Jump to content
Dustloop Forums

TheArm05

Members
  • Posts

    206
  • Joined

  • Last visited

Everything posted by TheArm05

  1. You start as soon as you press 5c then delay your j.B a bit then delay your j.82a a bit. Both 5c and j.b have more hitstun than you expect just try delaying each followup. Also in the bad starter combo you can do j.b j.c j.82a instead if you can't get the timing down for the j.b j.82a part. It is significantly easier its just slightly less damage. It isn't crucial as long as you aren't going for 2x laser or Veil Off combos. You can usually add j.c after j.b and still be fine.
  2. I'll list mine. They do good damage and are fairly easy. (b) means hold b ]b[ means release b I have the different enders seperated out in parentheses. Normal BnB bad starter - (assault) j.C 5a 2c 5c j.(b) j.c j.82a 2© 2]b[ 2a 2b 2]c[ ( 2b 28b/c or j.b j.c j.82a bomb oki) Normal BnB good starter - 2c 5c j.(b) j.82a 2© 2]b[ 2a 64a 2]c[ ( 64a 28b/c or j.b j.c j.82a bomb oki) 5a anti air - 5a j.a j.(b) j.82a 2© 2]b[ 2a 2b 2]c[ ( 2b 28b/c or j.b j.c j.82a bomb oki) bomb starter same as 5a anti air combo just run up 5a j.a j.b etc Idk what you mean by 82a mix up tbh 82b midscreen 82b dash c 5a j.abc j.ab j.82a (2a 28b/c or bomb drop) 82b corner 82b hold a 2© 2]a[ 2a 2b 2]c[ ( 2b 28b/c or j.b j.c j.82a bomb oki) My ender I choose based on the character I'm fighting and whether or not I can kill. You can super instead of flashkick ender if you need a little more damage to put them down as well. Most of the time I go for bomb oki though since it gives you so much freedom to mixup (or just hits them for mashing).
  3. Helps massively in the Merkava matchup since his 214a (ground hand grab) never hits airborne opponents. Other than that generally just making more space doing instant air Lumen Stella is rather useful on its own. Especially when they are going to try to poke you with lows.
  4. Gordeau is a pain. He gets zoned pretty well by Vat but when he gets in his mixup is obnoxiously strong. Also Ex Grim Reaper can call out just about anything you do (it even beats bomb oki). Another matchup I feel fighting for vorpal is extremely important. Hilda is just a test of patience. I don't think the matchup is as bad as many believe. Hilda has absolutely no way to deal with Vat pressure once you do get in. Skewer and fireball cancel each other out so it is a good idea to get one out and chase it to close the gap when you can. You can duck grounded skewer to try to get a forward charge but be careful since good Hildas will do TK diagonal down skewer to punish this. TK Skewer has a lot more recovery though so it gives you more time to move in and if you dash under it you can punish her falling. Most importantly SUPER WINS GAMES. If you have 200% and she has less than 3k you can end the match for her trying any button if your reactions are good enough.
  5. The delay 2c>5b part works on Eltnum and Chaos just the j.82c part drops midscreen randomly (lame). If the drill part takes them into the corner it doesn't drop and the combo works fine though. Also if you have vorpal you can make it work midscreen by delaying the ff > j.82c cancel until they get blasted down from the ff. Then chain shifting the ground spin kick into 64c 41236d. Might be too risky to go for in a match though.
  6. I haven't found any bomb combos from 2b 2c too much proration I guess. Off of raw far range 2c tho you can do 2c whiff 2a 5b j.b j.82(a) 2© 5b 5]a[ 5a 5bb 2]c[ 2b 28b. Again tho confirming that is harrrdddd.
  7. The Atepo confirm off of max range 2b/5b is 2b 2c (whiff) 2a dash 2a 5b j.b j.c land j.a j.b j.c j.82a (2a 28c)/bombdrop Its really hard though at max range. You have to be fast with the whiff 2a dash 2a part. Deres confirm is a lot safer and really good. I prefer to go for 2b 2c ff(9) j.82c dash jump j.b j.c j.82a 2c (2b 28c)/bombdrop with meter though since I really like setting up bomb oki. Its almost 4k if you burn the 200% meter too lol.
  8. I've been doing delay 5B 2 hits in mine. Works consistently for me but either works. I also use 2c bomb instead of 5c bomb. Again either works I just find the timing easier with a 2c bomb for hitting them with the Veil Off bomb explosion. You can do j.82c 64c IW as an ender for max damage.
  9. For the Merkava matchup I think you just have to go in. Risk reward is in his favor mid/fullscreen with random grabs. Fullscreen you can do jump A fireball in the deadzone between his anti air grab and ground grab. Chase the fireball and start moving in. If he jumps and starts flying hold a charge shield his projectiles and react to his swoop with flashkick. If at any point he eats a fireball/flashkick you can charge laser which beats all of his hand grabs. Vorpal is very important for this matchup. It lets you anti air him extremely high up if you CS when he is above you and confirm C flashkick. If he gets it any random hand grab is 3k+. Basically just get in on him and maul him. His only reversal is 236c (WHICH HE WILL USE) which can be reaction flashkicked out of during startup as long as you have a charge. As always super punishes any button so if they get careless fullscreen you can fuck him up.
