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Dullyanna

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Everything posted by Dullyanna

  1. Its been a grip but J and I'll be there.
  2. Xrd should always be the big bully and I'm def not biased in saying this. Btw Tiggy and I should be there barring acts of God. Also btw please don't call me by this username. Seriously, I'm sick of it. I'll happily commit to my next stupid nick for the rest of eternity. Edit: HAHAHAHAHAH 9-14 inches of snow yeah see ya'll next time.
  3. If you IB the first rekka on block, you should be able to throw him out of the second if you time it right. His cross up special is +1 on block. Depending on spacing it might not cross up, in which case he can be out of throw range on IB. Also when you go for throw always OS it even if you'll get worse positioning, good Leo players will try to bait it with yrc and you really don't want to give him real damage.
  4. What a shame... unless there's mb this time.
  5. You know about about the cbus fg group thing? If not you can try reaching somebody on there https://www.facebook.com/groups/cbusfg/ assuming things didn't work out with circ. Also since I finally learned something that can technically be called a combo in dfc it should totally be a tourney game this time.
  6. Like Tiamat said, if you're against a character with a good vertical reversal, its arguably better to put yourself at a further range to do safer oki. The basic variants don't work on all characters, and if you want to do meaty low/jD shit after bedslam you're better off doing it off of a different combo.
  7. A good annoying thing to do off safe jump is vary your timing and do jH while mashing 2k to combo/hit low when you land, the varying multiple hits really throw most people off. Its reasonably effective even off standard sweep walk-up safe jump, and easily sets up throw. Just don't get BSd lol. If I smell them trying to reversal, sometimes I just hang out with 8 mid-jump and throw futbol yrc on wakeup to safely pressure.
  8. I don't know if I like the stagger for 214C jD on oki, but it'll probably make getting solid combos off low in same kd situation more consistent. Gonna have to wait and see. The 2h change is flat out awesome though.
  9. Hopefully I can make to two of these in a row. Dunno about rest of Cbus but face is most likely down for it. God I hope mb happens this time.
  10. Save meter to bs the unblockable on reaction or dash yerk against it in case you think he'll feint it to bait bs. It's fine to do it against his other bt stuff if he's predictable but your main line of defense should be solid blocking til he has to dash or spend meter to get back in. In neutral I like to play outside of his s fireball range b/c it's his strongest neutral tool and he otherwise doesn't deal with zoning or runaway well at all. Around full screen he should never be able to get h fireball out b/c you have 3hs, but if he does you can avoid it in the air p easily. Don't ever approach from the air or do bed slam without solid covering fire. Leo's 6p is godlike and leads to full air combo, and flashkick has short charge time along with an asston of invul. Keep him out and wear him down until you have a safe opening to start offense, his mobility is ass and. Demand plays off that really well.
  11. Putting yourself right next to a pressure character and at disadvantage isn't really a good idea. Yeah she doesn't have grenade on you for now, but in a couple seconds she will and in the mean time you're very likely at - thus giving her pressure and time to get another grenade out anyways. Also yeah her cl.S means bad bedslams are going to get bodied, and because she can do it without directional input they don't even have to worry about crossup/non crossup.
  12. Grenade, options at neutral at a lot of ranges, strong pressure/rtsd/oki, grenade, hella good damage off stuff in corner which isn't an uncommon situation for Bedman to be in, also grenade. Also good alfs aren't going to be throwing out 5hs randomly, they're going to use it to limit where you can stick your shit out, keep you from getting air futbol out at a certain range, etc. I'm not going to say this is a bad matchup, but it's definitely a rough one and you really have to be constantly on point during neutral.
  13. 2k is p good vs Slayer in general. So are fS and 2s if you have breathing room, gotta watch out near his 5k range though. From my exp it's best to runaway and zone slayer out until you get a good kd/opening to start offense. Also watch out for dot (The fast super that does all the damage), bdc mappa during pressure/neutral, and be careful + patient during pressure b/c that's generally how he gets nasty damage.
