a dash 6a OD dash 6a bbl 55-5c fc 214a 2c (frog hits) dash 5cc ct 5b 6a 236a dash 5b jc2d dj2c (lv2) 236b bbl
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