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pochp

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Everything posted by pochp

  1. Discuss the matchup here. This post will get updated with relevant information eventually.
  2. Discuss the matchup here. This post will get updated with relevant information eventually.
  3. Discuss the matchup here. This post will get updated with relevant information eventually.
  4. Discuss the matchup here. This post will get updated with relevant information eventually.
  5. Discuss the matchup here. This post will get updated with relevant information eventually.
  6. Discuss the matchup here. This post will get updated with relevant information eventually.
  7. Discuss the matchup here. This post will get updated with relevant information eventually.
  8. Discuss the matchup here. This post will get updated with relevant information eventually.
  9. Discuss the matchup here. This post will get updated with relevant information eventually.
  10. Maybe. I have a project to do in the afternoon, I should finish before the evening, but I can't confirm my attendance for tomorrow atm.
  11. Hm, I dunno, bad starters I do like 2a 2b 3c SoD dash 5c 6c 5[d] neutral jump. I haven't given DP a shot though, it seems like 2a 2b 3c SoD dash 5c 6c 6d DP jump forward, would be pretty good, since the laser shoots after they recover from the earliest possible tech. Matchup threads.... soon. The new matchups are pretty confusing, don't worry I want to talk about them too lol.
  12. Corner Setup - combo finishing on high j.2c j.2[d] meaty 2b 5b 5c 3c IAD ]d[ j.c j.2c 2b 6a 6b 5d j.a j.b j.c dj.c ]d[ j.2c (3511) meaty (2a) 6b ]d[ dash 5c 6c SoD 6a 5c 2c sj.2c j.5d dash 2b 5c 2c j.c j.2c (3984) Midscreen Setup - blocked j.b j.5d (2a 6a) 2b 3c ]d[ IAD j.c j.2c dash 2b 6a 6b 6c tachi j.6d abdc j.c j.2c dash 3c j.2c (3170) (late 2a) 6b ]d[ 5c 6c tachi j.6d abdc j.c j.2c dash 3c IAD j.c j.2c (2994) Corner Version - blocked j.b j.5d (2a 6a) 2b 3c ]d[ j.2c 2b 6a 6b 5d j.a j.b j.c dj.c ]d[ j.2c (2a 6a 2b 3c ]d[) IAD j.b 2b 3c RC dash 6a 6b 6c tachi 2b 2c sj.2c (could most likely be optimized) (2a) 6b ]d[ dash 5c 6c SoD 6a 5c 2c sj.2c j.5d dash 2b 5c 2c j.c j.2c (3528, same as setup above, but tighter dash) Parenthesis meaning moves that are blocked. If the hits connect the laser does the hitconfirming, if they block it lets you get in again. Midscreen overdrive 2b 3c OD 2c 5c 6c 2d 7jc ad j.b j.c j.2c j.214d dash omohikane = 4401 (requires <54% hp) 2b 3c OD 2c 5c 6c 2d 7jc ad j.b ]d[ j.c j.2c j.214d dash 2d j.b ]d[ j.2c j.214d dash omohikane= 5733 (requires <12% hp) That's weird, I thought overdrive duration was by 10% hp step but I guess it really does vary between the numbers. first combo will work at 53% but not 54%, works at 11% but not 12% for the second one. If you're always getting stein instead of 3c overdrive cancel, just hold down all four buttons immediately after pressing 3c, it'll cancel automatically at the first possible frame. Also, practicing this gave me the idea that 3c RC can also take a similar route, which still does decent damage 2b 3c RC delay 2c 5c 6c 2d 7jc ad j.b j.c j.2c j.214d (6a 6b 6c)/(6a 2c sj.2c)/(whatever other ender) is like 3k, similar to 2b 3c RC tachi routes. I have trouble with them too, there are a lot of strict timings, but the damage worth it, it's like 3k. I feel like you recover faster than it looks like after the airthrow, so just try to dash as early as possible.
