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Everything posted by Afro-Demon
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I think there is two problems with that Dacid. 1) If you do use that as a reset at the end of curse, the first combo is going to prorate so badly you probably might not even make above 3.4K. The only standing curse combo's i've seen have a higher chance to do even much less than that. I saw ara hit a ceiling of 2K when he started with 2B for curse and standing in that video. 2)Because of the height requirement on it, I makes it hard to combo after it. Even at the lowest height, all you have time for is maybe 6C>C>2C or j.6A>j.A>j.C>j.D Sixty percent curse isn't bad, plus there's the chance of some more on oki, but the damage beforehand isn't worth only about half a curse meter.
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Not to mention parser b is 0 on block. This makes a RPS game that usually ends up neutral but can be for or against you equally. She doesn't have any moves with less start up than your 5A so she is most likely going to block, backdash or IAD backwards do to her dp being complete shit start-up wise. There are, however, some brave lambda's that still use their only offenses left, grabs and AH. Her grab leads to decent damage and even if you tech it, it puts you right back into her zoning game. And her AH is just scary. It's rare, but it's a good option for her now. It's 13+0 on start-up and inv. until she's in recovery, so if you haven't jumped before the super flash, you've lost, end of story. This leaves you with several scenarios. Your 4C>Their back dash Your 623AA or 66214B>Their IAD back Your blockstring/grab>Their blocking Your TK hotaru/grab tech> Their grab Your jump>Their AH those are some of her options against haku after he blocks parser B. Like stated above, it's best to try and counter it, but if they use one of the other two parsers, you either eat a CH parser C due to the long start up, or they get a free throw counter.
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if you already cursed them and went into combo, ASW put a failsafe on it so that that you can't re-curse in a combo that already had curse. They make it so you can only get 50% if its still in the same combo. Once they tech out however it's free game again, so maybe a cloud that doesn't hit them mid combo but once they tech would give ara 80%, but that's all depending on the cloud you get.
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True. It looks like you can get around 7-8K from doing it this setup, plus 50% curse meter after fever, but you can already do that without using 50 heat so it isn't a great option. Maybe if you start with a move that has horrible proration this might be a good idea but otherwise it's not the best use of your heat. They really need to buff that move. It's so situation specific in the first place and even when you can get there, there are better options that don't even require heat.
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That video was hilarious. I don't know why but it fits him for some reason. But i thought i saw something good in there. There was a j.214214D unblockable reset mid-combo. Might be worth looking into some standing combo's for curse. Of course my input could be retarded. I don't play ara at all. That's just a good thing to look out for with carl so maybe ara could find it useful as well.
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I'm not saying that's gonna be final at all, but atm she has a hard time with him. It's not that she doesn't have good pressure or anything, it's just 4K lost out of 10 isn't healthy at all. She doesn't regen health like rag, can't zone to death like lambda, and she can't hold a candle to carls mixup/pressure game. She has some good oki options generally, but the fact haku has black hole, counters and devastating damage does not make her currently known oki setups a good idea. Slashing lasers beat all non-meaty laser oki plus he gets a hole and he can just counter a meaty if he feels like you're too close to him. There may be something discovered that could get her an 8-2 matchup with him, but we just are going off of what we know of right now. His risk/reward isn't to bad for him in this matchup. Where we have to win 4-5 battles to win, he only needs 2-3. Anyway, going off of what i was saying earlier, is it possible to go 6D>2D>*insert pressure string here* from out of 4C distance? If 6D manages to get behind him, that one being the first one to fire, he either has to jump it or block it. If he attempts to counter it he gets punished by the 2D laser and you go into combo. If he blocks it you should be able to go into some kind of pressure string. If he jumps it, you are right next to him with your 2D laser pretty close to you.
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I know this is probably moot but, how far does mu's 6D go if we are out of his 4C range? Lasers are virtually worthless head on, but if we can get the stein behind haku, it's a legit way to get him playing defensively where he can't just make a black hole. For 6D being a "full screen" stein, it should be impossible for haku-men to do anything offensively without putting himself at risk, however small it may be. Still though this matchup just sounds like pure ass. Not carl v. rachel ass, but 7-3 sounds maybe too generous for mu at this point. Sure, we still have a lot to learn of her, but the way she is now it's not looking good.
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I'd have to agree with stinkymonz for the most part. Chain won't kill nirvana so well and even if volante is useless, brio is still good for stuffing some of his air options. According to the hazama threads, it's a game of cat and mouse. Whoever is chasing the other generally ends up at disadv. Because our damage isn't great at range, hazamas get comfortable just zoning us till they hit-confirm then get 3-4k from us. I would suggest keeping nirvana in 5C's length ahead of you (possibly keeping her active as much as possible) and try to get her in brio's reach of hazama. Don't try to get him feeling cornered at the wall or else he will just sling outta there and then you have to set that up again. If he does any drives I would react with brio. If he happens to just hit nirvana, he will likely do nothing and retract it. If he tried for an aerial escape, brio either stuffed it with CH for a possibility of oki or he retracted the chain instead. If he actually did hit nirvana and decide to zoom in on you, he should be in perfect position for sandwich. Either get the first hit on that or just wait for his block string to open up for you to get a shot in. My bet is that hazama might be fishing for a j.6D to go into combo because he can't ground approach or zone while nirvana is active and CNO. If he decides to retract from that, you can push him back into position with brio. If he chooses to rush you (unwise of him), all you have to do is either block his string and proceed to sandwich, or if you can react, 6A him while he's slinging to you for easier setup to sandwich. This, like most other matches with zoners, is about patience. Keep chipping at his health with brio's and possibly 8]D[ if you're lucky. He should get impatient enough to eventually rush you down and 'accidentally' end up in the sandwich. edit: @Kyle. If we are both super jumping and he gets a CH drive, i believe he can get about 1.3-1.5K on us. Not much, but carl can't take more than two of those without feeling it.
