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Kyle

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  1. The best Bulleta players have to confirm if the opponent is standing or crouching in an effort to go for the extended "dash jab" BnB. Here are some mixups & situation which you can assume will always leave the opponent standing. Meaning, when this hits, go for the dashing jab BnB anyways. __________________ - Against Victor & Bishamon, Bulleta st.lp hits them crouching = always do the "dashing jab" BnB http://www.youtube.com/watch?v=ek7ebR20R9Y#t=3m51s - A jump-in chain such that the first hit does damage & the second hit doesn't even have to be confirmed. Example j.mp (hits), j.mk www.youtube.com/watch?v=0ggja0jCQ-o#t=110m29s http://www.youtube.com/watch?v=ek7ebR20R9Y#t=3m45s www.youtube.com/watch?v=0ggja0jCQ-o#t=101m21s - A rising normal into an air chain. example: J.lk, j.mp, j.hp (Only exception is against Vic b/c J.lk CAN hit Vic crouching) http://www.youtube.com/watch?v=ek7ebR20R9Y#t=3m38s http://www.youtube.com/watch?v=ek7ebR20R9Y#t=3m58s - Wakeup oki of walk thru cr.lk. The low opens them up standing and you are guaranteed LINK cr.lp, Rapid.st.lp, d.lp, cr.mpxxbasket www.youtube.com/watch?v=0ggja0jCQ-o#t=93m13s - Ambiguous j.mk mixup. they are blocking high b/c they know it's an overhead attack, but really it crosses-up (or doesn't) & they get opened up standing. Example: j.mp, j.mk (whiff) j.mk (hits) land, cr.lp rapid st.lp, etc... - the UB cr.lk setup. j.mp, j.hk (prox block), land cr.lk, (confirm if they are hit, if so they WILL be standing) LINK cr.lp, rapid st.lp, d.lp, cr.mpxxBasket http://www.youtube.com/watch?v=0ggja0jCQ-o#t=18m40s http://www.youtube.com/watch?v=ek7ebR20R9Y#t=4m44s - Bulleta's dash is low. not low profile, but some high moves will whiff, knowing this you can assume people are standing & counterpoking w/ d.lp. Example: Anak snake arm, Qb's st.mp etc. - Sasquatch's Ice towers recover standing= Dashing BnB on punish: www.youtube.com/watch?v=0ggja0jCQ-o#t=25m58s - Lastly, the only other real setup I see the "dash jab" BnB is from a dashing.mp, LINK cr.lp rapid st.lp. However, the d.mp CAN hit people crouching. This has to be confirmed for the extended BnB. If you want to be easy about it, you can always do d.mp, LINK cr.lp, rapid cr.lp, LINK cr.mpxxxBasket www.youtube.com/watch?v=0ggja0jCQ-o#t=109m55s
  2. When someone like Felicia/Vic is challenging this setup w/ a standing antiair after your j.mk whiff. The next solution is to do the setup w/ a 7-jump. Much safer, and let's the match return to neutral. (Bulleta excels at the neutral game)
  3. I came across an interesting System mechanic discovery the other day. Demitri is wide & when we get's up, his vulnerable box can a stop you from corpse hoping. I was able to use this to force backdashed to go towards the opponent. This turned out to be suprising worthless. The characters have to have a quick walk speed and a slower backdash, such that they can walk thru demi & backdash just as he gets up. So people like Sas & Bulleta can't do it, their backdash is too fast. People like Anak & Vic can't do it b/c their walk speed is too slow. Here's the people who can. Lilith, Morrigan, Q-Bee, Aulbath, Felicia. Unfortunately, the only person who has hitboxes on the back side of their backdashing normals is Morrigan. Sounds cool, but in application, her minimum flight time makes the whole setup worthless. The real interesting part is w/ Aulbath tho. when you backdash you hold 4. Fishy triple hops. once he returns to neutral, the character flips his y-axis. Although you are still holding the same direction, what was 4 is now 6 and a horizontal charge move comes out instantly. it seems the coding for charge times is based on the way characters are facing and not based on direction entirely. Kinda makes sense as command super are the same way. The next step, i haven't tested this yet, but what about using air trajectories for charge time. Say Bulleta double jumps just over the opponent, if she doesn't press an air normal on the second jump, she doesn't flip the y-axis. I wonder if she can land and have 4 turn into 6 and the missle comes out. Can an Aulbath buffer a 4 during a really high drill kick, such that when he lands on the other side of the opponent 4 turns into a 6 and he can counter sonicwave/gas with one direction?
