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Villainous

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  1. This thread is a compilation of moves that can be punished with BBU on block. Items in red are not BBU related usually but I feel they are important in terms of punishment and will be useful in learning to get everything you can out of each match up. Hope this helps you all! Punishable Moves with BBU ABA DAA Final low hit of her 3 hit rekka. Keygrab (she's in CH state!) TKed Keygrab First Hit of Danzai (second hit is DOTable on block, first is as well for CH DOT) FB Danzai (either hit, also same applies as above with DOT) First hit of Normal mode 632146H super. Second hit can be DOTed, regardless of if she does the follow up or not. Air Super Air Super Follow up Instant Kill D is Punishable with 2P Moroha Mode 421H is punishable with 2K. Anji IB 6K D j.D Fuujin (either version if done without a follow up) Fuujin S follow up P during Autoguard K during Autoguard D during Autoguard (air)214P Fan Super Stomp Super Autoguard Super Instant Kill Whiffed 623H can be punished easily with BBU. Fuujin P can be BBUed on reaction. Fuujin H loses to 2K. 6K can be punished with 2K or 5K. DOT counterhits anji after fan super. BBU goes through butterflies. Axl 623S 623H Charge (4)6S Counter Super Blocked 2363214H Can be punished with DOT. Alternatively, you can jump after the first circular hit and get a free CH j.H. The upwards follow up to Axl's charge move can be punished with DOT 2D can be punished with 2K D can be punished with IB 2K Baiken S Counter P Counter IB H Counter IB D Youzansen (air 623S) 63214H -> S All Baku Follow Ups IK IBing the last hit of Baiken's super lets you punish with DOT IBed tatami mat on the ground can be punished with 2k, or alternatively, DOT D can be punished with 2K. H Counter can be punished with DOT without IBing Bridget Starship Air Starship D 236K K IB 236K P 632146S (you can sneak BBU in before the bear even falls) IK Blocked Normal into 6H yoyo set 236K P can be punished with 2K. If opponent cancels D into yoyo set, you can still punish with 2K Chipp Betablade Alpha Blade (BBU goes through the followup and CHs, so it's free either way) Air Alpha Blade IB 2nd hit of his Rekka 3rd hit of his Rekka (I would recommend IBing the 2nd hit and punishing though since the third hit can be FRCed) force break from leaf grab 632146H (best if blocked standing, it's harder to punish if not all the hits are blocked, as he appears behind you further away instead of above you) 236236K IK If you block alpha blade and DOT and they try to do the follow up, you get a free CH. Dizzy D Dead Angle Attack Ice Spike (if blocked as close as possible) Ice Spike can REALISTICALLY be punished by DOT or Mappa if you don't have meter. Eddie D 6H DAA Shadow Gallery 632146H (at close range) Sword Super IK 2D can be punished with 2K 632146H can be punished with DOT Faust 6P 41236K (at close range. BBU also goes through this easily) 236S (beats all options except 66 from pogo. 236S into canceled pogo is NOT safe vs Slayer though) Going My Way 214S 214P 214K 6H (if not canceled into a special immediately) 236236S 41236K can be punished from almost full screen with DOT 236236H Punishes ANYTHING after a blocked 236S except getting off the pogo, none of his other options can beat it or avoid it. Blockstrings into item throws can be punished with BBU if you're quick. 2k is a more realistic option. I-No Dead Angle Attack IB j.236P IB Vertical Chemical Love IK Duck under horizontal Chemical love and punish with BBU. BBU will also go through it. j.236S can be punished with 2K. If they TK the move, you have to IB it to be able to punish. IB D can be punished with 2K Notes can be punished with 2K if blocked at point blank range Jam 6H follow up 236K IB 214K (ground version only) 623K 236S K (only safe if they don't have charges) 632146S 236236H IK Johnny 2H level 1 Mist Finer K level 1 Mist Finer S Ensenga (air) 236S (air)214S Jackhound Return Jackhound 632146H can be punished with 2K Level 2 Mist finer P and K and level 3 Mist finer K and S can be punished with DOT. Ky D Dead Angle Attack IB H Stun Edge(up close) Stun Dipper Greed Sever Vapor Thrust Force Break Super Ride the Lightning IK 236H can be punished with DOT at mid range after IBing. (LOOOOOOOL) 2D can be punished with 2K if they don't cancel it. 236S can be punished with 5K up close. 