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raisedbyfinches

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Everything posted by raisedbyfinches

  1. There are some setups about 4 posts above yours. In the neutral you have to consider your opponent as to whether you can use otter or hoops, some characters completely nullify them. To get ensenga? to hit they need to be above and close to you - if it's whiffing or OTGing then your combos are slightly off. To get the iad j.p to connect you have to practice. There's no other way around it.
  2. You adjust your timing to either land before they get up or hit their standing up, if you can time it then yes it will be a safejump. It will also differ based on which character you are fighting because of the different stand up timings.
  3. http://youtu.be/7BSfJhVEiVQ Here you go, in case you never found it - it's on page 7 :/ This is actually pretty strong. Corner stuff here http://youtu.be/VN34bXnzTug
  4. Check backward in the thread. You'll get a high/low/throw mixup off of a S-HD from one of the videos. There's a May video on MarkoftheGear's YouTube page with corner combos and oki. I'm in a rush atm so don't have time to link them - you'll have to do some legwork I'm afraid. Sent from my iPhone using Tapatalk
  5. Clearly they didn't Fafnir enough!
  6. Efute doing throw rc 41236p, run, 5s 2h [2]8h ]p[, j.sh, 6h 41236p here: www.youtube.com/watch?v=YTbeAV94MW0?t=6m55s It looks awesome and has ridiculous corner carry. If it works on Ky then it likely works universally [note: untested]!
  7. Nothing is bad about it. It used to have super armour and was +19 on block but was way less useful in combos [where it is now very good off 2d in the corner]. Ultimate whiner is your only invulnerable reversal. It absolutely has its uses. Hitting multiple times doesn't make it good or bad. Combos aren't usually long enough to make it bad at the end of a combo.
  8. Is it worth moving this to the May v Leo thread (looking at Kyle)? I personally don't think that Leo has been out long enough or developed well enough to really fully comment on the matchup at the minute. If he gets on top of her she can't get him off short of recognising where the holes are in his pressure. If she knocks him down she can safejump/backdash/os yrc against his reversal. The neutral game is probably not in Leo's favour for me yet. Waiting for somebody to prove that wrong.
  9. Greed sever can beat 3k clean and with its counterhit until recovery status its gonna hurt. The best way to deal with greed sever is to just IB it. The Ky matchup goes like this: You have basically no neutral game to speak of, use your high mobility to move around his stuff and score the knockdown. Be cleverer than your opponent and make them guess wrong on wakeup until dead. Rinse. Repeat.
  10. I'm already fed up of seeing people with half a stick of butter getting hit by the unblockable - seemingly not knowing how to escape. Out: You can blitz shield the charged rifle (and optionally the grenade explosion after it). Please do.
  11. The direction they go depends on where they are with respect to the axis of May when you do the VD. Getting it to combo also needs them to be as high as possible when you do the first 5s too. It's a little awkward to see at first but once you get it you'll find you keep getting it no problem. Watch the demo in the trial, see where Sol is when the dolphin is done. 2h can be cancelled very late to make it easier. Good luck! With regards to the comparison with AC it's because there was no side changing involved and Dolphins had no grounded recovery. It might also feel harder because it's new and alien.
  12. I seem to time it automagically when I do it meaty to get 6k, 5p 2d Without needing a hoop, consistently. Does nobody else attempt this at all?
  13. Then the standard combo does more damage - Frank's does about 155 on Sol. That said do whichever you're most comfortable with. So long as your oki is strong enough and you are the better player you'll win and guaranteeing the damage is better than trying a combo you can't do. I quite like seeing different players having different preferred combo routes. We can't all be Kedako!
  14. Slide is + on block, IB will make it slightly more neutral. 2Blitz will beat it. I have a good bit more matchup knowledge than when I first posted. The missions against him are quite helpful. When I'm not on my phone I'll write up properly.
  15. The same but without the 5s in the run up. Just raw 2h into vd to get them over you
  16. Venom is way more of a pain in the arse than Ky is in this game. He's no longer Ky the Combo Killer Does this build more meter or do more damage than the 2h dolphin 5h jump stuff? Pretty sure that puts them back in the corner too. I'm not home so can't check. @kyle deeply saddened by FD loss, thought I just kept messing it up
  17. Zato command grab also has that ]s[ nonsense with and without YRC. This was first put out a little while ago and it's been used here (UK) for a while now. It's hella strong but midscreen it's awkward (read: a good bit harder) to get much if they backdash. Still worth every drop of tension.
  18. Didn't I say I much prefer 6h oki The more I play her the more I love this version.
  19. @volacide Basic combo routes into oki [buttons] 2d delayed forward jump into high/low/ohk [probably with a whiffed j.p at the start of the jump]. Can make the jump in too early so button whiffs and you can go into low. [buttons] 2d [4]6s Either iad j.s (whiffs) low/ohk or delayed iad j.s (hits) 2d [4]6s repeat. These both work midscreen on everyone and the oki is very strong. It's not just about hoops and balls and corner oki (but they are amazing if you do the 6h hoop oki or the hoop yrc). We are now very much setup oriented and we have a lot of setups we can use.
  20. 2p is better to use when attempting to interrupt strings because it's faster than 2k. 2p 2k might be better as a hit confirm/tick because of the extra hit. There are a bunch of situations where 2p is a good starter instead of 2k. Find out where it is good to use that instead of just 2k 2d and then use both. Sent from my iPhone using Tapatalk
  21. It is good. As good as it is for anyone else except you are banking on them jumping. If they don't jump and they're not in the corner then they're probably gonna be too far away to get anything but a single button [which for half the cast probably won't even be 2D]. You win in basically 2/3 scenarios so its not as good as for others. You should watch Efute though. Still the best.
  22. I think people class May as 'easy' because her motions are relatively simple to input and because she does heap big damage so you need to hit your opponent less - then at a low level she can be quite successful without an awful lot of effort. At higher levels she's far harder to play well and succeed with [especially compared to eg. Elphelt]. Her oki is pretty straightforward and you have a bunch of different options depending on the combo you did [iad vs low vs throw off of s-hd, hoop oki off of sweep etc.]. I definitely wouldn't say this is crazily complicated - you just need to know your setups and how to bypass most other people's midrange game [ky, venom, elphelt] to get close enough to score a knockdown to set it up. Probably not a very helpful post for you. GG is almost entirely about how strong your oki game is and how well you can read your opponent and outmanoeuvre them. The only real difficulty may come in terms of execution and that gets much easier with practice.
  23. Discuss the matchup vs. Sin. I have little to no experience of it so want to see how others approach it.
  24. This one http://youtu.be/9eu__drCP3s I much prefer 6h hoop oki to anything else This super is a lot faster than I realised though https://youtu.be/zMr3RmsTrDg
  25. If you can't get the last j.s then either you're not running soon enough, running too far before jumping or both. Good luck Sent from my iPhone using Tapatalk
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