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stickystaines

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Everything posted by stickystaines

  1. It's weird gauging damage in xrd since guts kicks in really heavily at the end. But still, thats the kinda damage an average character would do, so for 2 hits that's pretty damn good.
  2. You could try getting a Tenso account, delivering the LE to there then getting it shipped to yours. Tenso has it's own fee for shipping though, so you'll have to see if it's worth it.
  3. Chemical Love YRC as a poke seems really good. Is it just as good in other matchups or is it just more potent in the potemkin matchup?
  4. http://youtu.be/FcSI1LRX2l8?t=2m36s Looks like you should be able to follow this combo up.
  5. i wonder if they cant be hit by the explosion if El gets hit.
  6. Yeah i thinking something like a sweep cancelled into grenade (hold), 3 hits OTG and release. The simple stuff. The throw recovery seems decent enough that you could still possibly followup with pressure, but it's possible she could be disadvantage after it. Either way you should still be able to run crossup, corpse hop stuff.
  7. Does Xrd have throw breaks? Im sure it does, but i don't remember ever seeing it.
  8. Honestly you dont really react to the throws themselves, but more to the throw situations. There are certain situations where a player is more likely to throw you. Recognising these situations and attempting a throw break is usually how i break most throws. Some common situations is usually if someone does a low jab, or a vacuum move like Jin 5B, or more generally reacting to someone dashing up to you. After a certain point they will be pushed too far out for a throw to be any real threat, so understanding throw threat levels at certain ranges is also important. However this is where you can blow up throw techs by using TRM tactics or moves that leave you airbourne such as Jin 6B. I think the barrier/throw tech OS hasn't been as effective as it first was in CT, since they reduced the throw tech window you can get from that OS. You can still do 1B+C and if they continue their string with no gap then you'll just stay blocking low and if they pause and try to throw, you will throw in return. You can beat this by something like Jin 6B after the low jab, or by doing low jab, dash, low jab (cancel) throw as a TRM set up. If you do low jab, dash, low jab (wait) throw in order to get the green throw instead of purple, then you will miss the TRM window.
  9. She does have 5C[C] as well for overhead, but you can react to it imo. But you do have to get used to it first. And B Hien is safe but disadvantage; it's like -3 or -4 i think. A hien is the unsafe one at around -7.
  10. It's not range, but height that is the problem. If you do anti air 3C it's harder to followup using that route. This is important to know because of the throw tech/3C OS that beats the assault/throw mixup.
  11. What kind of fireball pressure? If she is doing grounded Kuuga and dashing after it, she is usually at disadvantage so you can press 5A and beat out any button she will press. She is only at advantage after dashing after max range B kuuga (the fast one). If she does kuuga in a blocktring then she is never in a range where she will gain advantage after dashing kuuga. If you are talking about TK Kuuga, then there are a couple ways to deal with it. 236B can nullify the kuuga and the other 2 hits will catch her. If she is doing TK kuuga out of range because she is trying to threaten that area, then you can 236C her as she is going for it. I haven't personally tried this, but you should be able to 214B also if she is out of range to hit you with TK kuuga. I don't know if this will be a punish, but it should prevent her from moving towards you after a TK kuuga. Generally you either want to be outside of Kuuga range or right up in her face pressuring her.
  12. Oh, i thought Maori was talking about the throw tech/3C OS, not the frame trap 3C OS. From my quote before: I'd like to know what people do off of this 3C; if they do anything different other than 5B off of CH 3C.
  13. I get a lot of mileage out of 2C in the Gordeau matchup. Used correctly, it can keep him honest about pressing buttons in that range, which Gord's love to do, and gives you a good confirm most of the time.
  14. Usually it's CH so just CH 3C, 5B 5[C] etc. Depending on the height it can be a bit finicky if you go up with 3C. 3C 8j.[C] 9dj.C 5[C] might be more consistent, but i haven't really tried.
  15. http://ustream.tv/channel/18369740 Senaru on shinjuku right now. Fuse Master is around as well.
  16. It's safe depending on the range you threw it from and assuming you dash cancel asap. But usually you'll be at disadvantage, so you can get mashed out if you try to press anything. That's honestly the way i beat most standard Linne's; since they just try to get in from dash canceled kuugas.
  17. Surely you want to confirm if your 66B hit or not anyway.
  18. I've noticed that vorpal 5A 2C is amazing at catching backdashes. If you're opponent is really backdash happy, then you can use 5A 2C in vorpal as: 1) Backdash killer 2) Decent starter (3k in vorpal) 3) Still leaves many gatling options (5B, 2B, 3C, 5C, 2A) 4) A natural frame trap I don't use it as the go-to blockstring starter as much anymore, but if you use it to kill backdashes and it still gets blocked, you are still in a good position for pressure.
  19. Will have to drop out too. Sorry.
  20. I didn't know 2B could go straiught into j.[C]. This gives me a combo on assault j.C CH on air hit. (CH opp. in air) Assault j.C 2B j.[C] (j.A whiff) 5B 5[C] 421B 6 (2a whiff) 2C 22B 66C 22B 66C Reload :: 2965dmg This situation happens fairly often if you both try to assault at each other, or the opponent jumps while you assault. Normally if i catch them i would just do 2B 3C j.[C] dj.[C] Air throw, so this is a big improvement. Cant do it on normal hit though.
  21. So does anyone know the reason why when you chain shift with six stocks, you do more damage than when you chain shift with less? It's nothing to do with vorpal since the base damage is higher as well. Tried off Gordeau with 214A CS 41236D, and 214A CS 5C 236Ax2 2C j.[C] 3C 236Ax3 and Waldstein off 360A CS combo and 214B CS combo.
  22. It's funny the first time, after that it's fucking boring. And i feel this should mostly be a factor between the 2 people who will be playing the matchup and not people around it i.e. the stream or the crowd. The fact is that if someone hits the infinite then the other opponent is going to sit there for at least 60+ seconds most likely. You can easily go for the infinite every match multiple times; especially past the first round. So simply for it's ease in setting up and for the sake of the opponent's sanity, i think it should go. Brings no benefit to anyone.
  23. Anymore uses for vorpal 5a? There is the 421B loop combo, which doesn't seems much worth it. 2A 2B on someones wakeup to catch some backdashes. Or 5A on someones wakeup, see if they super and then whiff cancel your 5A into DP/super. The last one seems the best use to me, especially with characters that only have meter reversals, like Merkava, Waldstein and Gordeau
  24. About the framedata: 236A is definitely not +1. It's about -2 and 236B is more than -2. Just tested that by the jump-on-block technique, so don't know the viability of others. I was able to punish Sion's 66C with 5A but not 2A, so i could believe the frame data about those 3.
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