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Josh Ballard

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Everything posted by Josh Ballard

  1. can bridget low profile ABA's j.H? seems like you might be able to avoid the IADs at least
  2. lol mopreme played guilty gear? and its axl i am positively shocked ah for the days of 25% counters and FRCs into 300+ damage
  3. Ogawa puts Eddie vs. Potemkin at 6.5/3.5 FWIW
  4. Wait, is this in or out of Moroha, or both? Neat find!
  5. Well, Marn is a little farther away from me now, but instead of a bye I play Therapist first round. He's probably closer to Sean than to the counter-spam Baikens, huh? Combofiend is in my bracket, too. Pretty solid Slayer as I recall, have to remember to be patient. Good luck everyone!
  6. Here's a new combo which I think is worth mentioning as a B&B: 5S (1 hit)-2H, IAD j.S-j.H xx Orbs, land, dashing c.S-2S xx Danzai, dashing f.S xx Keygrab, OTG Keygrab This does almost as much damage as you would get from FRCing the Orbs in that combo, for no tension at all. Doesn't work from any other combo starters due to gravity, but 5S is one of her main moves so it should still get plenty of use. Note that I haven't tested this on everyone. I'm pretty sure it wouldn't work on lightweights, and I'm not even sure about the Sols since they're kinda lightweight. I do know it works on middleweights like Eddie and such.
  7. Well, here's some good news: 2S in both modes beats his j.H cleanly! This is one of the few instances where I'll go for a max-damage combo in Normal mode, as you can do over 25% damage to Chipp with the following: CH 2S, wait until he falls a little bit, 5S-2S [JC] j.S [JC] j.P-j.S xx Keygrab
  8. He blocks the 1st hit and slashbacks the 2nd. If you don't have the meter to RC (a situation where he shouldn't and doesn't slashback), opponents can dash in and land whatever they want for free. Only a couple characters can land really damaging stuff in between the 2 hits (e.g. Potemkin Buster, Big Bang Upper), so for most it's well worth learning. Her 2H, on the other hand, is NOT a good move to slashback since she can Danzai or at least jump cancel. Hellmonkey: What he meant was just sitting there and holding FD. American players are usually throw bait when they do this.
  9. I've posted this elsewhere but it fits better here: Kyle consistently slashbacks the 2nd hit of Danzai and command grabs me. Some other things he likes to use it for are ABA rekkas (2nd hit, since that can't be delayed) and Jam 6H. He's been trying to get all of us to man up and start learning this, and I've begun working on it. Actually, what he said in that post is a variation on an old SF saying: "If you blocked, you could've DPed."
  10. Thanks Kyle! Yeah, one of the points I was trying to make indirectly is that the 1-frame jump is more of a threat to May than ABA since May's throw has a long whiff animation. You can punish most other command grabs in the same manner. Eddie's recovers too quickly and I'm not sure about Slayer (normal throw w/ option select 6H is better anyway) but it works on the rest of them.
  11. basically yes. didn't they have the same voice actor even?
  12. Here's something cool I saw in a vid: If you perform a properly-timed safe jump on Bridget and he uses the delayed wakeup, you can double-jump forward on reaction and maintain the safe jump anyway.
  13. I strongly disagree with the idea of ABA having better oki. Anyone who thinks that likely hasn't played a Slayer who dashes back and forth on wakeup. He has access to 2K/6K/throw from either side and it's an extremely frustrating situation. EDIT: Something else very important... Do not 5H xx Bloodpack! He gets all sorts of free shit from it - sweep, Dead on Time, probably Big Bang Upper too if he's within range. 5H-Bloodball is good, though, and can give you the opportunity to bloodpack. DOUBLE EDIT: To expand on what Seth said about Danzai, Slayer can ALWAYS punish in between the two hits. His best options are as follows: No tension: Dash forward through the 2nd hit then combo with 5H xx command grab, 2K-2D. 5H xx Pilebunker gives a few more points of guaranteed damage if he really needs it. 25% tension: Big Bang Upper. Can he not combo 5H-BBU? Keeps giving me dust. 50+% tension: Counter fucking hit Dead on Fucking Time. This is the most ridiculous thing - I don't know any Slayer combos and I could do over 300 damage + knockdown on ABA.
  14. I definitely don't agree with that 6-4. Maybe a slight advantage for Ky if anything. His anti-airs are just too good and all lead to knockdowns (along with every single other B&B he has), and then in the ground game you have his various projectiles to deal with.
  15. I think this fight is more like 5.5 for ABA. Essentially, both characters have great offense that hurts a ton, but ABA has more defensive options (better anti-airs + Danzai) and her offense is a little less risky. It's worth noting that her 5H beats yours and has a similarly ridiculous CH stagger. As such, you want to fight at the max range of far S until you get that knockdown/blocked 2H/blocked rekka. And Kyle likes to slashback Danzai and command grab me. =( EDIT: 1-frame jump is key in this fight. Let's look at the risk/reward of Danzai, FB Danzai, and 1-frame jump in defensive situations... Danzai: Uses no tension, beats single hits for moderate damage, beats command grab for moderate damage, loses to quick chains, can be punished on block with slide (very low damage but a knockdown) or slashback -> command grab (high damage + knockdown) FB Danzai: Uses 25% tension, beats single attacks for high damage, beats chains for high damage, beats command grab for high damage, same weaknesses on block as normal Danzai 1-frame jump: Uses a negligible amount of tension, is safe from single attacks, is safe from chains, beats command grab for very high damage (j.H combos), gives you the initiative if May blocks When you perform the 1-frame jump properly (i.e. holding FD once in the air), May only has a couple ways to beat it. One is to chain to sweep when you anticipate a grab, but this is actually not hard to react to - just wait until there's a gap before jumping! That leaves her with airthrow, which is an extremely high-risk/low-reward thing to do on offense. In short, 1-frame jump is the safest option and the one you should use most often, and FB Danzai is the ballsier option which gets the most damage against a few things. I would not recommend normal Danzai very much.