  13. That part is kind of tricky. There's a somewhat high minimum height on airdashes, so you need to make sure you're cancelling the tachi into the stein early enough, and then cancelling that into air backdash as soon as possible. The whole sequence needs to be done pretty quickly, if your inputs are clean it's only a timing thing. Worst case scenario, you can also do 6c tachi land 2b 2c sj.b j.c j.2c or something like that, until you get the timing down.
  14. Please go vote for the day of the next monthly tournament it takes 5 seconds : http://www.sankishin.com/board/viewtopic.php?p=1036#p1036
  15. Might be worth looking into, I've had a lot of success so far going from zoning with a lot of steins to a 3c stein hit j.b etc. combo, due to the changes to stein level, maybe using CT instead would be worth the meter... would have to compare it to the other hitconfirms once I get the game (tonight hopefully). On hit you get a combo, on block it's a decent mixup, seems interesting.
  16. Details to come soon, but we're planning on having weekly small free tournaments on thursdays starting next week. The results will be used to seed the monthlies maybe? How does that sound? Awesome night by the way, I think we were around 25 at some point lol. Do you know what the problem is? If not just let me know next time you plan on coming I'll bring some tools. Never tried opened up a qanba before though.
  17. First impressions (might be wrong, played at a friend's place, barely any training mode) : -jump changed -normals have more pushback on hit -Midscreen, SoD knockdown much stronger than extend, 3c knockdown not as good. -steins are good -RIP habaya, so much counterhit state and recovery -OD with a lot of steins feels pretty good in pressure and on wakeup, like if your opponent is low on health and you want to lock their burst, the stein shots give you good lockdown. won't have the game until physical copy gets delivered, so no combo notations for now, but I can say the easy routes are a bit tricky at first but overall not that hard.
  18. Well I can confirm that it's installed and working on one of the foonzo consoles. Takes over 2h to dl and install tho so I hope you guys start it early on the two other consoles. Only got about 5 mins before they closed lol.
  19. I'll throw in some money too. If anything, we could just go to foonzo every day until we get the physical copies
  20. This is just an overview from watching videos, will get updated when bbcp arrives. Sometimes hard to tell which combos actually deal more damage since starters vary. If you guys want to contribute some others that you found feel free to share, but they should at least have a reason to justify their use as opposed to those listed. Kind of want this to be somewhat easy to understand and use as well, so if you have any feedback on the format, please share that as well. Stein placement inputs changed so I didn't want to write the wrong ones so I left most of them blank for now, notation may also be wrong as I can't test these. Notes : Combos are listed as often as possible ending in 6c or j.2c, this allows you to pick your ender, whether it's 6c 5d SoD, 6c 5d j.2c, 6c setup, or 6c omohikane. Corner combos end in 2c when possible, allowing decent setups. SoD ender seems good for corner carry and meaty, but no setup. 