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stickystaines

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Everything posted by stickystaines

  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.
  16. Yeah i know what you mean, you land these big combos a lot less than you might think. I think Sin makes such good use of RC that it might be worth it just to try for the gold burst against an opponents okizeme for instance. One okizeme option i use is leap after a 236K knockdown. There 2 ways in which you mostly knockdown with 236K; deep and shallow (actually more than 2 such as hitting at absolute max range, but these 2 you hit with most). If you go into training and do 236K at start position then that's a deep 236K. Walk back 2-3 steps and you'll geta shallow knockdown. On a deep knockdown, if you do a 214K leap (not cancelled from 236K; let it finish) and dont control it, you are in the perfect position to do crossup j.H(1) and you have to hold back a bit to keep in front. On a shallow knockdown, if you do 214K and dont control it, you will land in front and if you tap forward EVER SO SLIGHTLY you'll get the right position to land crossup j.H(1). Now go into training mode Sin against Sin and record 2 combos on 2 different slots: dash momentum 2PPP 2K 2S 236K 214K (dont control) j.S and then the other combo: 2PPP 2K 2S 236K 214K (tap forward just a smidge) crossup j.H(1). To me this feels pretty weird to block. There is definitely a difference and it's not impossible, but it's quite easy to mix the two since it's pretty subtle. The only thing is that if you dont control to get the j.S, then it's possible for them to duck it it (Sin can at least, dunno about other characters), however crossup j.H(1) will still hit them if they decide to crouch an expected j.S and you can always control it to go backwards a bit. If you go the j.S way then you still get the options that you described in your post about j.S and with the crossup, you should be able to confirm from j.H(1) 2K whether you got the hit or not and 2K is even on block afaik. Continuing with leap stuff, if you do 236K > 236H > 214K on block, you end up in the same situation as a shallow 236K knockdown into 214K, so you can just press forward a little to get the crossup. However since this isn't a knockdown you run some risk of your opponent seeing it and getting anti air'd, but you also have the option of just doing 214P and hold back to pretty much stay in the same place to try and make their aa or air throw whiff. Could also just cancel into another move as well. I feel it's a bit gimmicky but there is a lot for your opponent to think about, so i think it has its place. I think leap stuff is still unexplored though to be honest. Feels like you can do a lot more with this move. Overall though i think Sin will eventually be focused on frametraps and poking. He has good normals and specials for frametrap potential. Block string into 2K > 236K is nice to catch people mashing and score a CH 236K which leads to decent damage. Can also delay 2S into 236K to make that a frametrap too. 2K is even on block and and so is 2D, so you can end your strings with these a frametrap with f.S. 236K itself is also + on block as well a 6H and 2P so these are also good moves to trap with. Something like dash 2PP 3K 6H can land a CH 3K which will combo. I also catch a lot of people with 214S because they try to escape the corner by jumping out. This feels like one of those things that people will eventually learn to deal with better, but 214S is still a great move to catch people jumping regardless; especially since it leads to a billion damage.
  17. So even though you can get a confirm off raw 6H against females, it bothered me that there was nothing against males if you are using 6H in your blockstrings. Well the easiest solution is actually to hit confirm RC. Pretty easy to hit confirm the 6H into RC if you hit or not if its blocked and keep the frame advantage and your meter. Just something else to think about when you're pressuring.
  18. We dont know exact frame data but we know 236K is at least +1. You can test this yourself with the jump technique. Do Sin vs Sin training mode and record sin doing slide then hold up, then play back and hold up after you block and see who jumps first. I mostly use 214S in the corner after i do a combo, because people just love to jump when they're in the corner, so you get a nice phat combo if they do or you just cancel it if they dont. Yeah, mentioned it a while ago, but crossup j.H(1) seems like a useful tool since that hit will bring them towards you as well, enabling easy combos. I'm trying to work some blockstrings into crossup j.H(1), but the spacing can be weird sometimes since you have to adjust your hop in order to crossup, and crossing up on a standing and crouching opponent seems different.
  19. I've been doing FD stop just short of throw range and do 2C, since its multi hit and active enough you'll most likely catch someone if they try to throw and get an attack on wakeup. You could also do j.D as well, just be aware that you need to do it earlier than you think, there has been so many times where ive gone for j.D and then get CH 5H because they try to throw since it's a bit slow.
  20. Anyone doing any frametrap blockstrings to beat people out who mash after a blockstring?
  21. Depending on where you hit from, CH 236H can combo into 6H 236H from decently far. Max range you might be able to only get another 236H afterwards that you cancel into food. Close range you should be able to get more combos.
  22. The thing is, you only get the calorie gauge filled when the green aura comes out; not when he actually eats and that is right near the end of the animation anyway. It is good for safety though, if you feel someone is going to punish you. Did some testing with (air hit) 5H > 6H > j.K > dj.SK > 5H. You need to time the 6H on different characters if you want to get it to work. The groups in this list are also in order; the higher in the group the higher you can get away with hitting them (and imo more consistent). The asterisks describe characters where if you do an air hit 214S, then a 236K will always whiff. This is good since you can guarantee that when you get an air hit 214S you can follow up with 236K(whiff) 5S or 5H if you hit them high enough. The others you have to do a weird delay and sometimes it still hits, it's weird. (Works nearly anywhere, preferably near the head though) Sin Pot Bedman (Upper body to center) Axl Venom Sol * I-No Ky * Zato (Center to lower body) Elphelt Chipp Ram Millia (Lower body) Slayer Faust * (Impossible) May
  23. Yeah it's in the video thread. I'm not too fond of the loops where you've already used like 5000 cal doing the 214S route, but off something like 2C(3) its great since you can get 200dmg for no calories. Also helps off RCs inthe corner when you've already used some clarories. Like if you were doing a block string then went into 236K 236H and it caught them, you could RC and get a nice combo without using calories. Edit: Just thought, probably better to do 214S > 236K to catch jump outs since you can go into the 5H IAD j.KSK combo if you catch them from the air.
  24. I only wanted a yes or no answer to whether you could get out of the initial unblockable because i heard you couldn't, and i haven't seen it either. Do people think i'm implying that the eddie unblockable is bad because you can get out of it or something? I see no reason to go on a tangent about how eddie can do this and do that if you BS the unblockable. Either way i tested it myself anyway so now i know that you can as long as you guess right and get the reversal timing. Still sucks though since you still have to block the last hit of the drill. Seems better for zato to always let the low hit first to save himself from the possibility of Zato getting BS'd instead of the drill.
  25. ArcSys has never used rollback style netcode.
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