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Rigel Cyrosea

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Everything posted by Rigel Cyrosea

  1. Hosting Saturday, noon till whenever.
  2. I can host one of Friday/Saturday if everyone's not too busy with thanksgiving stuff. Let me know.
  3. Hosting tomorrow (Saturday). Come by any time after noon.
  4. If you P missile against Pot he can flick it. It does more harm than good. One H missile will stop their superjump from reaching you entirely, but they'll still gain ground unless you did it mega preemptively. If you're doing preemptive high missiles you're leaving gaps that people can dash through. Gaining ground matters. People aren't going to get all the way through with one or two movements, but ever time they make the right choice they get closer to you. If you stop firing missiles to michael sword and you don't hit them, most of the cast will be able to punish you if you try to start firing missiles again directly after. Of course, you have other options, but continuing to spam missiles is risky at this point. If you're better enough than someone than you can continually predict their movements far enough in the future that you can preemptively change patterns to stop them, then you deserve to beat them imo. And without that level of prediction, your opponent will get through eventually. It comes down to how long you can keep them out and how much chip damage/frustration you can build.
  5. Yes, I have not played Justice against every character, and certainly not against someone who mained the character for each. And of course, I am not a top player, and neither is anyone else around here. My HOS is bad. I don't like playing Justice vs Ino or May. Hash is a pretty talented Ky player... I don't think any of that matters to my main point though, which is that every character has the tools to deal with macro Justice, and that it takes time to learn the matchup. I know that every character has a super jump, and most of the cast can dash and faultless cancel their dash. The exceptions to the last would be Johnny, Potemkin, Justice, Normal mode Aba, Ino, and Slayer. Every character who can super jump, normal jump, dash, and fd cancel their dash can make progress through missiles. It's pretty straightforward- if the Justice player is not constantly firing p-missiles, you can make progress by dashing and fding just before the missile hits you. If they are only firing p-missiles, you can superjump or iad. Against many patterns, you can also try superjumping, then landing such that a p or k missile hits you from behind, pushing you forward. Just these tools alone will get you through all missile patterns. The are not infinite. There's only so many ways Justice can put PKS on the screen, and all of them have costs and benefits. The cost of making a mistake is high (because missiles will juggle you), and if you're completely predictable in your movements the Justice player can potentially detonate a set of missiles to punish you- but that is high risk for Justice, because if she's baited into doing it at the wrong time, you get through for free. The thing about getting through missiles is that you have to be patient and careful. You have to know what you're doing- if you're still just experimenting with ways to get through missiles, you will almost certainly lose. Johnny probably has the hardest time of any character (maybe ABA is worse, but I haven't personally played that matchup). Because of his height and lack of low-profile forward movement, Justice can mostly ignore P missiles and use just K/S. However, Johnny still has the tools to get through. His superjump is excellent, he can regain air movement options with KJFRC, and he can move forward on the ground with 6KFRC. It's also possible to gain ground by walking forward and crouching under K missiles. I absolutely agree that this is in Justice's favor. Possibly heavily in her favor. But it's clearly not unwinnable. Potemkin has no serious difficulty with macro missile patterns. Slide head goes under K/S missiles and jumping goes over P missiles. Justice has a full screen super that punishes missiles, and can build the meter to use it quickly by walking forward and instant blocking missiles. Ino has plenty of tools to deal with Justice, including notes along the floor, hcl, and great air movement. It's highly unlikely Justice will ever even get into a situation where she can fill the screen with missiles against Ino. Slayer needs to build 50% tension for ex-dandy into ex-pilebunker before he can really threaten to stop Justice, but since he builds bar very quickly by walking and instant blocking missiles, this isn't a huge problem. EDIT: The Slayer player I practiced with corrected me- apparently 25% for ex dandy into regular pilebunker is good enough most of the time. DoT is also a decent option. The only character who lacks a real dash and might be unable to deal with missile spam is normal mode ABA. Likely, she will have to bloodpack before she can make any progress. That matchup is probably terrible, but at least Moroha mode does have the tools to get through missile spam- namely, a fast dash which can be fd canceled. Were AC Eddie and Testament legit and balanced and rewarding? I think we're leaping to massive conclusions here. The existence of some bad matchups is not going to ruin the entire scene. Also, playing Justice against someone who does not know how to beat missile spam is indeed very little investment. It was very little investment before the macro glitch too. In fact, I made that remark before I'd even heard of the glitch. Justice requires matchup knowledge or a heavily favorable matchup to beat, and does not rely on complex execution, macro or not. On the other hand, playing Justice and actually winning against someone who is familiar with the matchup is not a extremely small investment.
  6. I have personally been playing a TON of macro Justice in casuals. At first it seemed like she was absurdly overpowered, and instantly won any time she hit michael sword. But, credit to the guys playing with me, they stuck it out and figured out how to beat it. There are only so many missile patterns you can put out and all of them have an answer. It actually becomes a really intricate game of reactive zoning as I try to vary patterns so my opponents have to constantly change strategies on how to get through. Some matchups felt broken at first (Slayer, Johnny), but after enough time playing them they evened back out. Nobody in this game lacks the tools to get through missiles, players are just lazily dismissing things as hopeless because they didn't figure it out in half an hour of playing/testing. I have to say, I like macro Justice a lot better than regular Justice. She's a true zoning character, which is something GG doesn't really have under normal circumstances. If your evidence for Justice being overpowered is that some people picked her up and swept a local tournament against people who'd never had to play against her before, that's garbage. Give those same players a week to learn the matchup and see if it's so easy next time. There are plenty of arguments for banning the macro glitch that I can respect, even if I don't agree with them, but "because it would make Justice OP" is not one of them.
