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Andarel

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Everything posted by Andarel

  1. What NeoGio0o said, minus the Tao bit. Spent the last time playing KoF and chatting with DaiAndOh, so will be good to get some BB in.
  2. Anyone planning on dropping by Friday/Sunday? I remember Mash saying he might go, but I'm free to make it either of those days/most of next week before I head back up to school.
  3. Posted quick JBBS Aigis translation in her thread here. Please point out any errors if they're noticed. EDIT: Guys, how do you de-mangle the loketest reports on the other site? Even applocale isn't helping...
  4. That trial is actually pretty easy, once you get a feel for it. It should be: 2B 2B 632B 1463214B+D Basically, buffering the last kick into the super saves you a ton of time because you don't have to loop back to forwards. Played her more today, she's probably my best char. Stuff you should know: j.LK and j.HK are great air-to-air normals depending on where the opponent is, j.CD (blowback attack, dunno what the term is for it otherwise) is also really good, though slower, and will beat most things that fight it horizontally. Link it into EX Deicide for damage. j.LP is good for pressure, while j.HP is her best jump-in. Easiest damage = 2B 2B 214A 236C (1236982A for more damage if you want to spend meter, the air grab super). If you're going to spend meter, this is your absolute best choice except when: - You hit someone in the air and want to use EX Deicide to continue the combo. - You want a reversal option, of which EX Mayhem (214AC) is your best bet. - You want a ridiculous ranged command throw in EX Splash (623AC). - You want a great ranged command throw in EX Gorefest (632146AC). - You want to combo off 6A, which requires 63214 63214 B/D/B+D. - You want to leave her Neomax open as a punish tool for 450 damage. Basically, the first two are really important. The third and fourth are welcome additions to mixup. Her hop gives her better overheads, so raw 6A (and thus that super) really aren't super-useful; I may be wrong on that one. And her Neomax is sweet, but Splash -> Air super is generally a better bet I think.
  5. Netplay is pretty ass, makes me sad Other than that, inputs really aren't that bad. They're tougher than pretty much anything else on the market now, but I've found that after some hours in training/mission mode I can pretty much do everything. The cancel windows aren't that bad if you can combine inputs, though some are a pain in the ass - you have stuff like Duo Lon (and others') qcf.B -> qcbhcf.BD which may or may not cross up, so if you know it will you can just qcf.B -> hcf.BD...basically, just work it. Some things are dumb because of this game's buffer is: DB drive cancelled into qcf is best done as 6236A~A (for Elisabeth's dp into slice, for example). The game has a pretty big buffer...sort of. I think it's about 10 frames for specials, and about 15 for supers, but only like 2-3 for normals. It's great with Vice, since you can buffer the qcb.C after heavy Deicide. If you're gonna mash a low, mash them like 2B 632B 146 or 1463214 afterwards. It makes things so much simpler, it's great. But yeah, Vice stuff. Your anti-airs are kind of ass, got to jab them out or far C, or air-to-air hop with your great j.B and j.D. If you connect, EX Deicide into combo as they fall. You have two main combo paths off of 2B: 2B 2B 632146A grab or 2B 2B 214A 236C. You lose a bit of damage from the first one but get way better oki, and since her wakeup game is stupid good (safe hop overhead, safe hop low, command grab, block against reversals) and canceling a DP would be a drive cancel if you can DC on block (honestly don't remember). She can play neutral game with 2B, 5C, 5B, and Deicide B which is slightly minus on block and leads to 150 damage + oki if it connects when you link the command grab. Just be careful because if it gets jumped you're f'ed and if it trades you won't deal anything to them. At close range she has her awesome cl.D and that overhead, as well as a superfast command grab. If you want to play safer, since she has no real reversals without burning EX for EX Mayhem (214AC), go back to that 2B range and use her zoning normals to confirm into more Mayhem. And of course, if you want damage off anything get them airborne (EX Mayhem or an air-to-air), whip out EX Deicide, and get that cl.D > 6A > stuff.
  6. When in doubt, 2B. Then 2B again. Then 2B again. If they avoid it, push buttons > EX Deicide. That move is too sweet.
  7. Just picked this game up, currently repping Duo Lon / Vice / Elizabeth but might change at least one of those out when final team, who knows. Maybe for someone with a DP or some shit like that. Lots of guys in this game are fun to play. Anyhow, really trying to get a feel for this when I'm not studying for finals, though my connection is currently ass. I know MashDat5A is too, so hopefully I'll see you guys at Next Level soon when I'm in from school.
  8. Quick question - with the (huge) buffs to 5A, does Tager get anything off tagging someone who tries to jump out of GF oki with it? I saw airCH 5A > 5C > Collider > Stuff in one video, but is that only on counterhit?
  9. Valk mirrors.
  10. Litchi 3C[m], but up-forwards instead of down-forwards?
  11. Best way to punish Valk w.9[c].
  12. If it turned you around a la CT if you shifted to 4 I would just hold 5C and spin the stick and watch swords fly everywhere.
  13. Going to Next Level tonight...anything going on?
  14. Anyone think they'll be at the arcade ~4-ish? I can't make the tournament, but I'll probably go for casuals beforehand. Would be there like 4-6.
  15. Blah, can't make the tournament. If people are coming before 4, though, I should be there. Just need to leave 5:30- or 6-ish so I can be back home for family dinner.