  10. Yeah there is some kind of leeway in the charge hold in this game. Several times I have gotten dash 46a and yesterday once I got assault 46c -___- I have seen atepo do combos ending in 2a 5c 28c before so it must be something that can be used to our advantage. Also not sure if you guys saw this video: https://www.youtube.com/watch?v=ofIE3-tXWHQ It is about bonus proration on combos after they start with projectiles. It is extremely easy for Vat to abuse by doing 64a super. It has to be done as fast as possible tho for the bonus proration so no hitconfirming or anything. However when done right it bumps up the damage significantly.
  11. That first setup is pretty interesting. Doesn't really give up much damage for it either. I'll def learn it and try it in some matches. Crystals trading with DPs is usually in your favor anyway since its ~1500 dmg to 1 hit of their dp and gives you space. BTW I saw in a match vid someone doing midscreen crystal oki dash C for an ambiguous crossup. Not sure how great it is yet and it can probably be disrespected but it looked cool as hell.
  12. The jB route is actually harder imo since you have to delay the jB after you jump and delay the drill a little to finish the charge but it allows for the most optimal bomb combos. 2x bomb + 2x laser off good starter or just 2x bomb off decent starter. I am not sure if I like midscreen bomb setups (at least from what I have found) you have to end your combos in either j.28a or 2c otherwise all the setups can be back teched but you lose a lot of dmg for doing this. Setup is ez tho just lay a bomb after doing either of those and 5a and the bomb hits meaty. Best corner setups I have seen lay a bomb after the first bomb explosion and instead of activating it just neutral jump. Gives you time to do falling j.B then choose between j.28b or 2c for mixup. Careful though this setup only works if no bombs hit before the one in the combo. If a bomb starts the combo you have to end in a hard kd like the midscreen setup because any bomb after the first is air techable.
  13. I think the crystals are just too good to not have them be charges of some kind. They always trade in your favor and almost always give you an extremely easy high damage confirm. Useful as anti airs and for making your blockstrings extremely plus. I think its pretty interesting how it makes you prioritize buttons since each button has its use. Although I disagree that you ever have to give up flashkick. As far as when 2c link is hard or easy. Anything off an assault starter is automatically harder than non assault however if you get a Counter Hit or if they are in GRD break it seems like it treats it like a normal jump in. The worst starters for her are multiple 5a/2as or assault in my experience. Make sure you toggle Counter Hits on and off in training mode to get used to the different combo hitstuns. For the first couple days I was dropping 2c link everytime bc I would do assault j.C 5a 5b 2c 5c j.b j.c j.82a 2c and that just doesn't work. Ideal confirm is assault j.C 2c 5c j.b j.82a but even doing j.C 5a 2c 5c allows for much better combos then the route with 5b in it.
  14. As long as 3 bombs have hit in the same combo just activating the 4th bomb should cause the triangle explosion. It doesn't matter if the bombs were set before and blow up to start the combo as long as 3 hit the fourth is the explosion. Idk why you have it happens sometimes and other times it doesn't work. Maybe they were teching when you were releasing the 4th charge? This combo vid is amazing. I need to copy so many of these.
  15. It isn't just normals. Any special move and even Veil Off set the bombs off. But yeah you need to hit them with something so no manual detonation.
  16. So what have people been finding for (8)2B overhead setups. Everyone knows you can do jump in j.c delay 2B and chain shift buffer it but has anyone found better setups yet? I saw some Japanese players do it on wakeup when the opponent was scared of dp which was hilarious. Also saw one do jump in on their wakeup air drop a bomb and then do it (leads to massive damage). I think this move and her bombs are what will really make Vatista scary in the long run. It's free wins atm tho if you just sit there and wait for them to jump on you lol.