2c OTG does not work on at least bang, maybe more? 2c 6c does not combo on Carl, Bang, Mu, maybe more? midscreen, *6a 6b* route exists but doesn't seem optimal... yet? ad : airdash bd : backdash/air backdash : : delay [d] : charged tachi : new move omo : omohikane Midscreen : bad starters (5a 2a DP throw airthrow projectile) : air hit : (5b) 2c j.2c 2b 5c 6c standing hit : anything into 3c/SoD crouching hit : anything into 5c 6c (optional tachi into crossup/fake) throw/airthrow? : dash 5b 2c j.2c 2b 6a 6b 6c 50 meter : ...3c rc 2c 8jc ad j.b j.c j.2c dash 2c 6c 50 meter : ...3c rc 5c 6c tachi j.6d bdj.c j.DP 50 meter : ...3c super. damage values need to be tested, might be most efficient. normal starters (everything else, besides counter assault and burst) midscreen easy routes : *tachi 3c short* : ...6c tachi j.6d bdj.c j.2c 3c j.2c (3c SoD) -when starter took over 4 normals including j.2c before 6c *tachi 3c route* : ...6c tachi j.6d bdj.c j.2c 3c iad j.b j.c j.2c (3c SoD) -seems easiest and most stable *tachi 2b route* : ...6c tachi j.6d bdj.c j.2c 2b >d? j.b j.c j.2c (6a SoD) -more steins, better oki *tachi sj route* : ...6c tachi j.6d bdj.c j.2c 2b delay 2c sj.c j.b j.c j.2c (2c SoD) -more damage, better oki *2c tachi route* : ...2c j.2c dash 2b 5c *tachi 3c short* (anti air hitconfirm) *2c sj route* : ...otg 2b 2c sj.:c j.b j.c j.2c 2b 5c 6c *sideswap sj route* : ...6c tachi 2b 2c sj.:c j.b j.c j.2c (gets out of corner) midscreen hard routes : *tachi charged route* : ...6c tachi j.2c bd delay j.c dash 5b/2b 5c 5[d] j.b j.c j.2c j5[d] ad delay j.c dash 6a 2c j.c j.2c (might require max 1 normal before 6c, to be tested) *2c ad loop* : ...2c 8jc ad j.b j.c j.2c 2c 8jc ad j.b j.c j.2c 2b 6a 6b 6c *6a ad loop* : ...2c 8jc ad j.b j.c j.2c 2b 6a 8jc ad j.b j.c j.2c 2b 6a 6b 6c Most normals lead to the same combos. Air hits, either gatling into 6c and pick a tachi route, or go into 2c and take a 2c route. Crouching hits go into 6c and then a tachi route. Standing hits, need meter to go 3c RC and then either head towards a 2c route or 5c 6c for a tachi route. Specific combos : 2c CH : 2c CH jump :ad j.c j.2c 2b 5c *tachi 3c short* (need to test with this move) 2c CH 5c *pick a tachi route* (does this work?) 6a AA : 6a 5c *pick a tachi route* 6a 2c *pick a 2c route* 6a 8jc ad j.b j.c j.2c 2c 8jc ad j.b j.c j.2c 2c 8jc ad j.b j.c j.2c 2c 6c 6a ad j.b j.c 6a 8jc ad j.b j.c 6a 8jc ad j.b j.c 6a 8jc j.b j.c j.2c 2c 6c 6c : ??? (I'd probably go 6a AA route and end with j.2c) SoD CH: ??? (Either 5c 6c etc. or 6a 2c etc. I guess?) Overdrive : can replace RC for most midscreen combos as in ...3c OD *5c/2c/6a*, and then do normal combos if HP is full as it's not going to last anyways. You can also use it right before doing a super, like 6c OD omo, or 3c OD omo, or prob j.2c OD omo if you don't want to learn these. bad prorate fullhp : ...3c RC 6a jc OD 2a 5c 6c 2d? iad j.b j.2c j.214d omo bad prorate halfhp/lowhp : ...3c RC 6a jc OD 5a 6a 6b 6c 2d? iad j.2c j.214d omo cancel fullhp : ...3c OD *2c route/5c 6c tachi route* cancel halfhp : ...3c OD 2c 5c 6c >d? iad j.b j.2c j.214d omo cancel lowhp : ...3c OD 2c 6c >d? iad