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M.Song

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Everything posted by M.Song

  1. thanks for all the work you put into the video and combo threads pochp i got to play some matches vs my local faust players and recorded them once they're uploaded i'll post them here so people can tell me what i'm doing wrong i know for a fact that i'm struggling to get used to his jump since i'm so used to roboky's.. which is like the complete opposite of kliff's, and i'm having troubles confirming off my random hits into bigger damage hopefully you guys can find other things i need to work on as well alright i finally finished uploading my vids: http://www.youtube.com/watch?v=8ceMFp0TBz8&list=PLZgocHU2sE52ZHvl5HRgiZgqcDrOgS7h- they start off kliff, but most of them are of me using roboky, but i go back to kliff for a little it would help out if you can tell me what i need to work on
  2. i wanna win carry me to victory without me having to play please
  3. so i'm thinking of going to this... would anyone want to consider teaming with me? i'm not entirely sure if i want to use roboky or scumbag kliff my scumbag kliff is pretty bad atm, but i think in 3 months i might be able to make him extra scumbaggy
  4. alright i'll have to test the 2s -> 2hs more, but doesn't help that i primarily play against dizzy and she gets pushed out of 2hs range when she crouches really easily but you can't just assume that it works every time. depending on heat and char, you don't always get the punching super followup and depending on spacing you can't always even get a hit to connect after the followup. yes, it does slightly more damage than AC, and no the situation is not the same because you are working off a different knockdown timing and spacing you could always command throw people out of their throw ranges, also when you know people like to wakeup throw, pony is a better solution in my personal experience, people that punch me are mashing and people that throw me means i messed up cuz i let myself get in their throw range ok i have nothing to object with how you think about the meter gain/damage dealt, just seems to be based on personal preferences and playstyles i would just like to mention that in AC my preference for meter is actually sitting at around 60-70% i was specifically referring to being out of throw range robodash's frc used to be a really good tool for getting in another command throw and now i don't think i'd ever want to do that anymore because of poor damage and also for baiting bursts how are people not hitting you out of 5p -> bazooka? no matter how you put it, roboky doesn't have the extended gap-less pressure that other chars have and yes people that play me can block roboky... i told them all just block low if he's on the ground until you see the 5d.. after 5k there will eventually be openings where you have to get in closer before you can go in with 5k again in which case they are not afraid to just jump away and fd if necessary i feel that catching people jumping away and ready to fd is definitely not one of roboky's strengths except its not better than 5d yes its much faster than 5d, but off of 5d you'd be getting comparable damage METERLESS. also would like to point out your damage off tk dp is very similar to 5d and puts you in just as bad of a position after the combo lets also mention 5d's incredibly long range.. max range 5d is almost safe because of how far away he is i have to ask if you've actually gotten the chance to play +R at this point... before i played, i used to think that changes to command throw weren't that bad... damage was lower than before but the new throw arc and meter gain/drain properties might have made up for it this was of course until i actually played and because of the fact that my play style is so heavily dependent on landing the throw for damage, not meter that leads me to say that the changes to the throw make it really bad
  5. ah i see. i hadn't thought about the dashing after the first 6p 236s