  17. Yeah you get guard broken for air shielding a ground normal. For the most part air shielding seems more like a response when you read a assault/jump happy opponent then something you always do when you leave the ground (BB Barrier). Also I agree that anime games don't particularly have better matchups than SF/other games. At low/mid level of either game sure anyone can win. At high level its as bad as anything in SF (sometimes worse) Liz v Mits or Tager v Nu for example.
  18. Hilda does fine against characters like Gordeau since she has such strong neutral and zoning capabilities. Hilda is actually in the upper half of the cast from everything I have seen so far. She can control space so well. However she has a lot of problems when she gets hit. If you get hit as Hilda you pretty much have to rely on system mechanics to get out of pressure which is rather difficult against some characters. As far as tier compression goes aside from Chaos/Akatsuki all the tier lists I have seen have been really compressed. It seems that outside of those two you shouldn't face any overwhelmingly bad matchups.
  19. That list isn't entirely reliable however. It encompasses all levels of play not just high level. So a victory by the best Yuzu in the world could be cancelled out by some random getting bodied selecting her for the first time. For sure there is some correlation and the 4s vs Gord/Wald certainly confirm what would be expected to be her harder matchups. I have seen high level Yuzus steamroll any character though so I don't think any of the matchups are too bad. The lack of any solid reversal even with meter is probably where she gets hurt the most. Once people get in on her she can get bodied.
  20. Yeah basically just initiate with A for anti air slash or B for ground slash if on the ground and slide to C. Then do whichever slash you need from there. From my experience it was better to slide to C since 236C is ex slash if you are over 100% (its just B slash if not iirc) and you can always cancel into that anyway. In the air A slash is downward angle and B slash is straight across btw.
  21. For some reason the link you posted cut off the last parentheses so it leads to the wrong page. Letting you know so you can edit it. That wiki is extremely helpful. Anyway lets start the VATISTA ARMY HYPE!! I was able to get my hands on the game early in the arcades in Japan when I visited two weeks ago. Got to play, test and learn quite a bit about Vatista. From what I experienced she will have an above average learning curve but her damage, neutral, and mixup are all quite strong. She is a lot of fun. I can't wait to get easier access to training mode so I can grind out her more advanced combos.
  22. No as long as you are holding down a button you can only do each A B C move one each. The exception to this is that you can do the slide hold technique detailed in this vid https://www.youtube.com/watch?v=MsbtwwQi7hk . This technique lets you use the same button twice (A > B > A) Instead of forcing A > B > C. If you leave and reenter the stance in the same combo its fine ofc. Also for some combos you can stance cancel with D and reset back to neutral to do another slash without incurring the counter. Example combo 236B~D 236B~D 236(A) 421C j.214B 2C 236(B) 236A The youtube account of the video I linked has quite a few helpful Yuzu tutorials that should probably be stickied.
  23. Hmm that new 6D Phalanx tech does have some good uses I have already found. They only work relatively close to the corner obviously due to the knockback on phalanx. I got a couple examples that I am sure people can build on. Corner 6A > 5B ODc > 2C > 6D > Phalanx > 5B > j.BC > dj.D > TC Valiant > 6 5Cx4 > 6 3C > BHS is about 6.1k Corner Dump > OD > 5B > 2C > 6D > Phalanx > 5B > j.BC > dj.D > 5D > dump > Valiant > 6 5Cx4 > 6 6D > 3C > BHS = 7132 Done with 60% life OD. Could easily add more in for less life.
  24. Yeah I have stopped doing 5C > 236A > RC > 3C completely. It dropped in tournament for me way too many times so I just don't trust it anymore. Although TBH on crouchers it doesn't usually whiff and there are ranges where I could guarantee the 3C even on standing so I SHOULD still do it sometimes. The damage is really high and it is clearly the optimal no weakpoint combo route. I have to find a healthy medium I guess.
  25. What do you guys down on air hit TCL vs Koko? I can get 3D to hit no problem (thx 1.1) but thats pretty underwhelming. I have been trying for a while to get TCL > dash 5A stuff or TCL IAD j.A and I can't get either to work on her. For reference I am just doing 3C > 22C > 5B > TCL as my starter. Edit: Seems like the above extension TCL > dash jump j.A works on Koko as well. Its a little awkward but I can work with it.
×
×
  • Create New...