  16. What time would that be? Was gonna have dinner with family on Thursday since it's the last night before I head out.
  17. ggs. I kept messing up in general on Friday. Still not sure what style to stick with her, and doing dumb shit like 3C > 236B instead of 236D which is pretty much just the better choice now (not sure vs Tao). I'll try and come by again before I head back up to college for summer session on Friday...maybe Monday but I don't think many people will be there.
  18. wtf why the weather so terrible nowadays in NYC It was thundering for like 5 hours, but only rained for like 1. The hour I was outside -_-
  19. Will be there later today to get some practice in. Place is pretty sweet.
  20. Guys, guys. Who does grounded 6DD > IAD j.B work on? I've never seen that combo path before. I tested it on Noel and got it a few times (timing is pretty tight), but I couldn't get it to work on Ragna. I think it's character-specific...?
  21. There's the most important stuff first: [5A, 6A, 2B, 5B, 6B] 5CxN 6C 236B. [starter] 3C 236D (for oki) 6DD 2DD {j.DD j.2DD dj.DD j.2DD j.214D} Your ranged anti-air sword punish combo. {} is her air ender, so MAKE SURE you get that down at least. It's not that hard. [5D counterhit] 4DD 236B. [5C (one hit, counterhit), 5D (counterhit)] 236C > stuff Basically, just watch some videos of people playing. Her combos aren't that hard, with a few exceptions being corner stuff that is largely superfluous at a low level of play. If you can do the 6C 236D 214D~C in the corner, you can get good enough damage.
  22. Post the general one, spoiler the other two? If all three are made, with dustloop spoiler tags it'll be nice to just have all of them. I'm personally preferential towards frame data at least.
  23. From the Ragna vs Lambda video: 0:16 - Just a dropped combo. That hitconfirm (2B > 2C) is useful, so just gotta make sure you have it down. 0:18 - Personal preference, but I might have gone for a TK feint there to refresh swords. Otherwise he can run at you for free, while after a feint there is the threat of falling j.2DD. 0:25 - Familiarizing with travel distance of 236C, etc. While it's solid, it's not that great on wakeup especially against Ragna, who can DP all 3 of them basically for free on reaction. Got to be careful with Act Parser Zwei against him. 0:28 - Good throw tech. 0:31 - I'm not sure, but I think crescent would have barely connected after the j.2DD. 0:38 - Just pointing out that you went for the low again. Gotta let it go sometimes to make the feint have any meaning. 0:53 - Don't forget that you have Calamity Saber, one of the best combo enders in the game (minimum damage 1080). Meter doesn't carry over, and I think it would have killed there. With the increased untech time on drive followups (j.2DD), I also think it would have connected there, was a bit unstable in CS1. 0:56 - While you seemed kind of lost, I think that was the right choice. 50 meter for a chance at ending the game right there is fair when you're nearly at 100. The second match was kind of just a lesson in why not to burst early if you're not good at evading Lambda's primer-breaking moves. The big thing I noticed in the two matches was that you should work on your spacing of moves in relation to the field. The best example is to look at 0:29 on: - Throw tech, both at neutral. - You airdash back, airdash forward and airthrow, he does nothing. He clearly doesn't think you intend to do anything. - You airdash back, he airdashes forward and uses Belial Edge to get to the ground. Still, he respects but isn't afraid of your zoning. - You airdash back, j.2DD to call out a forward dash. - He waits, IADs over j.2DD. - He whiffs an aerial j.B, you don't punish it (that was a golden 6A opportunity right there). - He jumps over a high air backdash j.2DD. - You do nothing, he Gauntlet Hades over your head into the corner. There were two things going on here. First, he didn't really respect your zoning at all: he was avoiding 5DD and j.2DD with IAD because you weren't j.5DD (risky) and 6DD (much less risky) to call them out. Ragna can be hit on the ground by 6DD easily even during dashes, take advantage of that even though the reward is pretty small. The second is that your response to his moving forward was to move backwards: while that is often a good choice, it is NOT always a solid gameplan. Why? Because Ragna needs corner push in order to really hurt you. There is a zone about half a screen away from the corner where his damage jumps drastically: you want to avoid being there. Letting him intimidate you into that zone is the quickest way to get killed. How to avoid it? Well, anti-ground sickles add damage to your combo and give you more ground as they recover. Spike chaser or sickle storm and running past them to the other side of the screen is the most reliable, though. Find what works best for you. Something from the first game to think about: Number of times he approached from the air (IAD): 4 Number of times he approached from the ground: 5 Number of times you used 5D to zone: 3 Number of times you used 6D to zone: 0 Number of times you used j.2DD to zone: 4 Number of times using non-feint TK: 0
  24. But you see, the difference is that the PSP has magnetism. Thus, different combo.
  25. Correct me if I'm wrong, but isn't [w]5B a great anti-air? At least, its hitbox seems really huge and it's beaten a lot of stuff clean when I've used it. It's pretty pointless on trade because it sends him human again, but it seems like one of the better anti-airs around. Also, any tips for the midair human ender? I'm not getting it down for some reason, with something like [w]j.236a j.236B C ~ DB [h]dj.B j.C, but the transformation back to human always messes me up. I've noticed that you can transform as the shockwave appears from his [w]C but there's always either a height problem (not really anymore) or they tech out.
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