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7r17r1

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Everything posted by 7r17r1

  1. The 5C > 5D part is character specific. Some are not high enough to get hit by it You can try to go for 3C > 5D (works wonder against Tsubaki for example), or try a dash 5D after the 623C If you still can't connect it, you can try to get rid of the 236[A] and go straight to 6C j.D 623C 5C 5D
  2. Well miquelet break is fun to do in pressure to setup 720 :P For example : 2C(1) > miquelet > break > 720 :] Also, I don't see what is good about miquelet break against Tager... like... wut ? You clearly can't do it on reaction and if you whiff a miquelet... well... you are kinda dead, no ? xD
  3. Not the same situation / timing, and it's quite hard to nail this timing down ^^ I'm talking about picking up people that don't tech after the 623B, you are talking about doing a meaty on the opponent And in this case, there is no interest in using 5A instead of 2A, since 5A got 1 more recovery frame than 2A
  4. So, I just found out that you can catch people that don't directly tech after Bullet's 623B... with 5A Works on a lot of char (didn't work on Carl so far, haven't tested everyone), I find it quite interesting since you can OS a jump cancel on 5A (and not on 2A), allowing you to catch people once they tech in the air, useful when you no longer have enough proration to go for a 6B > j.C > j.D combo
  5. So, the [H2] to [H2] 5A starter doesn't seem to work on Tager, any idea why ? I guess he hits the ground too early because he is a fat ass... How can I get H2 to H2 combo from 5A/2A against Tager ? Any ideas ? :s The combo that doesn't work on him : 5A 5B 5C 41236C 236D 6C j.D 623C 5D 623B
  6. Troll combo (because everybody needs one !) FC 5[C] 6A 5[C] [2A 5C] x 6 super [4k damage]
  7. Well you can do more than that, but it depends on you heat level You can always do : CH 623B 6B super And when you are cornererd : CH 623B 6B 623C 6C j.D 623B at H1 you gain, in the corner : CH 623B 5C 5D at H2 you can do : CH 623B 6B j.C j.D 623B
  8. Do you guys have anything interesting from a 623B Counter ?
  9. You have to jump cancel the 6C as soon as possible and land the j.C as late as possible In fact, you can delay a little bit the jump cancel on the 6C, but it may be easier to learn it by doing the earliest jump possible. The idea is to catch the opponent with you j.C while you are both as close to the ground as possible
  10. sorry for double post, but well, it's been 5 days :p 623C counter -> combo https://www.youtube.com/watch?v=8BjHdhlHwCA&feature=player_detailpage#t=407
  11. I strongly disagree with Sadeyo :p I watched the first 20 minutes of your set, and what I get from it is that I can't tell if your are good, bad or what are your mistakes. I can't really tell any advice with this set, because the Tager you are fighting against is so bad. Like really bad. He is eating everything you are throwing at him, because his zonning and his defense are lower than anything. And a good Tager is defined by these two things. So, of course, when he is pressuring you, you are more or less shitting your pants, it's rather normal, you are facing Tager, you have to think of something to get out of there, and sometimes you chose well, sometimes you don't. It's the mind game part and it's hard to just say to someone "see, there you shouldn't have try to jump out because he didn't go for a 360". This isn't going to help you. And when you are pressuring him, he is... well it seems to me that he is shitting his pants too. But he is in front of Bullet. Bullet's mix up are not that great so he shouldn't be throwing so much random stuff. He is mixing between 360 and 2C every time he gets the chance. There is nearly no neutral game in these matchs. And the neutral game is the most important thing in BB Between Bullet and Tager, the neutral is a bit tricky, because they both lack the tools to get in range of the other. Bullet's 623C is just horrible for Tager, because he doesn't have much air control, so he can't dodge it when he jumps. But it's not easy for Bullet to get in aswell for two obvious reason : -Shorter Range -Why the fuck do you want to get close to Tager ? Oh right, you HAVE to, you are Bullet. So, I don't think there are many interesting matches in this set, because, in short : - This Tager doesn't know the match up - It's obviously very laggy (purple throw for the win and scramble / blue beat everywhere) - You are winning... so it's hard to tell you "Well this was not a good idea -Yeah but it worked, didn't it ? -Well.. yeah..." Some little stuff I can tell : - Going for 3C 41236C full screen isn't a very safe option, you can go for 3C and easily confirm it with 623B, or even distortion. Test it in training, you'll see you have plenty of time (and 3C 623B RC can lead to 5K combo) - Purple throw RC reset... well, it's fun to get the round online and laugh a bit with your friend, but offline it should be used sparingly. Can catch someone offguard of course, especially if you have 100% -Find a better Tager, there are some in EU :p
  12. Thanks to the new miquelet capture, there is a character specific combo on tager : https://www.youtube.com/watch?v=6CH8Xyr9_h0&feature=player_detailpage#t=3962 miquelet dash 5A mid screen
  13. Well, if you want a blockstring low after 5C (punish DP / backdash / jump out), you don't have a lot of choice :p
