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WonderTonic

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About WonderTonic

  • Birthday 08/30/1986

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    Delaware
  • XBL
    Tonic Jr
  • PSN
    Wonder Tonic

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  1. Walk back 2k seems to work on Sin and Leo. You just have to do you tk 236s slightly higher than norm. I guess it works because they get up so slow. I believe Venom, Ky, and Faust can be hit with meaty 2p after walking back, I'll mess with it more later. For Faust just do a 7 jump for your j 236s, it's still sort of troublesome though. I'd probably just avoid this on Potemkin lol.
  2. This was my problem. It still is sometimes. I go back and look at matches and see that I'll either completely neglect 6p or time it too late and it gets stuffed by timing sensitive norms (Chipp's j.D and May's j.S come to mind). Like Tiamat said, it's probably the reaction time/netplay
  3. I've been practicing a heavy ground based gameplan since adjusting my gameplay for axl. One thing it exposed for me was my over-reliability on air movement to avoid a lot of situations that would've been promptly solved with a 6p, 5k, 2s, or even a walk under for less risk and less/equal reward. I still find myself airdash happy at times, but one thing that has helped even more than FD cancelling my airdash is Hover. While FD cancelling your airdash is strong for multiple reasons. You run the risk of putting yourself on the defensive against characters with decent gatlings out of 6p. Putting a small hover before you dash is enough to potentially punish whiffed ground pokes and 6p attempts. I think there are times when an air based neutral or simply a really aggressive style can be preferable. Take the Venom match up for example. Personally I feel like playing reactive puts me in a lot of undesirable positions in that match, especially against Venoms that work around 3h. For this match I'm usually looking to put him in hit or block stun and keep his space and options limited for as long as I can. However, if he is full screen and already has a rhythm going, I will begin to really limit my jumping to certain options. My goal has pretty much become stronger in the ground poking game, and become much less predictable with my air movement, and figuring out which is best for specific match ups. Pretty vague I guess
  4. You're right, and you actually cleared everything up for me. For each active frame a move has, 1 seal is required to absorb that move. I messed around in training mode and found that this worked with only one exception, and that was Elphelt's Shotgun Stance H. That move is listed as have 1 active frame but that seems to only be correct at a certain distance. Up close seems to be 2 frames. For Sin's case, Hawk Baker is actually being absorbed by the S seal and the Task A' Seal that is created right before his reversal. If you look at the frame data (although dated) it says that move has 2 active frames opposed to the 1 that I also believed. Here's a few examples of this in use. Of course most aren't practical lol.
  5. Yea i've tried a bunch of moves both reversal and non. It seems to work on Leo and Slayer's unblockables without requiring you to use a special move, but chances are you wont be able to apply that in a match. There is a vid of that floating around somewhere. I haven't tried all supers but none of the ones I have tried have worked. I'm still messing around with it so I'll post if there's anything significant that I can find.
  6. <-- Pad player. Sorry. I used to play stick, but I'm horrible at returning to neutral so I can't dash or airdash properly. Bedman's movement is pretty unique so it probably takes getting used to whether a stick vet or newbie. I know that's not much help =(. Had this happen to me in a match so I looked into it further. Apparently Hawk Baker gets absorbed by DV seals, but only seems to work when Bedman is performing a special move. This also seems to have an affect on the first hit of volcanic viper as well. Not in the vid is meaty task A' vs. VV. You will get hit by the 2nd hit of VV but not the first. Also if you YRC the special before Hawk Baker hits, the seals still seem to absorb the DP.
  7. Yea, I'm pretty sure nothing has changed aside from certain system mechanics. Perhaps you could post which combo are giving you probs, and someone can provide a pointer or two.
  8. Some situational stuff I slapped together involving unthrowable 6H. Note that opponents hit by meaty 6H will be standing even I'd crouching when hit allowing 214h to always hit on the way up. Same stuff that allows 214h to hit crossup. https://youtu.be/AMOiGX6R5dA