  4. I would like to add, Jedah & Morrigan are similar in a way that they are a high/low mixup character. They both lack the frame advantage of threatening mixups. often times, opponents can poke/jump out & these two characters are left flying there being ineffective. These two maintain a level of condition to facilitate their high/low game. About 1/2 the time you have the choice for a high/low, you should be doing frame traps & anti-jump attacks. Example: cr.lp, rapid cr.lp, RECOVER mk. If the opponent jumped, the st.mk hits them from the air. They get air reset & you can do a high/low mixup right as they recover. Example: cr.lp, rapid cr.lp, recover, step towards, cr.lk, cr.lk CONFIRM. If the opponent tried to counterpoke, you will counter-hit them and can confirm your 2-chain into a 5-chain for maximum red dmg. You could also cancel the rapid cr.lk into a wheel/ES wheel for frame advantage to do a high/low/bait-GC scenario. When done correctly, this nets more total damage of Red + White. - Some characters jump higher/faster & force Jedah to use st.mp instead of st.mk. But, the problem is that DOG & BEE can crouch st.mp. =( - Bee, Zabel & Sasquatch are much more effective high/low characters. Their mixups is frame advantageous. This means they don't have to lose high/low opportunites to bait jumps & counterpokes. Also, their movement is much faster, such that their offense typically beats tech hits.
  5. Here's a dump of the final notes I've been holding onto from SRK. Phoboes & Pyron stuff ... SRK Post#1300 Heroic Legacy @SRK. Post#3820 V Sav Phobos Bullshit: -High/Low missile shots deal good blockstun and are good enough that if you are caught in the air he can dash jab you for an unblock. ES Missiles keep you there really long and do decent chip. -Mines take a while to set up but once they are activated if your opponent rushes you down you can pushblock them into the mine and then dash in to combo them. ES Mines makes this even worse because it lays 2 mines out and you can do dumb shit like Pushblock (Mine 1) dash c.lp c.mp (Mine 2) c.lk c.mk c.hk And ES Mines hit 3 times each. -His normals are absurdly good. I think he has the best j.lk in the game. Reaches like 1 1/2 Sasquatches away from him at a 30 degree angle down. -While airdashing he can block. -Darkforce summons 2 more Phobos machines that fire lasers for every button pressed. And gives him flight. So you can have crossup lasers and fuzzies with j.lk and what not. NO RECOVERY ON IT since it is a flight mode. If you find yourself in trouble, just pop this and mash lk. They will die really fast. Pyron Pyron feels like the most fun character to play in the game. QCF+P: fireballs veer off in different arcs depending on strength. You can do it airborne too. Airborne ES version causes a pillar of light to shoot up if it hits the ground. Pretty much locks opponent in place if behind it. DP+P: Wheel. Knocks down on hit. Strength seems to effect number of hits/speed. But also startup. You can do c.lk c.lk lp wheel and it'll combo but c.lk c.lk mp wheel doesn't. Same with hp wheel. This is his guard cancel and on ES GC it does around 15%. QCB+K in the air: Tatsumaki that descends. It kinda sucks unless you time it so the last kick hits them on the ground. It juggles all the hits in the ES version. RDP+any: teleports him to any space corresponding to the button you pressed. Can be done multiple times without recovery. Startup is about 15 frames so you can get hit out of it where you are. Fireworks+ HCF+2P/K: Pyron holds a ball in his hand and the longer you hold down the buttons the longer he charges up. When he throws it forward the screen sparkles and 2 seconds later is filled with fireworks explosions that do decent chip/damage and puts them in the air. You can jump and reset them after the explosions or you can ES Tatsu to get the rest of the hits on them. Very good on their wakeup. Punches puts them closer to you. Kicks fullscreen explosions. 