  16. Both Sols' sweep really prevents you from spamming 5H as much as you can in most other fights, especially normal Sol's because of the CH combos into Gunflame etc. As such, far S becomes the staple poke here. Opponents can IAD over it and combo her ass, so make sure to throw in the appropriate amounts of 2S.
  17. Also remember that the FB from Fujin has frame advantage when blocked! People get so messed up by that. His stomps can be annoying since they cross up and also give him + frames on block. The generic answer to them is airthrows, but I have to think Danzai and/or 2S would work. Meaty 2H is your best friend against Anjis who spam HS Fujin on wakeup. Just remember to time it kinda late. If they instead like to spam autoguard moves on wakeup, go with plain ol' 2K, or FB Danzai if you're feeling REAL ballsy.
  18. You have some decent options at the start of the round. If he summons little Eddie right away, rekkas will kill it and keep you safe. From there, it shouldn't be hard to create breathing room and bloodpack. Once you train him not to do this, then you can just IAD backward and bloodpack at the start. It's not an extremely hard fight in Moroha (Testament is worse hands down, IMO), but getting there is the key. Reeeeaaaaaally wanna fight more Eddies now seeing as there were literally none at SER.
  19. I've come to realize that impossible dust combos may not be the best idea in certain situations. You know how in ABA mirrors, any aircombo into keygrab gives you an OTG keygrab? Well, the new shit I've been seeing in match vids as of late is to do this from standard dust combos into keygrab. Apparently, while they're in that launch state from the dust, knockdown moves make them bounce higher off the ground. Thus, you have enough time to get a double keygrab on anybody. EDIT: Here's the usual dust combo into this... 5D, homing jump, j.S-j.H, homing jump, j.S-j.K-j.S-j.K-j.S, jump cancel, j.S-j.H xx Keygrab, land, OTG Keygrab This works on most characters but not everyone (i.e. Chipp). In these cases, try replacing the j.K's with j.P's.
  20. Does anyone have any advice at all here? Lil Majin destroyed me by far the worst of anyone at SER. I also suspect this may just be a disadvantage for her. ABA loses in like every vid I see of this fight, Kensou beat Fumo in SBO, etc.
  21. Now that I have working sticks again... Here's a neat corner combo I've been trying to work in as a B&B: Dashing 5S (either version) -> 2H (both hits) -> TK Orbs FRC -> 2-hit Orbs -> etc. This does NOT work on: Ky Robo-Ky Jam Zappa Venom Baiken It gets two consecutive 2-hit orbs on: Potemkin Axl Millia (OMG THE DAMAGE) You need to wait a bit after 2H before performing the TK orbs on: Johnny It works with a slightly different method (jump then orbs, don't TK) on: ABA Testament Now, when going for TK orbs, you need to perform the motion SLOWLY, so as not to superjump - that causes you to float upwards after the FRC and messes up the combo. After the 2-hit orbs, I usually like to go for the best double keygrab combo. Here are my favorites for different characters: May, Millia, Dizzy, Bridget, Chipp, I-No, Sol, Order-Sol - Danzai, Double Keygrab Faust - 2H xx Danzai, Dashing c.S xx Double Keygrab Slayer, Johnny - Dashing c.S-2S xx Danzai, Dashing f.S xx Double Keygrab Eddie, Testament, Potemkin, ABA, Axl, Anji - 669 j.S-j.H-j.D xx Orbs, land, Double Keygrab On Potemkin you can actually get 2 orb loops into double keygrab, but it's kinda hard and the damage scales badly for the 2nd one so I just tend to skip it. So, after you get all this down, have fun! It's a very strong corner combo and well worth learning.
  22. In Normal mode, I'm actually less afraid of HOS than most other characters. Sweep, 5H, and 2H are all effective. Her turtle game here seems to counter his need to get close, to a decent extent anyway. And yeah, you basically want her to guess between 5S and 2S. Remember to sweep underneath 5H! Good ABAs don't usually perform all 3 rekkas on block. You should be able to do something safe after IBing the first one, though that's not the easiest thing to do in a real match. HOS's level 1 DP sucks here. Low damage, doesn't knock down, and she has a literally foolproof punish - mash 2S and get the counter hit every time, regardless of what you do. On defense: Backdashing is one of the best ways to escape 2H & rekka pressure, and this is especially true for HOS. Just be ready for dash up throw if ABA catches on. Jumping after blocking a 2H is not recommended - she can delay rekkas to catch you during your jump startup, or Danzai, or 2S (yes, 2H gatlings to 2S), or butt, or airthrow...
  23. i call shenanigans on mac + kyle team Seriously though, good stuff and thanks for recording!
  24. so is there a list somewhere of the moves people can IK from? i mean like with ky it's real obvious, but i didn't know anji had IK setups.
  25. Actually, something important to note here is that 5H loses cleanly to her 6P, which can be very bad since that combos into a knockdown. Your far S beats the 6P, though, which leads to a guessing game on the ground with puffball vs. 6P. IAD j.H is also worth keeping in mind. Oh yeah, and after a corner knockdown, DO NOT try the force break bloodball into unblockable - that shit gets parried for free. In fact, you should rarely ever use the unblockable for that reason.
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