  14. Is there a way to air block DP or basic ground normal ? :p Because normal block get stuffed, and shield block get stuffed even harder since it causes guard break x)
  15. Well, if you don't want to forget, think of it that way : Why would you want to use a move with a longer start-up and less combo potential for less advantage on block ? Clearly the 50 damage boost is not worth it :P So it has to be a 5[C] that is safer, or it would be a useless move :p
  16. A little question on Izayoi's frame data We can agree that doing 236B x 214A > 2B works. And 236B > 2B doesn't So it appears that the first works because by cancelling 236B by 214A, the 236B recovery is shorten by the 214A cancel But, the recovery of 236B is 32 (30 + 2 from the active frames) And the total duration of 214A is 40frames So : wtf ? Since when does cancelling 32 frames with a move that last 40 frames unlocks new combos ? There is not a lot of answer, maybe I'm missing something, or there is a mistake in the frame data
  17. Improving Noel's pressure seems hard, I'm struggling with that aswell... I tend to do shorter pressure now and zone more... not sure if it's really a good idea
  18. Yeah of course, I agree with all of that :p Anyway, there are reason not to go for this setup, some can punish it :p
  19. Man, 2 hours ? seriously ? xD So I didn't watched everything, I tried to pick out some interesting matches Most of this matches looks for me like you are playing on auto pilot against not very strong opponent, so, my suggestion for you to improve is : you can try to find better opponents, or focus on your defense / hit confirms during your match without regard for the outcome Because when I look at your matches, I feel like you worked a lot on your combos and a bit on your pressure, but your defense skill is really low, basically you are just randomly deciding during your opponent's pressure to go for 4D. You also don't look like you know how to close the gap between you and your opponent, it's a lot of full out pressure, dash, air dash, I can almost here Noel yelling yolo. I'm very bad at this aswell so I won't give you any good advice hehe It only works because 90% of your opponent are basically doing the same, noone as any defense in these clip You faced a Rachel at the end of your first compilation, that just knew how to block properly, and you looked lost :p Because most of the time you don't know what to do when your opponent is attacking you (looks like it anyway), and when you face someone that know how to defend, well, you are in a position where you don't know what to do when you are on the offensive either. So yeah, you can either try to improve your defense by forcing yourself to focus on it, or you can being forced to do so by confronting better opponent that will force you to step up your game
  20. Yeah, but this only works against 11+ frames DP (and not mu-12's one until the next patch) And you have to underline that this safe jump setup works after a 22B combo ender So yes, as long as you option select a d.6X after your safe jump, you can do what you want against a bunch of the cast It's just that when I come around the forum and read "hey j.C j.D is safe jump", I' ve got nose bleed instantly :D And it's not totally a safe jump, but I'm being a bit fussy, because if you go for this mix up with d.6B and the opponent rolled out, you'll end up driving in the wind which is not really recommended :D But yeah, as showned in mMarikom's youtube link (which, btw, doesn't have anything to do with recovery cancel), j.C is a safe jump against most of the cast after a 22B combo ender
  21. Well mostly good changes, but not awesome changes either Even if I really like the drive to crush trigger change aswell, this means that Noel can end a drive pressure by being plus on block for 25% meter, not bad Do you know what a safe jump is ? ôO Because you don't make any sense for me, first because any setup into j.C kara j.D won't be safe jump... maybe j.C kara j.4D would have a chance but I highly doubt it. And speaking of setups, you don't mention the setup in which this j.C j.D would be a safe jump
  22. What do you guys have from a 720A 720D ? Even if I activate the OD for an unburstable combo, the damages are really disappointing (can't reach more than something like 3k2 or 3k5 I don't remember) Without the super at the end And from a 6C Fatal Counter with drive charged ? I can't reach more than the damage of a regular opening (4k7 at max), it's not that bad, but I expected more from a 6C Fatal
  23. Hello fellow Labrys fans (you can't play her without being fan of her looking at her place in the tiers list :D) I'm going to start to play P4U soon (yay, Europe), and I already had the opportunity to play some matches and, of course, to watch a lot for video. And I have a question : Why does nobody ever use Labrys' 5D ? I mean, it's not the best move in the game, but it still her only true + on block move, and it seems to me that it can lead to a lot of mix up.... but I see this move used like, once per 20 matches (not talking about combos here) Why is that ? What makes this move sux so much that people hardly ever use it. Especially japanese player like pure pure or bob, they really never use it
  24. edit : ah, nothing, I was looking at the wrong page x)
  25. Heh, it's not air imblocable, but if you block it in the air... Labrys may be able to dash in and go for a 2B in your face before you land :D
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