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The Katz

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Everything posted by The Katz

  1. High risk/mild reward doesn't seem worth it when there are better options. -4 without IB, -9 with IB in CT and CS1, -7 with IB in CS2. -9 and -7 leave you open for a poke punish. TK Gauntlet hades is j.Gauntlet Hades. TK is short for "Tiger Knee", where you do said move the moment you can from a jump. GH = 214B, tk.GH = either 2147B or 8214B. If you cancel your jumping animation with ground Gauntlet Hades, that actually makes the move slower than it originally would be. 236A is -3, 236B/C are -5 (cutting it really close...) 236D is either +2 or +3. I can't recall. j.236 moves can just be 6A'd if you're in a situation that allows it. Your 5B is faster with more active frames, just a lower (and possibly longer) hitbox. I wouldn't go so far as to say her 5B is strictly better than yours. However, I've been 5A'd at the max range of my 5B too consistently to ignore it. Shit's ridiculous.
  2. Wut. 236B has a funky hitbox, but it's at least -20 on block. Only be wary on block if they have 50 meter. From what I read in the frame data, everything besides the missiles and bombs are about -10 or -11 on block when it comes to her specials, and 6B is one of the few normals that aren't negative (it's +1 to be specific). I'm not sure how to comment on that last part. Please elaborate on why 2B>5B>236A is something to look out for, since I've yet to experience anything on both ends of the stick with Air Persia.
  3. She... She doesn't have Inferno Divider... I also have no idea where to start correcting this. Edit: That post instructs people to do almost all of the riskiest things you can do. Hell's Fang on block from across da earth isn't too bright of an idea, considering if they block it or if you whiff Hell's Fang it gives them a free combo (only on instant block if the first hit was blocked, but it leaves you at a heavy frame disadvantage). Gauntlet Hades is at least -9 when used in the air, but keep in mind that the number is from doing the move as low as possible to the ground. It's worse if you aren't on spot with the timing. Either way, if it's blocked you... yet again, eat a combo for free. Giving her time to charge isn't good 'cause her drive specials don't suck and they let her get good damage, but rushing in recklessly is a bad idea as well. I'm personally conflicted on how to approach this, because it feels like you're damned if you do and damned if you don't. I personally don't mind her getting a few drive bars throughout the match, since if you could prevent that the match-up wouldn't be rightly balanced (a meter-charge character that can't meter-charge..?) It's unavoidable, so just be mindful of random 236D's (Charging Stars!) and watch out for 22D unblockables. If they start releasing it early to bait attacks, just inferno when close and backdash when out of range.
  4. I thought it was generally accepted to block low unless he has 50% meter since Jin has no mix-up without HISHOUGEKI!!!
  5. Glitch: http://www.youtube.com/watch?v=5zJGszEzcaI
  6. Most likely the latter. 3C has a strange hitbox change, but I don't think it would work in 90% of the scenarios you'd want it to work in.
  7. To Glitch: I do not approve.
  8. I guess that'd tie into "Learn what a good starter is, and burst correctly" part of the basics. :x
  9. I've never seen a smart Platinum player do that to me, though. One of the main 'rules' I've learned over time was to only approach in a risky manner if you were covered in some way (i.e. dead spike ((blocked)) > rc > 6B, or 3C (hit) > falling j.C), since this increases the chances of success in something that would normally never work against someone competent.
  10. Technically you shouldn't have enough time to 6A after a blocked 5C, and she can just option select and go for the low hit/land and block alternative.
  11. In regards to Blood Kain, it can be a handy reversal in some situations. Well, you previously were able to in CT and CS1... It helps with damage when used properly regardless of scenario, at the least. Watch some of my match videos. I would not lie to you about these things intentionally. 2C is 1 frame faster than 6A and gives you a somewhat lower profile in comparison to standing, and 2B is 9 frames (if I recall right) and is a crouching move. The staff goes over you every time. Her j.B, on the other hand, isn't something to mess with. The reason why I suggest 2B or 2C is because some of Litchi's CH j.C movement tricks are somewhat obvious.
  12. Read my first post.
  13. IT'S IN YOUR FAVOR.
  14. Fuck plat. Frying pan/magical fan is used for combo filler and instant overhead. It causes ground bounce when she's in the air.