j.b j.c j.2c j.214d dash >d? j.b j.2c j.214d omo Corner : Bad starters : Ground hit : ...SoD 5c 6c Air hit : ...2c sj.2c j.2d 2b 5c 2c j.c j.2c (probably? doubt it) Throw : 6a 6b 6d SoD 6a 2c sj.2c Throw : 6a 2c sj.2c j.2d 2b 5c 2c j.c j.2c (for characters above does't work on) Airthrow : 6a 6b ?d SoD 2c j.2c? (if above doesn't work) Normal starters : (damage values are approximate, and for 2b starter) Easy routes : *EZ Route* : ...SoD 5c 2c j.2c 2b 5c 2c sj.2c j.2d 2b 5c 2c (j.c j.2c/sj.2c?) (3.5k, most common, easiest) *BS Route* : ...SoD 5c 2c delay j.b j.c j.2c j.2d 2b 5c 2c j.c j.2c (3.4k, lots of burst safe points until j.b) *CT Route* : ...SoD 5c 6c CT dash 5b 2c j.2c j.2d? 2b 5c 2c j.c j.2c (4k, easy from farthest) Hard routes : *MaxDmg 1* : ...SoD 6a 6b 2d? j.b j.c j.2c j.d ad j.c j.2c j.214[d] j.2c (3.9k) *MaxDmg 2* : ...SoD 6a 5c 2c sj.2c j.5d 2b 5c 2c 5[d] j.c j.2c 3c 214[d] j.2c (3.9k) *Meaty Shot* : ...SoD 6a 6b 2d? j.b j.c j.2c j.6[d]? ad j.c j.2c (3.1k) *Delayed Shot* : ...SoD 5b 2c sj.2c j.xd 2b 5c 6c 5d xd j.2c j.[d] ad j.2c (3.2k) *2b 2steins #1* : ...SoD 2b 5c 2c sj.2c j.5d 2b 5c 2c 5[d] j.c j.2c 3c sj.2c (3.4k) *2b 2steins #2* : ...SoD 2b 5c 2c sj.2c j.>d? 2b 6a delay 2c xd? j.2c 3c j.2c (3.4k) *H.H route* : ...SoD 5c 2c j.c j.2c 2b 6a 6b 5d j.a j.b j.c dj.c j.2c (3.6k) Overdrive : Bad starters : tbd fullhp? : 2b 3c SoD 2b 5c 2c sj.2c j.5d 2b 5c 2c 5[d] j.c j.2c (falling)OD 3c 214d 6c omo (5356) fullhp : 2b 5c SoD 6a 6b ^d? j.b j.c j.2c j.5d 6a jcOD 5a 6a 214d ^d? 214d j.2c omo (5203) halfhp : 2b 5c SoD 6a 6b ^d? DP RC OD 5c 2c 214d (^d? 214d)x3 j.2c 2c omo (6830?)
  21. In both those games, the masked character with a 2h sword is kinda broken, and looks like a lot of fun to play.
  22. http://www.nicovideo.jp/watch/sm22093893 lol
  23. Bought one from ebgames online store because they were on sale. Bought the other one at a tournament. They usually have good deals at tournaments, but if you prefer online check out http://www.canadianjoysticks.com/. (and by tournament I don't mean weeklies or local events lol, sponsors don't show up to those)
  24. If you get a chance, try 236s at neutral to call out missiles, I wonder how it would do against other Justice players. Walking forward has worked better than jumping for me so far, you can 214p to avoid chip damage once you get close to the missiles, though my experience in the matchup is kind of limited so I'm probably wrong. But yeah it's not an easy one. About 214k, I feel like against other characters, you can get thrown after it's blocked only if you space it really bad, but the taller the character, the most likely that is going to happen... Yeah you get air options back after air blocking iirc. Can't test atm, but wiki confirms it : http://www.dustloop.com/wiki/index.php?title=Defense_(GGACR)#Air_Block
  25. Watching this tournament I was worried we wouldn't get a chance to see BoB... http://www.youtube.com/watch?v=13AzYHO6VIE&t=14m02s BoB vs Nage (Faust) http://www.youtube.com/watch?v=13AzYHO6VIE&t=17m01s BoB vs Eki-Chan (Zappa) http://www.youtube.com/watch?v=Zp0mYRz-Gek&t=16m40s BoB vs AZ (Axl) http://www.youtube.com/watch?v=Zp0mYRz-Gek&t=19m35s BoB vs Kedako (May)
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