50/50 blockstun on their wakeup roll then. DP+2K: Doesn't exist. Punishable on hit. Pillar of light forms and he laughs at you. Then you laugh at him and kill him for being dumb. Dark Force: summons another Pyron that does a move corresponding to negative edge buttons. Not that great. Nice mixups though when you jump and they are put in blockstun through shadow wheel c.hk is a slide that is terrible on block. Free punish. (Put it this way, I did Reversal ES Big Blow with Sas and it hit.) f+mp is a sideways fountain that has a terrible hitbox and if you hit with it, it isn't cancelable so you just get punished until his dash ends. (Cannot be canceled with back or jump) s.mp is an uppercut that reaches 75% of the screen above Pyron. f+hp is a forward drill that hits 3 times and knocks down. On block it is terrible since you have to wait for him to stop dashing. s.hp is a 2 hit uppercut that goes up the entirety of the screen. s.mk is an overhead In the air you can hold down and push a punch button to get a 45 degree angle descent with that normal. Unfortunately, it isn't overhead. And on block you bounce off. Better to use them as a crossup on their wakeup. On hit they don't bounce off but you have to hit deep to combo them after. Feliniki @SRK. Post#3831 I don't know about unblockables, but that recent Japanese VS2 tourney had an instance of some sort of glitch with Phobos's Dark Force causing 35 hits at once for around 50% damage. It happens at about 13:50 in this video (scroll down the page to watch the video): http://www.nicozon.net/watch/sm13112980 - nicozon Pyron's Zodiac Flare trades hits with Phobos's Ray of Doom Dark Force, and Pyron takes 35 hits and over 50% damage. Another weird glitch was demonstrated on Sakamoto's stream shortly before that tournament. If Pyron does a Cosmo Disruption after Bulleta does Cool Hunting, it will do a TON of hits.
  6. New footage of a SERIOUS Vic player :3 www.youtube.com/watch?v=_iWNLUJ-_Ko
  7. PowerUp 2012: 3v3 teams: http://www.twitch.tv/arcadelegacy 9v9 Killing Spree: Japenese RE-Stream: http://www.ustream.tv/recorded/21826422 TeamSpooky Archive: TBD ArcadeLegacy vs GGPO ChrisDom Recorded vids. They will be posted here soon: http://www.youtube.com/user/VsavCrew Singles: TeamSpooky Archive: http://www.own3d.tv/teamspooky#/watch/581562 Japanese RE-Stream: http://www.ustream.tv/recorded/21885359
  8. THX everyone. XD http://www.dustloop.com/forums/content.php?354-PowerUp-X-Vampire-Savior-Results-Replays!
  9. Savior-2 stages on Savior-1 ROM. interesting.
  10. wtf do you guys know. The best tales games was Pantasia b/c it was made by the same team as Star Ocean. StarOcean > Tales Tri-Ace is the best.
  11. http://www.dustloop.com/forums/content.php?345-PowerUp-x-Vampire-Savior
  12. There's actually a small gap in that super. The blades come out in sets of 3. some characters can walk/dash between the sets. Good reference video. thx for the link.