  6. considering what you and iora said... just seems like an alternative option to delaying a 5hs then i'm saying that the damage now is so bad that all of those don't even make up for it getting thrown out of the command throw on startup has never been an issue for me i get punched out of it way more often than i ever get thrown out of the startup the meter it actually steals is so insignificant that using it to drain meter to take away their options has been useless since AC In AC it looked as though it stole about 15% meter and now it looks like it steals about 20% meter... ok slight buff but still isn't a game breaker now in terms of getting meter back.. ok so without meter gain penalty or bonuses it gives around 50% instead of the 30% or so it did in AC so this means that when you land a throw now, you should be good to get a lvl 3 bazooka oki so yes... this one aspect of the throw, which people might feel is the entire point of the throw got a buff... steals more meter and gives more meter back however... do you think that 5% more meter stolen and 20% more meter returned is worth the 75-80 damage that they took away from it? especially considering how people have more health now? now you can do a lvl 3 bazooka or pony on their oki now, but that lost damage is a lot of damage for roboky to do without spending any meter have you seen the throw before and now? its horizontal distance is much less than what it used to be with the new throw arc, you'll get better bazooka oki, but in return you also lose the robodash their wakeup in throw-safe distance option, which is great when you know they love pressing buttons ok this i'll give you, but part of the reason why it seems that you have more time to set a meaty bazooka is because you don't have to run as far to do it and we all know that roboky has such great oki after he lands a bazooka right? and it totally helps that his 5d startup got nerfed and before anyone mentions it, i strongly feel that tk dp is pretty bad as a combo starter technically its a better combo starter now since the proration is less and on some chars you can land 5p f.s tl;dr command throw was my favorite move in #R, /, AC it got nerfed every version of gg, and ac -> +r is no exception
  7. oh yeah dunno if this was listed anywhere but incase people were wondering forced proration on air dp is 90% also looks like command grab forced proration went from 60% in ac to 70% the command throw is still infinitely worse
  8. 5k into charged 6p also works on slayer but its really difficult and i just tried it on potemkin and its pretty easy do you think it'd be useful for there to be a table for which chars that 5k charged 6p does and doesn't work on?
  9. not really roboky related but this was on SRK http://shoryuken.com/2013/08/23/dead-or-alive-5-ultimate-pre-release-developer-tournament-footage/ "game’s balance designer GAKU" was what caught my eye
  10. also anyone think of any uses for 2s -> 2hs chain besides situational corner swag combos also does anyone know if there is any visual confirmation for fd canceling the startup of 5s http://www.youtube.com/watch?v=Ad9z2BJwdDg trying to practice this at least when you do it for 2k you can see him move forward a bit and his heat goes up
  11. for the first combo i can try the sj.p j.k j.d to air dp but for the 2nd video i've only been able to get the air missile -> air dash j.p/j.k once in my life without being in 80 heat, so this was just a brief idea of what to do with that specific amount of meter. my personal preference for missile loops is 4 bars off a regular combo and 5 off a 5d, so with more meter i'd just have to do more stuff before i take them to the air. it is possible to get a 4th missile on bridget in that same combo, but i was not very consistent with the timing and the air dp is just so much easier to do... maybe if i could super jump install consistently....
  12. he does that combo in another video against jam after the fb chop to dizzy he does full charge 6p 236s dash 5k slight charge 6p 236s frc charged 6hs pole vault 2s 5hs and then jam died
  13. http://youtu.be/xHEWdhpwTgM alright i finished the thing i was talking about earlier.. took me a lot more tries than i'm proud to admit if you don't time the c.s correct then it'll just otg after the 2hs knocks them to the ground i recorded some easy midscreen counterhit pony combos http://www.youtube.com/watch?v=j4Y2uN9WN18&feature=youtu.be http://www.youtube.com/watch?v=nAYfON0YxSI&feature=youtu.be i don't know if these are universal or not.. haven't tested them out yet don't think the lvl 2 one is just because c.s 2p c.s doesn't work on everyone then some fancy looking 80+ heat ones http://www.youtube.com/watch?v=Od2iedP0_7U&feature=youtu.be http://www.youtube.com/watch?v=c1LUXM2I_3M&feature=youtu.be
  14. i've been trying some stuff where you do hidden missile into stuff in the corner... i found something combo-video like that i will record later, but it probably won't work very well in matches you can't do ID into multiple 2s because of how high you bounce them up from 2s it seems that you can only get ground hit followups from 2s if you built up their gravity from a high hitting combo (like punching super) also... fighting kliff is hard... it almost feels worse than AC slayer (one thing i did find out is that kliff is another char you can go ground throw -> punching super) i know i'm not used to fighting him, but at least slayer didn't have near full screen pokes that were really fast and i hate that new HS color i know my opponents don't keep track of my heat level at all, so all it does is screw me up for lvl 1 and lvl 2 heat
