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stickystaines

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  1. You can also do CH 6P 214S right?
  2. 236H after a blocked sickle flash to stop him doiing another one. 2P against low sparrowhawk to counter it.
  3. Hmm well since j.D changes his trajectory, has anyone actually tried to do j.D FDC?
  4. Wanted to confirm some anti-Leo tech when he's BT i've been trying. - FD in general is good for making him whiff. - If opponent blocks 236H or if you go into stance from 5[H] or 6[H], the opponent can jump FD for free (at least the normals and 214H, forgot to test the other specials and super but i assume it still works) - In situations where you are advantage on BT (236H hit or j.236H), the opponent can backdash out of P and K followups, but will be hit by S and H. 214H is too slow to hit the backdash and the opponent can recover and blitz shield. (Might depend on the characters backdash)
  5. Zato is the OG puppet master of anime. https://www.youtube.com/watch?v=PA2MqK_yowA
  6. You could always blitz shield it. Only costs 12-13 meter if you actually connect with it.
  7. Press and release -p- at the same rhythm of the other gatlings. Forgot the exact combo but basically its [k], , [d], press release p and keep all those presses around the same time. Your ultimate aim is to have the -p- right in between the 5s and 5d hits, but keeping the same rhythm should be about right for you to get it.
  8. Im not an experienced Zato by any stretch, but if you want to learn to unsummon safely, then get used to doing -s- then unsummon as soon as it touches the opponent. You still get a combo if it hits (pretty tight though) and leaves them in enough blockstun that they cant punish you. I assume in that combo you're doing that the S drill doesn't hit them and is just used to stop them from poking or approaching from the ground, but they can still air dash over it, so it doesn't seem safe.
  9. I know you've played BB online quite a fair bit since we've played many times, so what do you think of that? I hope you don't think it gets any less than 2f though. When playing online in delay based netcode you have to accept SOME delay; it just comes with the laws of physics as we know it. Peoples expectations of what makes a good online experience has already expected some delay; what matters is keeping delay minimal and consistent. Without rollback, Xrd netcode can be minimal (2f) but it's heavily inconsistent. I feel BB is a bit more consistent however its hard to compare since BB doesn't show delay timings. I doubt i would be able to instantly tell when the game has switched between 2 and 3 frames of delay if it didn't show me honestly.
  10. Fucks mods why did you delete that topic. At least let me screencap it so i can show all my friends online how stupid that shit was.
  11. Isn't it the case that you can forward/back tech before you can neutral tech in GG?
  12. Thats the great thing about Ogawa though, he rarely goes for overly complicated stuff and just wins by playing a great basic zato game and knowing matchups. It's more the awareness he has with zato and the balance between his zato and eddie. Basically if you already play a basic zato, you can watch Ogawa and rarely ever say 'man, i'll never be able to execute that'.
  13. atm im just using blitzshield to punish easily seeable but hard to counter situations like May's j.2H, just to let them know that shit aint free. Wanna try to start using it on Ram's overhead string as well (why that move is +3 i'll never know).
  14. How are people finding the spacing/timing of doing shadow gallery after an unblockable so that you'll get a Dust pickup? After a command throw setup its easy (at least on Ky) since you get put in the perfect position and you just need to do fly j.H xx SG. When you have to manually control the spacing though its a bit weird but i'm already getting better at it so it's definitely learnable. Is the spacing different for different characters? I imagine characters with wide air hitstun hurtboxes would be a pain since you're more likely to hit with the first hit.
  15. Hmm so meter doesn't get used straight away when you use a super? Tried to test wakeup supers but the super never goes down even if i get hit out of it. Then tried to do super -> YRC at 50 meter and it works, just taking the 25 meter for YRC.
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