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Reki

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Everything posted by Reki

  1. As someone that has been playing FGs for more than a decade, I realized how much I underestimated backdashing. I also learned only recently that reversal DP and blitz can 100% work against meaty attacks and projectiles. Though I can deal with DPs and blitz because safe jump or blitzback or bait with potemkin. But then I realized just last night from the wiki that backdashes have a 1f startup AND they can be used like a reversal wakeup to fuck up my meaties. As I'm writing this, I suddenly remember getting repeatedly bodied by a friend using dizzy in reload / slash that likes to backdash on wakeup every time. So what's the standard procedure to hardcounter this with pot? I remember in SF, people would option select low hard kicks while jumping in to cover backdashes (so backdashes work the same in sf, too?). I practiced a bit with OS 2D then I realized that it doesn't work on all characters so I'm assuming that you have to learn OSs against all characters? Also, how do people hard counter it from a safe jump?
  2. Holy shit, the matchup is hilarious now. I only played a few games against our local really good ram but I believe it's totally in venom's favor now. Originally, the gameplan was to immidiately respond to ram placing a sword with a yrc stinger then use the timestop to run away from the sword swipe and start pressuring a sword-less ram. Now, you can actually place balls like K-ball then hit them while at the same time accidentally tagging any swords that show up. Hell I was able to 6H both swords on multiple occasions. It was a surprise being able to zone ram now.
  3. You can insert 6P 6H in between axl's 2H 6H even without IBing. I don't know what changes happened in earlier GGs but I feel axl's 6H is pretty bad in xrd unless he uses it as meaty oki. Something that hasn't been said in the thread yet that is very apparent when you play against axl; a lot of his horizontal moves are taxed horribly with damage reductions. Afaik his practical starters that do not dillute his damage by 80-90% are 5H, 6H, 2D, and 'teleport backstab'. Now on the other hand, if you jump on axl and he catches you with 6P, 2S or 5S, you'll be surprised how much non-prorated damage he'll do with just a simple 4-5 hit jump cancel combo ending with axl bomber. Jump on him without ball support and faultless defense if you wanna get blown up.
  4. Holy fuck I'm still getting ass mangled Good practices I've learned after playing dozens of games but never winning against my local zato: K-ball, j.P ballhit It's the best I could do to get anything started. P-ball is problematic in neutral because zato always watches out for it then responds with far drill. As soon as I recover from P-ball I just end up abandoning that ball to jump away from the drill coming up my ass. The great things about K-ball and jumping to hit it in this matchup is: A) if zato instinctively runs into position to drill you from afar, you obviously won't get hit because you're airborne. B) j.P to control space then air backdash to land and 2K the puddle (to destroy the puddle and you can get lucky and hit eddie doing nobiru). Also don't forget to OS the 2K you used to diffuse eddie into P-ball, far S or more often teleport to avoid the next far drill depending on where zato is. C) forward j.P, landing then running in outside of zato's 2S range to attack with repeated far S, P-ball, far S, P-ball can work as long as the drifting K ball is till there to cover you from zato doing a random iad. As your K ball passes over your head, you can K-ball again at that range to do ye old dash jump K into high or low. If zato goes airborne, immediately stop everything to do P-ball, hit it with 5P then run along with it to continue pressure. D) dash jump S, airdash to can punish zato's far drill or attack without the risk of zato's projectile reflect fucking you up. E) jump H to suddenly snipe eddie crawling in the middle of the screen. Happens sometimes when zato makes a wrong read expecting you to iad then does nobiru next to him. To add, running in then poking eddie with 2S cancelled into teleport to avoid is another option to diffuse him in this situation. Some assorted notes: 1) Zatos are blitz abusers to compensate for their lack of wakeup options. Adjust your K-ball dash jump K oki so that the ball hits the front area of zato so that you're not yet in range to be blitzed. Punish whiffed blitzes with counterhit 2D(1) K-qv 6P ballhit 6H. 2) Like the pot matchup, ending a gatling with S carcass ride will get your ball reflected back to you then which will result to getting knocked down afterwards. If you are expecting zato to reflect it back to you, you can either jump cancel instead to catch them unaware expecting your carcass then continue from there OR you can still throw out the carcass then immidiately follow it with H-qv which hillariously avoids the reflected carcass and sometimes score a counter hit which you can combo into 6P ballhit 6H 3) P-ball, H double head morbid from across the screen. Retarded things like this are sometimes what it takes to scam some damage or gain momentum in this matchup. You'll need them.
