Jump to content
Dustloop Forums

Loli-Zero

Members
  • Posts

    128
  • Joined

  • Last visited

Everything posted by Loli-Zero

  1. The combo Mac listed doesn't have a j.P? Maybe the extra hit is letting you drop too low Sent from my iPhone using Tapatalk
  2. My bad, I'll have to check those out in that case. Sounds cooool Sent from my iPhone using Tapatalk
  3. I think anytime it says j.D [JC] j.K it's supposed to be j.D j.2K j.K [JC] Sent from my iPhone using Tapatalk
  4. So there are lots of ways to convert into crosswise loops. - 2HS RC 214K-K works - K Mappa RC 214K-K works if it hits them airborne (after 6P CH or when calling out a backdash for example) - CH 5P-6H-214K-K works if they are not to low. - CH 2S-214K-K also works if they are not too low. - J.214K RC 214K-K should work in certain situations. (The JP wiki linked above lists j.D-j.214K RC into CW loop as an air to air combo for example). - and of course AA 214K-K will often set it up. In this case you can do 214K-K, 6HS-214P-K, 6HS-214P-P for over 200 damage meterless. In all other cases you can only loop once. You can do 6HS-214P/K-P or 6HS-214P/K-K into a short air ender for more damage and KD (this is tricky sometimes though). You can also sometimes do 6HS-214P/K-S, 5S into an air combo. I haven't tested that ender too much so I don't know how damage compares. In conclusion, CWH loops seem really strong and very practical. They are also swag as hell. Sent from my iPhone using Tapatalk
  5. Ah yes, I should of specified without meter. The damage on that might be better then an RC combo though, I'll have to mess with it later. Also important to note, in matchups where you can do the meterless confirm off of helter skelter with j.HS, if you happen to land a counter hit, j.HS will hit them as they bounce up, and you won't be able to combo when you land. You see this happen a lot in match videos. I was experimenting with delaying j.HS just a hair, and it seems that on some characters if you hit j.HS as late as possible for the normal confirm, it will whiff in the case of a CH allowing you to combo in either situation. I might of been imagining it though. I will test more later tonight. Sent from my iPhone using Tapatalk
  6. So it looks like Helter Skelter doesn't lead to combo on FA, MI, ZA, MA, or CH without RC or CH. Their forced crouching animations are too low. I haven't tested it on the DLC characters. RCing helter skelter is decent. There's a window where you can RC it as he stomps and come out standing (instead of airborne). The time slow should give you enough time to visually confirm whether it's a block, hit, or counter hit. On hit they are forced into crouch so you can 4xS 2K-2D for knockdown. Or I guess you could just CWH into whatever. On counter hit you can wait for them to float up and then 6HS into CWH. You might even be able to set up a CWH loop somehow, I haven't looked for it there yet. Sent from my iPhone using Tapatalk
  7. An optimal combo for what situation? Sent from my iPhone using Tapatalk
  8. 66C is amazing in this matchup. It beats a lot of stuff and stops him from mid screen flying to keep you out. It also beats his swoop clean. Assault 6C is also good to punish flying at certain ranges. Reading 236 A and assault j.Bing to get in are important. Being able to stop him from holding up back and divekicking is important too once you get in, because this beats a lot of your offensive options and is surprisingly good. Sent from my iPhone using Tapatalk
  9. After more testing I do agree that 66C is really good. I edited my post to include more info on 66c and whiff j.6C. I don't think j.C charge is a gimmick though, just another option. It is however something you don't want to do as often because it doesn't stop jumping like the other options. Sent from my iPhone using Tapatalk
  10. So if you haven't figured this out yet through grinding or watching JP match videos, I thought I'd take them time to break down Waldstein's assault game. Waldstein is an incredibly strong character, for a few simple reasons, - He occupies a huge threat zone in neutral - He can mix you up from 1/3 screen away - He has terrifying pressure options, particularly in the corner - He has strong grappler options in a game where holding up back already gets you killed But in addition to these things, he is actually hard to keep out! Despite having terrible mobility, Waldstein has ridiculous options during assault that allow him to circumnavigate the hardest parts of playing a grappler, and make people feel stupid for not being able to anti-air predictable movements. Let me explain: WALDSTEIN ASSAULT NORMALS, AND YOU j.C Let's start with Wald's basic jump-in, assault j.C. This move is really good. Once it starts up, it has great priority and reach. It will hit if you cross over accidentally, and it's easy to combo off on just about any hit. This is a pretty typical assault j.C in UNIEL. If you make a read in neutral, you can use this out of a jump to hop over and punish certain pokes and projectiles. If your opponent respects you too much or is bad at anti airing you can get in with this all day. However, most characters can reliably anti-air this by reacting to the fact that you are in the air, or by expecting you'll jump at certain spacings and responding with air-unblockable normals. If this was all Waldo had he'd be a pretty normal character. j.B This is waldstein's bread and butter approach. Assault j.B is ludicrously strong. When done early in an assault, this move is extremely difficult for the majority of the cast to anti-air, and almost no characters can anti air this on reaction if its coming from a grounded assault. From 1/3-3/4 screen, this is an amazing, space controlling approach option. You cannot combo off