  15. 6A > air wolf + beast cannon attacks. Jumping in on wolf isn't something I'd recommend. Just wait for him to do something dumb and waste W meter.
  16. Plat's 5C > tk Swallow Moon (BS cloud) is relatively reversal safe when done correctly. Try not to let her catch you with 5C while you're standing guarding because it lets her skip the tk Swallow Moon for faster mix-up options. If the Plat goes for j.B or delayed j.2C after a blocked 5C while you're crouching anyway, just do a slightly delayed 6A to catch her. Her 5B and j.C have range, but only in one specific direction: directly forward. /cough/Mu/cough/ j.A, j.B, and her j.2C have little range and shouldn't be an issue unless point-blank. Plat's 3C is rather lengthy for a low, too. You have better speed than she does, so abuse it. If you're put in that bubble don't bother hitting buttons since it's like asking her to fatal you. Uhhh... other than that, I got nothin'.
  17. Less chances to IB > ID/BK. Burst if he goes for that ridiculous reset-into-reset bullshit (if the player actually knows how to do it). Most Carl players like to hit buttons or use Vivace when on spot, so staggering is an easy thing to do here if you give plenty of fake openings. If Ada's up in yo grill, shove you steel-toed boot into her chest repeatedly. No, seriously. 5B > stuff does heavy damage to Nirvana in comparison to what it used to, so if you can beat the doll, by all means go ahead.
  18. To beat LK, one must use the power of lols and shenanigans. On a serious note: LK's one tough shell to break when he's in mild gear, so you're on your own. Litchi easily out-ranges you, Litchi mix-up™ is still Litchi mix-up™, and Blood Kain doesn't help too often here unless you IB into it at a perfect moment (I.e. not during either Great Wheel or Thirteen Orphans). 5B after Dead Spike should catch her jumping out (hurr) on oki. 2B and 2C beat her j.C, but not j.B. If you see the Litchi fishing for a j.C counter hit, then go for the fatal and make them regret it.
  19. Inferno doesn't seem to help as much as I originally thought when dealing with wolf dash mixup. I guess you could slightly delay it to cover all three dashes (forward, back then forward, back and up then down-forward), but if he neutral dashes and lands I think he can change back and block. Don't quote me on that last part. His 6A is more annoying now due to the guard point on it, but shouldn't be too much of an issue. It isn't like the move is as painful to be AA'd by in comparison to his old 2C one (which to my knowledge can be used in trades decently well). When you manage to get him to sit still there isn't much to be wary of in terms of reversals. Just make sure he can't mash out and you should be fine. Most Valks I play like to jump out immediately when given the chance, so that's always something to keep in mind.
  20. Fuck A lobellia. Random throws in pressure to dissuade her from using Cat Chair/2C, AA her when she thinks it's a good idea to summon stuff uncovered, and kick her in the teeth as hard as you can when you get a hit.
  21. 5A doesn't fail me too often as an anti air move, same with random 5D's. Don't bother chasing a Tao that tries to kite you since it won't lead to anything good. I honestly have little else besides agreeing with "Out random"-ing Tao. If you land a hit on a Tao that can't burst, BK is always your friend here.
  22. Don't try to be tough and jump out of stein oki, be mindful that she out-ranges you, and don't derp when she's in the air. Mu's j.C hurts, so make sure you're timing AA's right. If she tries to kite with IAD back > j.C, just don't bother chasing..? Match-up seems relatively the same. It just hurts more when she hits you.
  23. This is how I handle every VS Ragna match.
  24. Attacks in ()'s should be opt'd out against Jin, Hazama, Makoto, and Platinum due to ridiculous timing/generally whiffing regardless. FC 2C 5C 6C > dc > 6D jc j.C > j.214C > 66~5C 5D(1) > 214D > 5C 5D(1) > 214A > (5A 5B) DID > dash under 3C > 22C Adds 200-to-300 damage + 22C stagger state.
  25. You don't need to be 100% safe, but be as safe as you can so you don't end up eating 4-5k for making a mistake of trying to get lucky. I wouldn't call that bullshit. I'd call that suicidal. If you're fighting mid-level randoms, then whatever. Just giving my input on what's the best idea in the scenario when fighting against a mildly-competent-and-up player.
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