  13. After d.mk, you can piano j.hk, j.hp, j.mp, j.lp. j.lk. Anything that comes out will link,.
  14. How guys playing w/ Vampires lately
  15. I finally understand renda bonus in its entirety. I want to xplain to shed light to anyone not 100%sure. In vsav, there are 3 ways to combo gound norma. 1. Chains. Anything ascending in this order. Lp,lk,mp,mk,hp,hk. Standing or croutching does not matter. Bishamon has chainable normals with 6+attack. Chains buffer. You can input lp,lk very fast,such that lk is pressed before lp hits. The lk will still come out. Chains can not special cancel or super cancel. Only command super cancel. 2. Links. You completely recover from an attack, than attack again while opponent is still in hitstun. Only certain things link n setup links. Check your advantage frames vs move startup to confim. Because a link is not a chain, it can special cancel. As long as the linked normal is special cancelable. 3. Rapidfire attacks. Certain moves rapidfire into themselves or other moves. Only light attacks. These do not buffer and only cancel during your moves recovery. Be sure not to completely recover or else you will link and not rapidfire. Rapidfiring an attack causes extra hitstun. This is the renda bonus. Purposefully rapidfiring an attack for the extra plus frames is a very strong competative tactic. Check your frame to confirm values and moves which can rapidfire. On these websites, the renda says chain or link. Truth is, linking or chaining will not give the bonus! Renda bonus is from rapidfire. Not all light attacks can rapidfire. Sorry anakaris.
  16. From HAMPSTER on GGPO regarding cr.mp 4123[6]PP: <hampster> 4>1+mp>2-mp>3>PP <hampster> hard part of it is not to kara cancel mp <hampster> you have to either 1.release mp as fast as*possible or 2.press mp+hp to attack mp then release them to cancel with fireball <hampster> never do 2+mp>4123PP
  17. Hampster on GGPO answered this: It is NOT RENDA. This is another bug. This particular chain of 6lp,6mp causes Bish to have no recovery: Allowing new links.
  18. Anyone who knows PLZ help explain properly: Example: Bishamon has a RENDA bonus when chaining into 6mp from 6lp. The only moves that chains into 6mp is 6lp & 6lk. Meaning, hitting 6lp, 6mp is Much more + frames than just hitting 6mp. This extra frames allow some new links not otherwise possible. 6lp, 6mp, LINK Dashing.lk... 6lp, 6mp, LINK j.lk... This is confirmed in SKILLSMITH video#2 @6:00 http://www.youtube.com/watch?v=5UkEOAIm20w Why is it that the RENDA bonus is listed on the 6lp when it's not there? Why is the RENDA listed per single attacks when it's really per sequence of attacks? Last thing i noticed about RENDA is that, it DOES NOT add extra hitstun (Like is believed). It just gives you faster recovery on that last move.
  19. both sources of frame data. although, they are conflicting: http://clientes.netvisao.pt/anpedror/bishamon.htm http://wiki.mizuumi.net/w/Vampire_Savior
  20. Two more points of interest w/ Dracula: lp, mp, 6, 6, mk, mk: If you mask the inputs of the punches w/ an air normal or recovery or wakeup (etc.) you can use this for a dashing Demon setup. Useful to extend the range of the super. Bat spin can corpse hop even when opponent is KD in the corner. I feel like Demi has so many lil quircks a "Gimmicks and Tricks Guide" would be helpful. I'll compile all thiese tidbits later. Possibly delete a few of my post after I consolidate this stuff into just one or two total.
  21. After playing w/ the inputs the most consistent results I can recreate is to whiff a s.lp after the walk. Input = walk, lp, 236P. I have tried these combinations are they give varied results depending on how fast or slow you input them: Walk 6, 5, 236P Walk 6, 5, 41236P Walk 6, 5, 41236,4P Really, this effects Morrigan, Lilith, Demitri, LeiLei & Felicia.
  22. http://www.youtube.com/watch?v=Qj2dnGUa8l8#t=7m15s The longest most effective set of fish play I have seen, The Aulbath Slaughter Show. Enjoy.
  23. Let's talk about inputs. i often go for a walking fireball & a DP comes out. Anyone have inputs tricks to negate this?
  24. VSAV Tutorial#4 Beating Defensive Techniques This project is complete!
  25. A technique I have been working on is instant dashing DP. The dash has invinc, the dp has invinc & it's much harder to punish on block or whiff. A tricky part of the input is trying to force the dp instead of the fireball & when going for the ES DP, forcing this instead of Midnight Bliss. Here's the input I currently rely on- Dashing fireball: 236, 5~[6], slight delay, P Dashing DP: 623, 5~[6], very slight delay, P backdash tatsu: 214, 5~[4], slight delay, K
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