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I think we may need a frame data thread. I'll post all the frame adv. here but maybe if someone could start compiling info like this into a different thread, we could probably start making better block strings.
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Actually that charge time doesn't sound bad for 3 primers. Think maybe a setup after 6C is possible? Something like... 2B>3C>2B>5C>6C>6D>5D>63214C(charge) It's only about 2k damage, but it gets you 2 steins and hopefully that will keep them locked down on wake-up to crush the primers. Anyone want to test? Also if that doesn't work, maybe doing 236D before 63214C will keep them locked down a bit better.
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@Wokker I can link a page on dust loop, but that page can still be just as confusing. I'll try to summarize. If a move is blocked, depending on the strength of the move, there is a certain amount of block stun. Then, depending on the length of the move, it could end before the blockstun, giving you an advantange to move first, or the blockstun can end first, giving the opponent advantage to move first. These numbers represent the number of frames of advantage you may have. Negative values mean the blocker has the advantage. Positive is the attackers advantage. The way block strings work is a string of generally negative frame adv. moves that can cancel into each other through various cancel types to make attack strings safe. Then you generally want to try to find either a postive adv. block string ender, a move that is cancellable to a safe option (like jump cancels), or a move that has so little disadv. frames you're able to react defensively to any of their actions. http://dustloop.com/guides/ggac/data/hitstun.html this is the link. Character specific frame data can be found in the guides section.
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Lol, i love how 2B at worst is +1...
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good job spark. I'll start adding these to the front page. Also, for 63214C is that for both no charge and fully charged?
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oh yeah. hmm. is it better then to just block sledge and follow with back-dash? As long as he doesn't predict your backdash with a spark bolt, it should be safe from everything else.
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good job shtkn on the sprite. Anyway, I'm not talking about blocking sledge and then dp'ing afterword. I'm stating to dp when you see tager start his 236B. Every other character uses this plan when they see him start it, so why not Mu. If you do end up having to block b sledge for some reason, then yeah, I would just normal block it and attempt to back dash after. If he goes for grab on normal block, it usually ends up as a pink throw which is usually an easy tech. If he goes for the jab, if mu's backdash is anything like nu/lambda, it shouldn't connect due to inv. frames.
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It's not the fact of blocking tager's 236B becomes major dis. for mu, it's the fact she has a reliable reversal to avoid that situation. Even though she can't combo out of 623C, steins and possibly 236D definitely doesn't make situations any better for tager. Regarding the color palettes, I will try to get those posted soon to the front page.
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Ok. Thanks for clarifying Kururshii. When I first read those I thought you were speaking of the steiners angle toward the opponent.
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Srry. I must have missed that post in the combo thread. I didn't say it was un-reliable, i said it was unconfirmed. The angles relating to certain D moves thing threw me off of the rest of kurushii's post, making it seem like it was necessary to reconfirm some other things. It means that I wasn't sure and was asking, not discrediting you. I believe the 6A 5C 2C was part of some block string i was throwing together. Thanks for the info on the match up. I'll try to keep better informed in the future.....
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god. This my only complaint about japanese games. It doesn't take a month to translate, hell even third graders know english over there. They only delay it for hype reasons which is stupid. I swear the game should be out on the tenth over here. I wish i could be of any help, but i can only do theory fighter without a copy of the game.
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Yeah, from what i've seen on yt, she can have some pretty strict timings on her combos, despite how easy they look.
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...maybe...nvm. Hey Genowhirl, do you know if you can follow up a low j.2C on a crouched opponent for some good damage.
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Hmm, some random theory fighter, someone please check to confirm. 2B>3C>6D>2B>5C>6C>236D>9>j.C>j.2C>j.dd Should net around 3k, oki plus 2 steins.
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Oh yes, i know, but 1k just by itself is a big statement. Imagine if lambda's 5D or 6D did that much...
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I posted a strategy for 236A back in general. Probably horrible idea though. Idk, last method i can think of is 3C>2B>6A>5C>6C>5D>214D>... but that seems less likely to work for some reason.
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Hmm, have you tried some extra height? Maybe that will give you the few frames you need. They may be able to only tech when they hit the ground so 3C>2B>5C>6C>5D>214D>... might work. It gets them a bit off the ground to give them some more air time, and if 6C works like rachels 3C where they can't tech till they hit ground, it should combo.