  5. Matchup wasn't as horrible as I thought after playing hundreds of games with 2 axl players here. Imo the best places to position yourself in this matchup are [locationA] in the maximum range of axl's rensen and 5P and [locationB] the maximum range of pot's 5H and forward-jump H (no double jump). You have to fuck around in [locationA] while ducking, jumping (don't doublejump too much unless axl times an attack on your landing spot) and backdashing axl without losing life or tension. What you should be watching out are for axl's tendencies: 1) when does he seem to be charging back for rensen or when does he usually follow it up from (frequently after 2P or 5P for example) 2) How eager he is to hit you out of the air to the point where he abandon's charging back for rensen and steps forward to get into his 5P or 6K range Once you have enough information, it's time to get some work started: STEP1: Using that information, quickly but carefully haul your fat ass to [locationB] by jumping over a rensen or hammerfall break (hfb))axl's whiffed 6K as soon as you land or using slide head to low profile axl's 5P. Chances are improved if you timed this when he's not charging back for rensen. STEP2: Once arriving in [locationB] and axl is currently recovering from a whiffed something earlier, you can start things off by pressuring him with repeated 5Hs cancelled into optimal hfbs [4]6P+H while maintaining that distance outside of axl's dp. At this point, you are forcing axl to push you out of [locationB] using rensen. Once you learn his tendency to do this, you can jump early and score a counterhit j.H, then do whatever pot things you like to do like 2D to start pot's safejump play. Personally after the counterhit j.H, I like to land, 5H, then hfb to pot buster's maximum grab range then do pot buster after axl recovers from stun. Total damage from that reset is hillarious. Some things to be aware of: 1) While fucking around in [locationA], always be aware of sneaky sparrowhawk activations. That's one of the reasons why I recommend to not always double jump so that you can catch him in the act then either land and depending where you are , you immediately slide head or go up higher by doing a your second jump forwards then ICBM. I think yrc will worsen sparrowhawk's stance's startup but I haven't tested it yet (I usually spend that yrc on ICBM) 2) Keep a very tight watch on axl attacking you from the air. Axl's j.S has around 80% hurtboxes so you can 6P it most of the time. If he's spacing it properly then avoid it with backdash or jump or even do an early hfb to go under it. 3) Another thing that you should be doing once you learn his tendency to rensen is flicking it back. The life points it cost you for screwing it up once or twice during the matches is worth it to achieve fucking setplay pot. 4) Save meter. Use meter mainly for airblocking and hf. Don't even use it to fortress sparrowhawk if you still have a lot of life, you pussy.
  6. Just like what dot nova said in an earlier post, you can block sin's slide (elk hunt) then punish with pot buster unless he chains or jumps. To add, my sin partner claims that he's forced to jump out in response to seeing pot IB his elk hunt because he still gets pot busted if he tries to chain it to anything.
