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Grifter

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Everything posted by Grifter

  1. Been trying to start punish combos w/5B and just realized that 2B scales FAR better.
  2. Is 214C/D/EX worth working in, or does it blow too much meter?
  3. Thanks, Hexa! I should see what's possible (if anything) off an FC ground grab WITH RC but no orgia, which isn't entirely rare. To be sure, your non-meter air grab combo goes boost.B > dj.B > ...? I'm missing my Valkenhayn meter-restoring command grab now.
  4. Sounds useful! Can she get anything better of ground FC grab or orgia FC air grab?
  5. Is training quirky, or does she not have a single air-unblockable? =(
  6. I've seen 214CD mentioned, is that invincible or something? Not sure why that's worth the meter. Does 214x2+D have the same great recovery as the C version?
  7. What do Kanji, Teddie or Yosuke have to beat safe jumps? Delayed command throws?
  8. j.A > 5A > jc > j.B > j.C(2) > land > sj.C(2) > j.236D – 2,181/21 How does this start, just off a jump-in?
  9. Does the D heavenly sphere have any less invincibility? Can she do BD while her bar is gray?
  10. In watching some JP movies, I'm seeing it early in the jump too. Not sure if it's to control their height more or plain scaling.
  11. I'm seeing j.C(1) > j.236D near the beginning of air combos. Why not let j.C get its second hit in? Does j.236D catch for less hits that way?
  12. j.B x2 is one problem spot, but I've figured out that I letting them float a bit before I start the combo helps (like after [w]5B). 2C > 6B is another, where it feels like different characters throw me off and I start doing 2C just early or late but I'm not sure if I really need to adjust per character.
  13. Any tips on adjusting combos to heavy characters like Lambda? Been throwing me off.
  14. I thought [h]j.DB > dj.B > dj.C would set up that falling j.C too. Does it not?
  15. Why end corner combos with [w]j.AAA > dj.DC instead of [h]j.DB > dj.B > dj.C? I thought the AAA would work with more proration but that doesn't seem to be the case in practice.
  16. [w] 66, D. This gives a different dash arc than [w]C, D Is that movement from the OP still valid? Wolf doesn't have a ground forward dash and that air move is covered.
  17. How much hitstop was added? In CS1? I'm sure that's a factor for me as well, but I definitely can't hit 3C and motion 53C and get a silencer like in CT.
  18. I haven't played Noel since CT and it seems the input for 22B/C is more strict in CS2. Any particular reason for that? To be sure, I can't do 33C or 2C when I'm already holding down to crouch, right?
  19. Senovit: Oops, fenrir's the ground DD? Yeah, I've stopped doing that in favor of the TK DD in general. Got the names confused and thought you meant I was going for air DD too much. I meant that I go for air sj.DD against backdashing nu's. IAD.DD seems more risky since you go way past them if they don't dash or you may eat the sword super or j.c, also harder to time. Not sure about 5c 5d v. 5c 3c but if they block or eat 5c without CH, I like going into drive pressure. Supposed I should see if I can hit-confirm 5c 2c/3c. WayINside: Sexy Noel there. I like going for a couple jabs then confirm into 6a, which is easier. Or just do 5a 6a and chain into something safe if they block. Or go into chain earlier and DD. Also worth going into those crazy 22c loops to really piss off Tagers and Hakus. I've stopped ending chains on Tager with 236a. Was eating sledge if not worse. I like your jab mashing against corner backdash. Probably the safest option cuz anything else is risky with his crazy dash/super invincibility. Also liking what you're doing against Arakune, a matchup I almost never get to work on. Jumping to cross him up as he appeared out his dash was sweet!
  20. Trying to get this combo down - you can be far enough to hit the first 22bc and still be too close to connect a 2nd 22bc, right? Seems that way when near point blank but not sure.
  21. Thanks for the input! A couple responses: - against back-dash happy nu's, my seemingly random fenrirs are slightly less random - early bursts were nerves and some leftover GG reflexes I'm shaking off but the last round, I just wanted to end it and it somehow paid off (would not recommend!) - working on my D pressure, but constantly forgetting to switch to certain moves like 214d - I know the mid-screen combo well, but mad at myself for screwing up the delays constantly in that set - 5d > 6c > 5c > 6c I don't think works on nu...anyone know exactly who it does work on? - my constant 5c's were fishing for the 5d 6c follow-up...had success with that in my previous nu sets but really a bad idea anyway - almost every far flash kick was a messed bloom trigger...trained myself in sf4 to hit uf/ub for an extra input and that's hurting me here - gonna try fishing for CH with 5d but I'm afraid to wait too long on that cuz there's not really much time to react on 5d hit-confirm, IIRC - good call on the options after 2c - I had that in mind by the tourney but it was new to me so I had not worked it in yet... I've been formulating my options after 2c but putting it in words helps a lot Again, thanks guys. Any more critiques would be welcomed.
  22. Some local tourney grand finals with me. I'm a nervous wreck the first couple games - dropping combos, forgetting to use safe stuff, pressing D like a madman. Played him earlier tho and felt I could get away with more. Please critique and help me improve! http://www.youtube.com/watch?v=5paxvUW0_9I http://www.youtube.com/watch?v=Dypdagudd1o
  23. didn't know about 22bc! so the next obvious question is, why wouldn't you use it more?
  24. Why does he juggle with 22BB sometimes? Lower bounce?
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