  9. Yea that makes sense. The only thing you have to be aware of is if they manage to backdash. I think all backdashes will avoid the seal. Im not sure if they can throw you from a c5s whiff though. This isn' tmuch, but I've been messing around with crossup 214h lately (Task C knockdown, walk, 214h, jump over opponent) The timing is dependent on character wake up in order to hit them crouch blocking. I decided to put it to use for some Hemi Jack stuff. Not all of these are solid, but I was messing around with different situations (burst/DA safety, etc) I have been using the first midscreen clip and the last corner string to some success in matches. I forgot that DV seals help Bedman to negate pushback with hes being block in conjunction with the seals. It allows some good pressure for hemi. I'm thinking maybe you folks can improve on this a bit. EDIT: Also note, that opponents won't get hit by the cross-up even when timed right if they do a crouching normal immediately during wake up, and in some cases simply holding down forward can cause it to whiff on some chars. In the video I am holding downback against the recording.
  10. Yea looks like it could be a decent set up, but unlike Zato's version of this, you can be thrown out of it if they time it right. I made a clip using the setup you mentioned You can follow up the 6H with Task C for another oki situation.
  11. I'd haven't given much input mostly because I've been working a lot. At work now so I'll try to elaborate later. I don't see May as one of Beds worst match-ups. It has always felt somewhere between 5-5 and 4-6 for me. She has the superior air game anywhere other than full screen. You really can't air to air with anything that's not j.p or you'll be eating 40% or more. On the ground her normals are nowhere near as oppressive as Elphelt's. You actually poke her out and low profile a lot of her jump ins with 2s (minus j.2h) and her zoning is very beatable as long as you aren't completely full screen. And her up close pressure game is not as risky to escape from as El or Zato. Elphelt is abusive. Imo it's at least 6-4 in her favor. Probably the same for Ino. For El her norms crap all over yours. And her 5s and 5h can shit down a lot due to our his big bod. As mentioned earlier her shotgun pressure requires a good deal of risk to escape since we lack a reversal. Dashing between hits requires exact timing without IB and even when successful you are still blocking unless you want to eat a knockdown. I think Axl is fine where he is though. Sorry for lack of detail
  12. In the clip, that's me blocking the string while the recording does the inputs. I switch from high to low block after the j.S manually. If the opponent manages to block the j.P you can do 83 j.H(whiff) > 2K> combo without risk of being thrown before 2K.
  13. I had been messing with j.K fuzzies for a bit, however it was mostly with j.K on opponents wake-up. In training mode, if you set the opponent to crouch block, you can meaty j.K for an overhead so I thought I could do 214H > j.K > combo (which does work when j.K connects) however if you record yourself holding downback, j.K will whiff. I couldn't find a way to have an overhead lead directly into j.K fuzzy without RC. What I did mess with a bit ago was j.P fuzzy which seems to show a bit of promise. Here is an example setup. 886 j.KPS > land > j.P works on everyone except Faust, Ky, May, Chipp, Leo, and possibly Elphelt. In Elphelt's case 886 j.KPS works on her and so does ascending j.P on her standing blocking sprite, but I am unable to put the two together. I have a feeling something does work for her though.
  14. The damage on it is less than ideal, but as GCyoshi said, it's a good way to close out the round. The damage is decent considering the scaling at that point in the combo. The opponent cannot burst during either j.h, or it will get punished, and when done at the end of a combo, you actually land at far 5s range instead of c.5s in which 5s, 2h is a tough string to burst as well. From what i can gather, the timing on the 5D, (886 j.Hx2) is pretty independant of whatever led into the 5D. so doing it from raw 5D or the combo mentioned a few posts earlier felt pretty much the same until you get to the 5S, 2H, in which the opponent can tech very shortly after 2H hits if you did the full combo.
  15. Ive been getting the 5D (886 j.H)x2 pretty consistent after messing around with it a bit. what i pretty much do is 2369 as soon as i can after 5D without getting the 8 homing jump (I start the motion just after 5D makes contact.) I get this way more often out of super jump and I'm guessing its simply because you reach minimum hover height faster this way which allows you to 86 j.h as early as possible. so for me it looks like this: 5D, slight pause, (2369 N 86 j.H)x2, 5S, 2H, TK task B. note that doing 2369 is not necessary for the second 886 j.h, just a super jump(if that) i just do the motion again for simplicity's sake, and because I'm on pad lol It seems the most of the combo after 5D is pretty burst safe as well which is awesome. I still have to mess with it some more to be sure.
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