  7. It's horrible. on defense: -I don't suggest you purchase real-estate at round start until you first diffuse eddie the 1st time. Once you do, you must make the best out of that short time to chase him and either kill or cripple zato so that he can't afford the life points to do ballsy shit like attacking w/o eddie out. 1) Get used to the exact range of invite hell. If he starts the round by positioning himself for a long range invite hell, wht you can do depends on where you blocked the drill: -A). if the drill you blocked is closer to your front most of the time, expect zato to follow it up with eddie 236]S[ from the drill's puddle. In this scenario, you can either mash 2P as soon as you block the drill to wipe off the puddle (if you're lucky you hit eddie coming out of it) or block both attacks then mash 2P. Either is fine but the 2nd is usually safer. When you use 2P to diffuse eddie, it's best to cancel that into a special to close the distance. -B). if the drill you blocked is closer to your back, then you cant mash 2P since it doesn't have hitboxes that far behind pot. A safe bet is to block eddie's followup 236]S[ then the pushback will allow 2P to reach eddie. Another option since you're blocking anyway is to instant block the 236]S[ then reverse megafist to hit eddie. -C). a risky option after blocking the drill hammerfall to guard eddie's followup hit then carefully go after zato while leaving eddie behind. It's a risky option because zato could push you back to eddie but he's in a bad position himself because even if he chooses to fly instead of fight, then eddie will diffuse by starvation. 2) if you're stuck in zato's farSlash, 2Slash gatlings and he intends to push you into the long range drill's range, just mash flick. You can also mash flick even if you're not blocking the gatlings (unless you're in counter hit or crouching state) 3) learn to instant block the last hit of eddie's buzzsaw. It opens the option of backdashing, blitzing or sometimes grabbing zato's followup. on the offense: 1) While jumping in, if you baited zato trying to blitz your meaty and you have 50 tension, you can end the round with counterhit 2H HFB 5H 632146H 6H.
  8. https://www.youtube.com/watch?v=2eOMZnMXPlE Got horribly ass-mangled I regularly play against another jin since bbcp but this guy that I only just met plays much tighter. Would appreciate if anyone could point out how I can survive better and if letting nirvana die in this matchup is okay or not. Btw, I'm shit at teching throws because I only have around 2 months of carl experience and rarely play the really good peeps that grab well, sorry if it offended anyone.
  9. Hey hey hey, QVs getting less blowback is a huge thing. Universal crouch confirm will probably go from 2K,2D to something like c.S(1),S-qv,5P-ballhit,IAD~
  10. I seriously hope not. The old 2S ballhit relies on the hitstop of 2S being blocked for it to work. Not that I doubt the elevens knowing that.
  11. Told ya guys venom is kill. Isnt Pball possible to c.S now? I was kinda hoping it would get in to possibly make our lives easier. I also appreciate the fact that collided balls can level up higher than 2 hits contrary to a claim during the loke tests. In fairness, I think the possibility of blitz baiting into counter hit 2D combos will be a thing. You could set this up by feigning weakness by executing a badly timed K-ball oki. Counterhit 2D S-cr / new K-qv into combo of choice. It's not like K-ball oki into empty jump 2D is out of the norms anyway. As for shithop runout, AIN'T NOBODY GOT TIME FO THAT!
  12. Please tell me 5P can now hit crouchers
  13. This was better than I expected. Instead of "decreased" it's more like "removed"; as in zero horizontal knockback distance. I could imagine something like j.H c.S(2) 5H K-qv 5K 6P bh 6H to be a universal combo now. Now if j.H c.S(2) 5H S-qv 5P iad~ becomes universal then due to the number of hits, it will be possible to do airdash jSHD dashjump jKSHD l> 6H on probably 90% of the cast which would guarantee full wall carry into a fully charged qv as meaty oki in the corner. On an unrelated note, did anyone see how the new blitz is doing? I saw someone trying to blitz millia's hoola hoops on two occasions but never saw either successfully reject both her and the hoop even when she was so close.
  14. Did nothing happen for venom in the 3rd loke test? or them possibly rescinding blitz shiet?
  15. combo-wise, DHM helps in giving the extra hits to make certain combos possible like 2D(2) > H-dhm(3) > iad SHD > dashjump KSHD > 6H against sol, sin and 3 others i forgot.