236H can be punished with 2K up close BBU goes through Stun Edges May 3K Horizontal H Dolphin IB Horizontal S Dolphin S or H Vertical Dolphin 623S Jackhound Whale Super Punish long distance dolphin hoop setting with DOT. Millia D DAA Bad Moon 214P Wing Super IK Order-Sol 623H Charge Burst IB Fafnir Tyrant Rave Level 1 Savage Fang Dragon Install IB 6H into DOT. D can be punished with 2K Punish Bandit Revolver with throw. Potemkin Judge Gauntlet Hammerfall Reflector Followup Slidehead 6H if not special canceled. although not truly a punish since 2S is special cancelable, IBing 2S yields a free 2K or 5K if they don't follow it up. IB 6H into slide head can be beaten with 236236H (haha, so it has a use?!) Robo-Ky 5H D DAA IB 2S IB 2H 623H 236236S headbutt followup IK 2S can be punished with 2K. 2H can be punished with 2K. Slayer Dandy P Dandy K IB D BBU Both Supers IK 2D can be punished with 2K D can be punished with 2K Sol D 623S/H Grand Viper Tyrant Rave IK 2D can be punished with 2K if not special canceled IB close range gunflame for free 2K Punish bandit revolver with throw Testament 6H Badlands (tiger kneed badlands can only be punished with 2K) Master of Puppets IK Punish trap sets from block strings with DOT Venom D 2D if not special canceled 6H 623H 623D IK 623 S can be punished with 2K j.236H can be punished with DOT Zappa 6H 236P 236S with Sword out 623S with Sword out 214S with Raoh Centipede Super D can be punished with 2K or DOT. 5H can be punished with 2K. BBU goes through ghost tosses
  2. Multiple 2H's is bad isn't it? It force prorates like 80%? I assume that's stacking so like.......that's just adding proration to your combo. best combos in the world are mappa air hit combos. They're so easy to get on backdashers >_<
  3. More stuff: Shishio: Seems like a good character to me. Lots of good spacing tools and mix ups into damage. I need to get some real match experience with him but here's the stuff I've found. 5D has massive range, 2D is retardedly fast and combos into 623A (here to referred to as "ass chopper"). 2C works really nice as anti air, covers a lot of ground distance, and can be step canceled. If hit as anti air, you can step cancel and go for a throw reset or mixups. All non-sword normals seem to combo into 6A or 6C. 6C is an overhead and combos into 6A ->214C ->Ass Chopper for good damage. 2B has good range and combos into 6C or 6A bread and butter combo. Throw combos into A version of ass chopper for about 1/4 health. 623A is slow but knocks down and covers pretty much a 3rd of the screen and works as anti air. It also OTGs for good damage so do it off of like....any knockdown if they don't tech roll. 236A covers nice distance, stays active for a while, and makes them stumble on hit and can be comboed into 2D, 5D, and other things if you're close. It seems like it leaves you at frame advantage on block. 236C pretty much covers any air space in front of you and will hit standing opponents. If it lands as an anti air, you can combo it into the C version of ass chopper for almost half health. (WTF?!) 236K counter stays active for fucking ever and recovers quick once the active frames are over, and can be super canceled into 632146A, which will now be referred to as "key blade". Mixing up between 6C and 2B seems to work pretty well. Both lead into the same bread and butter combo. Also the BnB combo is safe on block so you don't have to even hit confirm if you're lazy. in the corner: 236A ->6A 6C 236A -> 5D step cancel -> 2D Ass Chopper (does around half health) 236A ->6A 6C 236A -> D-Assault Anywhere: 6C/2B 6A C version Ass Chopper 2A 5C 6C 214C Ass Chopper
  4. So I was messing around with Neo Dio today and I found something out. His electricity thing does more block damage than regular damage and also takes off like... a 3rd of their guard bar. He's actually really good at raping the guard bar in general. I have no idea how he was meant to be played though. I wonder if he's related to JoJo's Dio? He says MUDA MUDA MUDA and WRYYYYYYYY for two of his moves. I sense copyright infringement. Also is shishio any good? Oh shit found some nice nio dio stuff: just about everything combos into 236K which knocks down. After that you can jump up and either do 236HK or 236LK and depending on which on you do, you either get a cross up or a regular block, and it's pretty ambiguous. After that, it kinda does a reset thing and as they land, you can do the ice command grab into the kick super for over half health. Also if you jump over them, you can do those same moves to cross up yet again, giving you 4 different ways to cross someone up on wakeup. Also it seems most of his moves knockdown and leave them at dio's feet, so it's perfect positioning for the wake up games. Oh and the lightning hair seems to either have a buttload or priority or some invicibility on it. Hmm....
  5. So I found out tonight, you can DOT Zappa's Raoh ghost super on reaction for a free counter hit. Pretty nice stuff. Don't let them try to chip you, haha.
  6. 3rd rule of DOT: If you're gonna do it, learn the damn FRC!