  14. tk 236S RC is also cute b/c it beats a lot of lows and on any hit you can get jS after the RC into w/e xx bedslam combo. If I think they're going to press buttons or try stuff after fS I do it sometimes, because at worse you get dp'd/supered or pressure on block for 50% meter. As far as netplay setups, after good bedslam kd all you need is 214H then instant jD (Might have to walk forward a tiny bit), jump forward FD or any low you want. If they crouch block and respect you on wakeup you can mix in throw in corner.
  15. Except generally in tech trap situations where the defender is trying to tech asap, they probably aren't going to miss the first frame by a large enough window to make a significant difference in how far they tech away from the opponent. Delayed tech in these situations has always been incentivized when the defender recognizes it, because it's harder to catch than the early frames because of both positioning and timing. When they don't, the offender plays off them mashing and trying to get out of the combo asap, and not always getting tech on first frame really doesn't change that.
  16. Yeah with hold tech in GG, top players would magically anticipate where their combos will drop and just delay their air normals by a large number of frames to OS catch the fastest possible timing of air tech instead of try to go for their GUARANTEED DAMAGE. Much of the time that competent players drop air combos it's by a couple of frames, so the 5 frame + air normal is more than likely already going to be out by the time they tech, even if its on the first frame possible. You can only prepare so much for a dropped combo, and it often isn't going to put you in a favorable position when it happens.
  17. From what I've seen in Tsubu matches you can play off messing up Faust AAs with high float and air 236Cs if/when you have too, but this can easily go against you. If you're going to jump then make sure you're outside of poke range, because from personal exp I can say you'll just get bodied otherwise, hence why staying on ground most of the time is the best bet. Jumping backwards outside of fS range and throwing 236A is generally pretty safe if there aren't dangerous items out, it eats bad fSs and stabs and gives you a potential opening. Also staying right outside of the range of his normals and trying to bait fS/2HS/far items and punishing with 2/3h through good ground movement is pretty important, too. Try not to get too into trying to punish head bombs, Faust is generally as safe as he wants to be after them. Just try to keep him honest or get advantage if possible. If you're close enough and he's being stupid with them though, SJ right into him and have it blow up in his dumbass face. It feels like it'll generally be a really uncomfortable matchup til you get a good kd, but I can't and won't speak on m/u numbers yet. Just be patient and remember that all it takes is a good kd to start running shit on him (Just don't forget about ass super).
  18. Bedman's walkspeed is pretty good for playing a more traditional footsie game (Walk back and forth, move in and out of opponent's effective ranges to bait shit), which doesn't usually come up in GG so it can also throw people off at the least. Not to mention Bedman also has the ground tools to poke/punish in neutral at a lot of ranges. 2s is cool b/c it's neutral on block, has a somewhat better hitbox than 2D (At least from my exp) and has really fast recovery on whiff. It's also okay as a low meaty since it goes into 5HS. Also I haven't tested on the whole cast, but regarding safejumps Bedman gets one on Sol off of 2D. Just hold forward for like a frame or two after 2D then jump forward, and if you do it right you can get meaty jK/jS and still be able to block 623s.
  19. Yeah I didn't respond b/c I only occasionally have access to internet and rarely have the time to post stuff. 2s is notable in this m/u because it low profiles Faust fS extremely reliably, and within its effective range it's a good poke against a lot of his options. Not so much against 2p but he doesn't get much off that except pushback after followup normals and an item. Also, like you said she can get a good conversion off 2s, esp with meter. 6P does lose upper body invul, but most of the time it trades Faust gets a CH combo anyways so it's usually in his favor. idk why I forgot to mention 2k but it low profiles and has a decent hitbox on the first hit, so it shuts down certain approaches and leaves you open to other AAs when trying to beat it. I felt the need to mention playing carefully b/c it's a good way to scope out how the opponent uses Faust and how they deal with patient players. Also he has relatively low commitment pokes like 2P that don't really leave him open, so relying on a lucky knockdown isn't a good plan if you don't have a solid grasp on how to fight Faust. Bad item luck can screw you over pretty hard too. Gdlk post though, most of my exp is from older games so there isn't a lot I could add for Elf aside from general ideas and lol 2s. Need more solid exp but I'm still deciding on characters orz.