an early assault j.B on normal hit, but if characters try to punish you with their normal antiairs you will counterhit them out of startup and get a full combo that bypasses assault proration. You can still get beat by dp's, but your opponent has to do the input as soon as you leave the ground, or it will be too late. A few characters have more reliable options to stop you from spamming this (for example, Carmine has a head invuln move that can blow this up at certain spacings), but most of the cast has to just let you do it at certain ranges. This reluctancy to antiair will also allow you to get away with other jumpins once your opponent respects you. Your goal in using this move is to get close and put your opponent in blockstun. On block you have lots of options, most of which work at a 1/3 screen range. You can go into 2A, or 2B. These will catch jumping, mashing, or blocking high (2b only) and get get you a combo. You can go straight into a 360A/B (usually B unless you're right next to them). You can 236A to catch backdashes (and combo after if you have meter or CS). You can use 66B if you're far away and want to cover some more space. You can also (and sometimes have to) block to bait a DP. You can even do another assault normal to get closer and obtain better options. Simply put, you're in and Waldstein has a massive advantage, particularly if you're aware of how grappler meta works in most games. This tactic is technically susceptible to shielding and punishing, but at a lot of spacings normals used after shielding will whiff. Also, some character's punish options will get beat by shielded assault j.b into command grab. And worst of all, because players are unable to stop shielding for a certain amount of frames after you choose to do so, empty jump command grabs or lows become a huge threat. It is also important to note that j.A can be used in the same manner as assault j.B at further distances where j.B may whiff. However, even on counter hit you will not be able to combo if the early j.A hits. The Empty Jumps (j.A, j.6C, and charged j.C) In order to do a proper empty jump in UNIEL you need to whiff a jump normal out of assault. Wald has several options to do this. The first is assault j.a. I really like this option, because it looks like an assault j,B. Once you've conditioned a player to block your jump ins, this becomes a very strong mixup. It is certainly preferable to do this at spacing where 360A is a possibility, but you'll be surprised at how often you can get away with 360B when opponents are worried about other options. Also, as I said above, this will blow up shielding as 360B also becomes untechable and either command grab will GRD break. The other nice thing about j.A is if your opponent jumped, the j.A will hit them. You can't combo off of this during an assault, but they will tech and return to the ground, and your positioning should be better in most cases. The downside to j.A, is that it will connect at farther spacings, and on taller characters. J. 6C is a safe option, because it should never connect with a standing opponent. It will also catch jumping and convert to a decent combo at most spacings. However, the animation is the most distinct and may not be quite as deceiving to your opponent as some of the other options. Another option is to use a charged whiff j.C. This becomes especially good once opponents respect you enough to allow assault j.C. A player might see you assault and not attempt to antiair for fear of j.B, then see that the gap is bigger and prepare to block or shield the j.C, and then get command grabbed. The downside here is that this will not catch jumping or mash, and only works if the opponent is afraid of your other options. Empty jump lows are also an option, but since Wald's low is slow, and command grabs are better for punishing fear or shielding, I rarely do lows. You can also opt to whiff a 66C for a command grab setup. This is a decent option at closer ranges, because it will blow up up-back and advancing normals at spacings where other options might leave you vulnerable. It also has seemingly no recovery upon landing, and leaves you airborne for a shorter period of time making this the fastest command grab setup, and therefore the hardest to react to. Overall, varying your command grab setups depending on the spacing and what kind of mind games you're attempting to use is the healthiest approach. Using multiple options with different animations increasing the confusion your opponent has to deal with during your offense. j.2C This normal is mostly used to cover more space after an assault, cover more vertical air-to-air space in matchups where characters can get high on the screen (linne, merkava), or leap over projectiles meant to stop you from assaulting. It's punishable on block, so only use it if you have a hard read or have CS to activate on hit or block. Regular Jumping If your opponent becomes afraid of your other options, you can start mixing in non-assault jumpins at closer spacings. This of course is great because you have more control over the timing, and can chain or reverse beat for additional hits. Also, if you land a hit there is no assault proration. I hope this information is helpful for some of you. I think this is a really important part of waldstein's gameplay to understand. There are a lot of matchups in the game that are in his favor because of a character's inability to deal with spamming assault j.B. I also recommend more patient styles of gameplay at neutral, but these become way better when you've established the threat of your assault game. If you're having trouble with spacing and knowing when to use various options I'd recommend watching Gashisan or Fusemaster matches. Good luck, and happy assaulting.