  7. Ok I'm picking up testament as a main but I gotta know.....how do you combo Ky? >_< Doesn't seem like you can do anything after a throw, and a regular loop is really tough on him. What are some ky specific combos?
  8. So what is your general strategy when playing Slayer? What's your game plan with him? In general, how do you approach the opponent? Are you more aggressive or defensive? I'm switching to testament for now but I still wanna try to improve my Slayer in the mean time. I'm just having mad trouble getting the character to work for me, and was wondering what other people like to try and do with him?
  9. yeah, I think everyone except goodman is.
  10. I'm trying to learn mizuchi right now, he seems like he might be good. What's this infinite I hear of though? Also why couldn't they have made Asura good? Do all his normals have to be like......40 frames? I mean seriously.....why?
  11. haha, thanks Zaido.
  12. Hey when you did the anti Pot j.D DHD, did you block the j.D then do it, or did you just straight up DHD? It kinda looked like you blocked so I wanted to make sure. I think I've asked this before but I can't remember. What do you guys do for 2D RC 5H combos?
  13. Oh yeah he looks fun. I wish I could walk forward constantly and have stupid priority attacks and get silly mix ups all the time and cross up like no problem and have a super that cuts them in half vertically and get throw setups off of like everything
  14. haha nah Lei Lei's my main, I play sas for the fun of it. I just short hop and randomly do ice tower ex mostly with sas >_< Sadly that works vs. like 90% of the people on GGPO.
  15. Any reason why VS2 got less play than VS1? I really like the cast of 2 better, I got rid of all the gay furry characters and replaced them with cooler dudes with floating swords and laser robots. Plus I mean....Gallon gone? Yes please?
  16. Alright biggest tips I can give you really are try to FD more vs. HOS if he has you in the corner so he can't rush you all day, it helps a lot. Also if you're doing BBU -> 2D 5K JC air combo, if they're too low to combo with j.K, use j.S and let it vacuum them up for 2 hits and then continue the combo. Helps a lot vs. HOS. Also don't use regular pile bunker x_x Good combos though when you got them.
  17. Sometimes it loads multiple frames and one will actually have the real spectator match in it. Try moving the screns and see if one of them has it, if you're getting like 3 or 4 all on top of each other when you try to spectate.
  18. GGPO needs JoJo's. For serious.
  19. ahahaha, you saw my scrubby Hsien-Ko? I just picked it up a few days ago. The game's so fun though, and I like so many characters, I can't decide who to settle on. First game where I actually liked half the cast. I'm up for playing anybody that wants to on GGPO, that program is amazing. There's like....no lag. At all.
  20. I always wondered about that too. If I air throw it's usually because I got lucky, lol. >_<
  21. Thanks for the advice guys, that pretty much covers most of my problems with her, I'll see how it works out next time I play. Good shit! Also, how do you guys punish backdash? I was having the problem of 6K on wakeup getting backdashed so I need a good punisher.
  22. Ok how the hell does Slayer beat May? Like here are my problems. May's air game. J.H beats out almost everything Slayer can do unless she's at the perfect position for 2S. j.H also beats out all of Slayer's air to air so there are very few options against it. Her j.2H is also impossible to AA it seems if she's directly overhead. How do you handle dolphins as well? Will any moves straight up beat the horizontal ones? And what's an answer for her whiffed short vertical dolphin into command grab? If I just block, it doesn't touch me, but if I try to poke it my hit box extends and I get hit. I can just jump away but this doesn't put me anywhere. Also, her jump is ridiculous. It's almost impossible to pressure her for long because she can jump so high and fast that using 2S and 6H to try too catch jumpers when pressuring usually just whiffs against her. I'm seriously at a loss for how to fight this bitch if she just dolphins and jumps around mashing heavy.
  23. Yeah I sort of agree with this. If you go for knock down all the time, they'll never actually use their burst and you'll be doing just as little damage with your combos as you would be if they had just bursted in the first place. I'd rather just eat a burst and not have to worry about it for a bit if I had to. But yeah...I guess there's always RCing the BBU and blocking >_< For me, people usually try to burst the follow up AFTER BBU. IE 2D and they burst. 6H isn't JCable......that could be your problem.
  24. Yeah I do that every now and then. Undertow prorates like a bitch though. Also for DOT, just FRC it and do 6H when they're stuck to the wall into an air combo. Seems to be the most reliable / highest damage.
  25. It's cool that you can do that but the likelihood is very low of me either doing A) CH 2D from the very maximum range and then B) noticing it CH from max range and realizing I should do super situational tight timing combo right there. And I guess the timing isn't hard on CH 2D 5P but it's more getting the spacing right and spotting it before they're too low for it to combo. I'll try some of those mac and cheese combos when I get home later though. Looks hawt.
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