  16. Sorry for the doublepost but i realized like a week ago that 2D doesn't fully knock down zato in a certain range. 2D's 2nd hit ends up otging zato which leads him to tech earlier than 2D's recovery. Now that i mention it, this is probably common against heavier characters if they get saturated with long gatlings before ending it with 2D. Only realized this once i started integrating 2D(2) H-ball dashjump safejump S. I usually test these myself but my lab test backlog is super long. Does anyone know any other characters that can also tech in between venom's 2D hits?
  17. I agree with this. Qv is good against people that always expect carcass ride after your block strings and jump to escape further pressure. Just remember to mixup the qv button you use along with the followup because -4. I see jp venoms do a lot of K-qv then follow it up with dash jump P or K probably because it has the least risk involved. What i haven't labbed abou qv is what to do if it counter hits. Another speculation i had in mind about 1.1 where venom is kill is that qv might have less pushblock to go along with that reduced blowback to further nerf his neutral. Duvis curve back pls.
  18. Pot isn't my main but I've been grinding for months to get down his chariot tackle loops. Here's where I got ass mad. I realized just yesterday that the notation for HFB is 46H+P BUT shit doesn't work when you input queue it from normals! You actually have to abstain from queue-ing hammerfall or else the fukken system will forget that 46H+P exists and you will not get optimal HFB cancels. So instead of queue-ing, I realized that you have to input 46H+P on certain frames like ggxx frcs. Thanks Ishiwatari Just one question, I read somewhere in the thread that there is an "input leniency" of 3 frames for his HFB > 6K. Any chance this is like blazblue where you just hold the button and the system will queue it for you then auto-execute the move without wasted frames?
  19. I was aware that you couldn't throw while airdashing since xx but it was a surprise to me when it's possible in blazblue. Anyway It's pretty harsh if were able to hit the guy in mid air with H-CR. Either he gets hit and techs into your airthrow or blocks it then comes back down on the corner and receives more gay carcass loops.
  20. Looks like blitz is staying this way. venom really is kill Wat!? It didn't used to!?
  21. Found all these in just half an hour haha 1) throw, short dash c.S(1-3), IAD H-mad strugg, RC the flip on the 1st 2nd or 3rd hit depending on opponent's weight, IK 2) from half screen distance throw the guy to the corner, RC the normal you used to poke, IK 3) corner throw, instant air H-mad strugg, RC the flip on the 1st 2nd or 3rd hit depending on opponent's weight, IK Same idea works with 5D in the corner
  22. Did i read it right? Qv has less pushback if blocked? Blitz working against dark angel? Is venom kill? What are the chances that lok test changes are final?
  23. oh wow can anyone explain how this is happening? vs Faust (corner) 2K c.S(1) 5H S-qv 6P bh 6H --- 95 damage 2K c.S(1) 5H K-qv 6P bh 6H --- 95 damage airdash j.SH l> c.S(1) 5H S-qv 6P bh 6H --- 170 damage airdash j.SH l> c.S(1) 5H K-qv 6P bh 6H --- 185 damage