  11. There's a whole thread for discussing the infinite, so let's try and talk about other wald topics here. What do you think are waldstein's worse matchups? I feel like he has a slightly bad matchup against Gourdeau (duh) and probably Vatista. But other then that most of the time the game feels like it's in my favor as wald. Sent from my iPhone using Tapatalk
  12. Wat. Cheap is good. I want to play a cheap character. I'm saying wald is still good without the infinite, so I don't care wether or not it is banned. Edit: And for the record madigawadesperate I apologize if my original comment seemed snarky, I was mostly just trying to make a Gourdeau joke. I think we should probably ban the infinite for good measure. I don't even go for it in offline sets because I'm assuming it won't be around too long. Sent from my iPhone using Tapatalk
  13. Actually scrubs will go 0 and 2 to Gourdeau players while trying to use infinites to win tournies. I don't think banning the infinite is a terrible idea, but realistically it's not going to change tournament results much. This character is cheap as hell even without it. And even though it's easy to execute, to time someone out you have to do it like 60 times in most cases. Most people are gonna drop that shit in a tournament setting even though it's like a 5 frame window. Sent from my iPhone using Tapatalk
  14. I agree with Sticky. Does 2B beat backdash in the post 4B situation? Sent from my iPhone using Tapatalk
  15. If they break free your pressing it too late. Sent from my iPhone using Tapatalk
  16. At ranges where the j.A will connect but Gatling into j.B whiffs, you should be able to just Gatling straight into j.6C on most characters. Sent from my iPhone using Tapatalk
  17. Oh I had no idea about Rachel and Amane. I barely play those matchups, so I guess I never needed to know. Anyone come up with anything for midscreen 5B+C? I can't get anything to end in a knockdown yet due to the drive nerf.
  18. http://www.nicovideo.jp/watch/sm23560869 This video that Kurushii found is super helpful. Shows different pieces of air and anti air confirms. Then puts them together for practical corner carry combos. I'm going to work on using these pieces to replace the stuff thats obsolete now and see what I can come up with for various confirms. There is some Q&A stuff in the Captain Falcon sensei part at the end that is really helpful. The first one deals with H5C>6C>4DB not working on Rachel for corner combos. Because of the nerf to drive hitboxes, this will always whiff on her. The replacement combo it suggests is as follows: H5C>6C>command jump>j.2DB>Cat Spirit 1>5DA>6C>Cat spirit 3>encore. this works well, but you can't do a damage finisher off the end I don't think. It also describes a variation in pink text. For A and B starters it is as follows: H5C>6C>Cat spirit 3(2 hits)>5DA>Cat Spirit 1(1 hit)>5DC. This forces an SMP tech and gives you a safe jump I think. My Japanese isn't good enough to read what it says about C starters. The second question is about hitting Amane with CT combos. Basically, CT>H2C>6C won't connect, so omit the H2C. There is a second paragraph about that, but I also can't read it. I'm not sure what the the rest is about. Maybe someone with better Japanese can help us out.
  19. http://www.nicovideo.jp/watch/sm23560869 This video shows the various pieces of air combos you're probably going to want to start using to replace Cat Spirit 2->j.D...->j.4D stuff. Then puts them together to show several air to air/anti air confirms that go corner to corner. Also has some useful stuff in the last third of the video.
