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Loli-Zero

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About Loli-Zero

  • Birthday 04/27/1992

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  • Location
    STL
  • PSN
    Mori-zero
  1. It was a stealth buff. It appears to be totally throw invuln now, even during active frames. So you can do meaty IL for 2K confirms or regular IL for c.S confirms and both are unthrowable. Delayed IL is still useful because it will blow up fuzzy throw timings that allow people to block regular IL timings and throw if you did shenanigans, and even if you get a regular hit you can still combo with c.S Sent from my iPhone using Tapatalk
  2. Eh, fair enough. I'll drop it. Sent from my iPhone using Tapatalk
  3. Dude, I'm saying it they downback to make j.S whiff thy are hosed if you did j.Hs or D (overheads that hit crouchers) so it's a hard read (because you can't react to which jump normal was chosen and there is nothing to fuzzy here. In regards to fuzzy jumping j.S you're just missing the point. If I am mixing up between j.S land throw, j.SK land throw, j.SK 5K, and j.S2K stuff fuzzy jump doesn't do shit. There is no defensive option that will cover the options down the tree and leave you in a state where you can still react to simple mixups that normally you could stop with other easy defensive OSes. If you don't believe me that's fine. This is one small aspect of Slayer's mixup game. I hit good players with this stuff all the time, but even if they were blowing it up the character has enough mixup options to open them up for focusing on j.S mixups as a threat. Hase throws people after j.S and j.SK too so clearly it's working for him in Japan What good players actually do against these tick throws is respond with fuzzy throw. If you sniff that out you can just do j.2K stuff or even land after j.K and 6P if you aren't in throw range already. FD also weakens any throw attempts, because it pushes you out too far to throw after j.K, and limits your options down to a manageable amount for the defender. Sent from my iPhone using Tapatalk
  4. Ok, so I tested, and if you really want to call someone out for hitting up back every time they block a j.S you can just cancel into j.2K early so that it actually comes out before landing. The j.2K will hit them out of prejump frames and then you can combo. Also if they get hit by j.S for some reason it will still combo into j.2K. So that's good. Also I think Gatling to whiff j.HS for the land throw/low is better then j.2K now that I look at it. Sent from my iPhone using Tapatalk
  5. IAD does not give them time to recognize the setup. IAD gives them time to recognize they are being IADed at. Assuming they chose to respect frame traps and block/stay on the ground, they will notice they are being IADed at and likely block high. If they didn't block high, it's because they either are bad and can't react to IADs, or because they expected IAD j.S but didn't want to risk doing a preemptive antiair. So they hold down back to defend against frame traps and IAD j.S. But if they do that they are susceptible to overheads, which is ideal for slayer (damage better then mixup). Now let's say you are playing a smart player. Here is what he/she will likely do: hold down back initially to be safe against 2HS/2D, then block high to be safe against IAD buttons that are not j.S, then look for j.S to prepare to defend against any other mixups. Most players cannot react to the first hit of j.S, and will need to block j.SK before they can make any further defensive situations. Some players may be able to hit up at the proper time (assuming it's safe against other scenarios that are not visually confirm able). If they do this, they are most likely going to HOLD up beating throw/low and defending against j.K, but then losing to normals after landing from j.K (c.S if it doesn't true blockstring, 5K, 2K) as they will be hit out of jump startup. Let's say this defender is godlike, and they did all of the above steps AND were able to block j.S (without holding up before it connects), hit up back during j.K to defend against land mixup, and then back down to defend against landing normals post j.K. This is a fuzzy jump, but it will lose to j.SK land throw. Even if they do 2 consecutive fuzzy jumps to beat this possible throw, they are then susceptible to delayed normals. And if they have put that much focus into blocking this string of mixups, I'm dash throwing their ass before I even start this tree because focus is a limited resource and that's why any non 50/50 mixups work in the first place. Nevertheless I appreciate you bringing up that potential hole, I will lab some alternative decisions slayer can make to punish that jump if he wants. Like you'd said j.SH may frame trap. But there's probably 5 other things to try too. Sent from my iPhone using Tapatalk
  6. Yeah it's mostly hit throw stuff. And if people are holding up then you can blow them up for that. You can hold up to get out tons of mixups, that doesn't make them bad inherently. Sent from my iPhone using Tapatalk
  7. Yeah it's definitely easy to fuzzy. IAD mixups in general are pretty good though because of j.S. j.S can be cancelled into j.K for a fuzzy, or cancelled into j.2K to land and go for low/throw. After j.SK you can also go for frame trap with 5S or j.214K, or land and throw. These post j.S mixups are actually pretty sick in the corner if you know what you're doing. The problem is that IAD j.S is duckable by most characters. However, if someone is attempting to duck j.S and you did j.D or j.HS you will hit them. So in essence, this is a better way to think of it: After f.S you can go for 2HS (2D also works for this application midscreen) for a frame trap, or if you think they will block you can IAD at them. Post IAD you have a mixup of overhead to punish low blocking, or j.S to punish stand blocking by giving you access to a new layer of mixups after j.S. If you watch Hase he does this stuff all day to open people up, and it's pretty effective. Sent from my iPhone using Tapatalk
  8. Is he saying its 100%? I thought he was just saying use this ender, when you go for the kill (to beat guts). A few days ago he posted the same combo with a regular ender of 6D Kpile 6HS PPile Edit: I'm an idiot, you mean 100% meter right? Sent from my iPhone using Tapatalk
  9. No, it's been like 3 days. Most everything on there will still work but is not optimal since most confirms can go into pilebunker loops now. Also, it might make sense to just make a new thread once enough combos have been figured out. For lack of confusion. Sent from my iPhone using Tapatalk
  10. The IAD H confirm is pretty finicky on lighter characters in my experience. But you can do CH 6P Kstep (delay) CWH 6HS 214PS-S on most of the cast pretty reliably. Does 172 on Sol. If you're close enough to the corner to get CH 6P Kpile x 2, but not close enough to link 5HS 2HS afterwards, you can just do sweep. This seems universal, but I haven't checked Pot or Bedman yet. Works on Leo and lighter as far as I know though. Sent from my iPhone using Tapatalk
  11. Yes. Needs to be early in the cancel frames. Same timing you need to combo 6HS into P Pile on normal hit Sent from my iPhone using Tapatalk
  12. You have to jump cancel the auto dash after 6D. If you get the timing right it will hit before they start sliding down, or just after they do. In this case you can do another K pile, and then P pile or 5HS Sent from my iPhone using Tapatalk
  13. 1.1 TONIGHT Sent from my iPhone using Tapatalk
  14. You still get corner combo, so nothing is lost. What people are talking about is how the announced change made it sound like midscreen P Pilebunker CH would lead to a combo, but it apparently doesn't. Sent from my iPhone using Tapatalk
  15. The list I posted was mostly translated from Konsomme. Apparently they handed out a paper with the full change list on it at the loketest, so those aren't just speculation. Sent from my iPhone using Tapatalk
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