  7. Come by any time after 2:00. Get well soon, Phil!
  8. Someone needs to explain to this guy that you can put several matches in one video.
  9. I'm pretty sure Joe can host on Friday.
  10. Он лжерусский, но весело.
  11. Yeah, either of those will go into normals -> Michael Blade. The damage won't be horrible but it does push you full screen again and give her time to get more missiles out.
  12. School stuff's still pretty light at this point, so I can host on Saturday again.
  13. What's a good fuzzy setup for oki? Are there versions that are also safe jumps? Corner vs midscreen differences?
  14. I've played Justice vs HOS a bit from the Justice side. It takes a lot of patience for HOS, but overall it feels about even. There's definitely some things to note, though. I'd recommend charging to full as early as possible. If you wait till there are already missiles all over you, you won't get much opportunity. If you start charging at the same time as Justice starts firing missiles, you can get a full charge pretty much for free, because missiles take a while to cross the screen. Also, if you try to charge after she has 50% bar, she can punish you with Super Michael Blade (Might be able to charge burst out of that? The person I was playing didn't, but that doesn't mean it's impossible). After that, it's a matter of getting through the maze and then making her pay really hard when you do get in. There's definitely no simple answer for how to get through missiles. Justice has to adapt her patterns to what you're doing, so you can't be predictable in your approach. If you block a missile in the air within Justice's f.S range, don't forget to green block. That f.S will eat a lot of your tension, so try at avoid this situation. If you block Michael Blade, don't try to run in immediately after, Justice can easily just Michael Blade again to stop that. Watch out for her throw range, it's extremely large. Also, do not burst the 6H after she throws you- it auto burst baits if she does it right. Reversal wise, she has a low-invincible dp that's pretty easy to beat, a Potemkin-level backdash, and a decent reversal super. The super should be easy to safe jump, and that'll also beat the dp. If you can react to the backdash afterwards, then you're good.
  15. I'm trying to pick up this character in +R. I have no idea what I'm doing, and this thread is empty. I'm going to post what I'm doing so far, and hopefully you'll all be so annoyed at my scrubby combos that you'll be compelled to inform me of the error of my ways by posting better combos. 5k/2k starter : Damages based on 5k starter vs Sol Lv1: c.S 2S 2D Charge (75 + KD) c.S 2S 2D 236S (92) Lv2: c.S 2S 236S~D (93 + KD) (Near Corner) c.S 2S (2D in corner) 236P(~D in corner) j.HD dj.HD 236K(~D if lv2) (152 + KD if still lv2) Lv3: (Midscreen) c.S 5H 235K 214S~[D] 214S ]D[ j.HD dj.HD 236K (213) - That ender might not work on lights, haven't tested. (Midscreen) c.S 5H 236K j.HD dj.HD 236K~D (188 + KD) c.S 5H 236S j.HD dj.HD 236K~D (183 + KD) 2H RC: Dash and do a 5k combo j.H counter hit: Forgot to record damage for these, but they're in pretty much the same ratio to each other as their equivalent combo off of 5k. Lv1: 2S 5H IAD j.PS 263H~D Lv2: (Corner) 2S 236P~D j.HD dj.HD 236K~D (KD) Lv3: (Midscreen) 2S 5H 235K 214S~[D] 214S ]D[ j.HD dj.HD 236K (Midscreen) 2S 5H 236K j.HD dj.HD 236K~D (KD) 2S 5H 236S j.HD dj.HD 236K~D (KD)
  16. I have a PS3 and two monitors available, but I'm not sure how much of that I can lug out regularly. I'll have a monitor and ps3 at least for Thursday. I won't be super early though. I have class till 5:30, then have to go home from Carleton to pick stuff up.
  17. It really isn't. Any decent Justice (or Eddie) player should be able to press and hold each button independently of each other. At worst, one of your missiles gets detonated early when you press your antiair and your juggle potential goes down. Not a big deal.
  18. Yeah, I'm hosting Saturday, same time same place as usual.
  19. The drill isn't actually safe on block. Though it is difficult to punish, it's not impossible. If he does it close to you, it shouldn't be too hard to get a jab (or something else fast). Pot can 5K, but it's tight. Also instant blocking helps, as always. I've heard that there's some kind of flag on drill that sets the hitstop to be different from normal (less than usual), which could contribute to it seeming difficult to punish, but I can't confirm that.
  20. You can take the Greyhound. Looks like it's about 45$ for a round trip. There's also the train (Via Rail), but from the quick look I took, it's going to be a lot more (~80$). There's also rideshare, which is generally cheaper, but I can't speak for reliability or safety (google it if you want).
  21. I'm hosting again on Saturday. Can't go too late this time, as I have to get up fairly early on Sunday, so feel free to come by fairly early if you like. (Though not before 10:00am please.) I think the venom combo video you're thinking of is called 'The Third Eye'. There was another one too, but I forget the name.
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