  15. do you remember what stage it was on? some people have had problems with the ps3 version on certain stages like one of HOS's
  16. i found out last night that off of 80 heat 5d in the corner, he can use tk air dp as an impossible dust its ok if you consider the fact that doing fd will put him from 10 bars down to 9 anyway haven't quite figured out the best height to do it to get the most damage tho
  17. Casuals set between me and Tsak in +R: https://www.youtube.com/playlist?list=PLZgocHU2sE50I_z9k6sc-JbBX7NebF2fQ play gg people
  18. ok my matches from wednesday evening are finally uploaded to youtube here's the link to the playlist: https://www.youtube.com/playlist?list=PLZgocHU2sE50I_z9k6sc-JbBX7NebF2fQ I lose a lot
  19. standard hs and d are the new colors i think in the arcade version where gold and shadow colors go is where the ac hs and dust colors went so i lost my color as well ;__;
  20. Alright here you go stormlocke: http://www.youtube.com/watch?v=UrFghQew-FA&feature=youtu.be so yes.... it is I just got back from playing against senkei's faust that matchup got infinitely harder because of all of faust's buffs I recorded our day 1 matches so those will be posted here too eventually. fogelstrom: I prefer the old command throw better. Before it was a move I was willing to dump lots of meter on just to land, but there's no reward for doing that anymore. The old throw did about 2.5x the damage this one does, and if you frced to get the throw, you're only looking at 1 bar back.... which a lot of times won't let you do the super afterwords. I think tk dp mixup is pretty useless except as a finisher. The damage you get off of it is pretty low unless they are already in the corner. Not to mention its another combo where the opponent usually ends up in a spot that you can't really cover very well. unfortunately i did not get to use c.s into 6p all that much in the set i played because faust was so good at preventing me from moving Spark: yeah that was happening to me as well with the fb I was getting some use of 80 heat 2hs -> 6hs repeat just because my opponent was unfamiliar with how the move works, but its not really something that can be heavily relied on one of the biggest buffs to roboky that i don't think was really mentioned was how the opponent flys during counterhit j.hs they go slightly upward instead of downward now, so you might actually be able to get wall sticks from that move these are all my personal opinion and based on my playstyle, i feel that all these changes ended up making him worse off than he was in AC
  21. oh i forgot about that i will try it out/record it when i get back home
  22. ok so i bought the japanese version of ac so i could try out +R i hate to say it but he seems worse off than before after actually trying him out, some of the changes they made seemed sounding better in theory than actually in practice like hidden missile sounded cool... but when you actually use it... its decent to make sure they don't move out of the corner.. but if you actually got the hit, the missile on the way down forces knockdown, ruining whatever combo you got 80 heat 2s is also not as good as i had initially thought... when you land a 80 heat 2s at a low combo count (so they still have regular gravity), it seems your only combo option is to go straight to the air..... which doesn't give you the positional advantage anymore fb changes are pretty cool... but i haven't gotten used to the new input yet also in terms of comboing.... i don't like how they changed his regular throw... maybe its just me not being used it it, but i find it hard to do the c.s 2p c.s launcher on chars that i could easily do it on before (just found out that now you can do ground throw -> punching super on bridget)
  23. you can use them as pressuring tools and so when it connects and they just so happen to have built up enough meter for the next bar to appear, it may be confusing... so yes probably not important enough for people that don't actually plan on playing roboky... but i think its important enough for when you actually use him
  24. i would just like to point out that roboky does actually build up meter from 2hs and 6hs
  25. I finally got to try out +R on my friend's vita last night I was having a lot of difficulty doing anything since I've never used a vita before, but I got to try out some stuff in training mode, which was kind of cool.. hopefully I will get to try it out again before he leaves
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