  20. I'm saying don't play recklessly beccause that gives him easy damage and it's what he's going to expect. SG limits your options, roll gives them a free hit or combo if they hit it on the 8 frames of non-invul recovery, your other options aren't exactly strong in neutral and you now have worse overall movement til you leave it. For pressure it's fine, but that isn't what we're talking about. He has ways to shut down every approach (I don't know how 6P or fdc jH are mediocre AAs but okay), many of which are very low risk if they're jumped or whiff. Carefully work your way in and pick the right opportunities as they come, don't just throw shit out or jump/IAD around in hopes of getting a knockdown or pressure. Going for guessy things like sg roll can work, but they can also go against you. The most stable gameplan is play it safe precisely because his mixup and offense aren't anywhere near his poking/keepout game. If he wants to or needs to get an offense started then that's great b/c he needs to put himself in a range where you're stronger to in order do so. For doors, you can reaction chicken block them and worst case scenario is he blows meter and you have to fd a bit and give him some pressure, best case you're out free and he wastes meter/gets punished. He needs to get up in there if he wants to do FD jK/214H stuff. Most items are reactable to keep him from getting pressure if you're paying attention and in a position to move. If he's getting overly comfortable/predictable with things punishable by IAD, SG roll or w/e then fine, blow him up but don't make them your first resort. As time goes on Faust players are going to get better and better with their neutral and matchups, so trying to get a lucky knockdown isn't going to be a reliable way to win.
  21. I never had a problem vs fS, 2s usually beats it clean for me since it's fast and low profiles. 2HS is a different story but it's Faust ffs, sometimes you just have to block his shit in neutral instead of try to beat it. Also remember that item throws on block are generally hella - and not always to his advantage stiuationally, so it's important to pay attention to what item comes out and react accordingly. Take offense when it's food or something slow, don't fuck around too much when bomb or baby are out, don't eat hammers etc etc. I personally wouldn't want to use sg stance in neutral b/c the opponent comitting to dumb unsafe shit to get in is every half decent Faust's wet dream. Faust isn't dangerous because of pressure or oki, he's dangerous because his pokes and keepout are really goddamned good. It's generally best to play safe and take your opportunities when they come. Force him to make mistakes or take risks to get at you, or work him into the corner if he's staying defensive. If he's doing teleport shit to start offense or get out just chicken block it and make him waste meter or get punished. Also I'm p sure ass stab is still a real reversal and if you're unlucky enough it can do a shit-ton, so don't go crazy when he has meter.
  22. Won't say how I got to play against the character, but I'll say this much: 6HS is a pretty fun move when your opponent has a low jump, weak jump-ins and slowish dash instead of run.
  23. Best time to yell boom headshot is obviously after unblockable setups.
  24. Typically you want w/e A normal to whiff after the prior blocked move for faster/more deceptive visual recovery. Or if it's going to be blocked ideally it has a fast animation so that even though it isn't + it isn't really reactable. If you're getting mashed after rebeat strings then you need to establish threat of a frame trap. Don't use up every threatening normal before ending on 2A, and don't overruse the same pressure string. MB style pressure doesn't work b/c people just do + on block shit all day, it works because of staggers and unpredictable string enders/resets. Though in Hyde's case just get meter or GRD for EX fireball, EX air fireball after rekka and chain shift after w/e for them + frames.
  25. It's prolly because you're doing 1236C. Shoutouts to SF4 half circle inputs.
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