  24. I've been busy producing a cheat sheet of sorts. It's for old people like me that can't even remember the distinct BnBs for every matchup. It's a list of no meter combos for every matchup and the delays required. Midscreen stuff emphasize wall carry and corner stuff I try to optimize for damage. If the description just says 'works', then it usually means that you can use any good starter and even stuff around 2-3 hits before the chosen starter. Will develop this list on a daily basis. It looks like a clusterfuck but I plan to add colored fonts to make it easier to read. ---------------------------------------------------------- midscreen #1 c.S(3) iad j.SHD l> 6H #2 c.S(3) iad j.SHD l> dashjump j.KSHD l> 6H #3 midscreen crouched #1 c.S(1) 5H *qv #2 shallow P-qv 5P bh 6H #3 shallow K-qv 5K 6P bh 6H #4 deep S-qv 5P bh iad j.SHD l> j.KSHD l> 6H corner #1 #2 airdash j.SD l> 6H K-qv 6P bh 6H #3 c.S(3) iad j.SHD l> 6H S-qv 6P bh 6H #4 airdash j.SD l> 6H S-qv 5P bh iad j.SHD l> 6H #5 airdash j.SD l> 6H S-qv 5P bh iad j.SHD l> 6H S-qv 6P bh 6H #6 2D(1) dash c.S(1) j.KSHD l> 6H corner crouched #1 #2 #3 S-qv 5P bh iad j.SHD l> 6H S-qv 6P bh 6H throw #1 shortdash 2H(2) S-carcass iad j.SHD l> 6H #2 shortdash 2H(2) S-carcass iad j.SHD l> j.KSHD l> 6H cornerthrow #1 #2 6H S-qv 5P bh iad j.SHD l> 6H #3 6H S-qv 5P bh iad j.SHD l> dashjump j.KSHD l> 6H vs Leo midscreen#2 works (delay 1st set S-H, 2nd set S-H) corner#3/5/6 works throw#2 works (delay 2nd set S-H) corn-throw#3 works + qv ender (delay 2nd set S-H) vs Sin midscreen#2 works but ass-numbing hard (delay 1st set S-iad & S-H-D, 2nd set K-S-H-D) NOTE: adding 1-3 hits before c.S(3) makes it easier (if +2 hits: delay 1st set S-iad & S-H, 2nd set S-H) mid-crouch#1 works NOTE: c.S(3) even by itself is prone to hit only once on sin's fucking tiny head if you did not get a deep hit corner#3 works (delay 1st set S-iad & S-H-D) corner#5 works corner#6 works (delay c.S-j.K, H-D) corn-crouch#3 works for all starters except mads NOTE: 5P timing becomes tight if you added 3 hits before c.S(1) NOTE: if you used mads then stop the combo @ 6H throw#2 works (delay 1st set S-H, 2nd set S-H) corn-throw#3 works + qv ender (delay 2nd set S-H) vs Sol midscreen#2 works but ovaries-dropping hard (delay 1st set S-iad & S-H-D, 2nd set S-H-D) NOTE1: adding 1-3 hits before c.S(3) makes it easier (if +2 hits: delay 1st set S-iad & S-H-D, 2nd set S-H) NOTE2: an easier version is c.S(3) P-qv 5P iad... (delay 2nd set S-H) also get a forward momentum if you're using air starters like j.S, j.H and mads or opp will tech before bh mid-crouch#4 using starters: 2K > c.S(2) / mads > c.S(1) / airdash j.KS or j.SH > c.S(1) mid-crouch#3 using starters: j.S or j.H > c.S(2) corner#3 works (delay 1st set S-iad & S-H) corner#5 works corner#6 works (delay c.S-j.K, H-D) corn-crouch#3 using starters: 2K > c.S(2) / mads > c.S(1) / airdash j.KS or j.SH > c.S(1) throw#2 works (delay 1st set S-H, 2nd set S-H) corn-throw#3 works + qv ender (delay 2nd set S-H) vs Ram midscreen#1 works (delay S-H) mid-crouch#1 works corner#3 works (delay 1st set S-H-D) corner#2 works throw#2 works (delay 1st set S-H, 2nd set S-H) corn-throw# vs zat midscreen#2 can only work if 1+ hits are added before c.S(3) (if +1 hit: delay 1st set S-H-D, 2nd set S-H) mid-crouch#1 works throw#2 works (delay 1st set S-H, 2nd set S-H)
  25. Would anyone please share their corner standing combos vs ram and ky? I can't get more than 1 air gatling loop against ram because floaty as fuck so damage is only around 130 using a c.S(3) As for ky, 200 damage is really easy with no delays needed on the inputs but only if the starter I used is c.S(3). Once I use different starters with more than 1 hit like airdash KS or SH (with or without balls) or mud struggle, ky gains so much weight 6H otgs them.
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