  20. Valk vs Tao is most likely a 5-5. I live in STL, and I play AKA's (a GG og) valk pretty frequently, so I'll share what I know. First off, both characters almost entirely control the match if they can get the opponent to block something. Valk definitely has better mixups then tao, but Tao's pressure is more safe in a lot of ways, and leaves less options (assuming you're varying your strings properly). Neither characters have too many defensive options outside of a 50 meter DD reversal, Burst, counter assault, and normal stuff like backdash or 2A/5A mash. Tao has the additional tool of crouch, but still, whoever gets the opponent to block has insane advantage. You should always think of the match in these terms. When it comes to neutral, Tao dominates most air space with 2D, j.5D-B, and air to air normals. If Valk is spending a lot of time in the air during neutral, you want to be using these moves to nab a counter hit. The only thing he has going for him over tao is beast cannon, which he has to do preemptively with the hope of you running into it. Both characters are insanely mobile so there's a lot of wacky situations that can come up in the air, but you should be controlling that part of the match if you're using the right moves and angles. Good valks won't fuss with air approaches too much because of the threat of j.5d and 2d CH combos. Tao also has a good 6A for AAing beast cannons when you're on the ground, but Valkenhayns grounded AA's are superior. He can hit 5D and auto-correct aa you with wolf normals on reaction, so be careful approaching him from the air when he is grounded, and don't overestimate crossups as an approach. I find a lot of the most important neutral moments happen when both characters are grounded. If Valk is in human form, you want to throw out moves to catch him if he hits 5D. 5C, 6C, 5B, 2B, and 5D are all really good here. The goal is to either hit him out of wolf form just as he changes, or get him to block something in human form so that you can start your pressure game. Be careful of his shoulder charge, 5B, 6A, and 6C here. I think tao has the advantage, but those moves can still blow you up if you're predictable (6A will guardpoint 2B from some ranges, wtf). If he is in wolf form, things are a lot trickier. He can backdash and punish a lot of your normals. The best way to think of it is that dash buffered 5A, 5B, 2B, 5C, 6C, and 5D each cover more space respectively, but are also more punishable. You have to read his spacing and pick accordingly. For example if he thinks you're going to 5C, he might backdash at the tip of your 66 5C range hoping for a whiff punish. However, if you decided to 6C here you'll probably catch his backdash. Its pretty straightforward footsie mechanics actually, just at a pretty high speed and with the constant threat of him just flying at you on a whim. If you suspect that's going to happen, like i said earlier just throw out 2D, or j. 5D-B, even if you misread you have enough mobility to avoid getting punished in most situations. If you get Valk to block and start your pressure game, make sure you vary your strings a lot. If you're predictable he can DD or 6A various holes in your pressure and take you to the corner. If you use either cat spirit's on block, you have enough advantage to usually keep pressure going. If you use 5D, you start a guessing game where he can either hit 2A, 6A, or go for movement/slower normals. 6A blows up C drive cancel in most cases, and A drive cancel if you press a button. 2A blows up button presses after A drive cancel, but loses to C drive cancel (you can just j.B for a CH). If you A cancel and then block you can punish 6A for big CH 2C damage, but if he did something bigger he'll start his pressure, or if he runs he gets out of yours. You can also B cancel occasionally, although its punishable on block so you shouldn't do it often. In the corner just avoid D in pressure altogether. Your other options are better anyway. If you're blocking him and he's a wolf you can take a risk to 6A a wolf brake j.normal, or crouch under something and press a button. Otherwise look for reversal or CA opportunities. You can try to block his mixups but unless the player is bad you will probably get opened up. They are just too good. If you happen to block enough for him to get low on wolf gauge, watch out for the command grab (it refills his gauge so its appealing for valk in that situation). If he is forced to keep up pressure in human form you're options are way better, and he's much easier to block. Look for 6C (you can block it, low profile it, or jump out if you're quick). Watch out for shoulder charge when he's almost out of normal range. Its fast and CHs pretty hard into damage. If you block it you can press a button to stop wolf change or w/e, but if he chooses to 6A you get blown up. If you bait the 6A you get a hard punish. Its a good guessing game for him, but if make a good read you're out (or better). That's what i got so far. If I think of anything else i'll edit it in. Hope this helps.
  21. No, it's not that you're too close, it's that the opponent is too high because you're not properly delaying the cancel into 6C. 2C has enough untechable time that you can delay the 6C quite a bit. If you do it right you'll be able to always hit that combo. Also if your delaying it properly you have the option of doing the UB setup off of 6C (they won't tech before hitting the ground.) You can also delay the 41236B just a hair to help. And if you are a little bit away the timing is easier, but you're gonna wanna practice that delay anyway.
  22. What should I be doing off of FC 2C?
  23. Here's some pretty recent stuff to check out. I'll make it even easier to find for lazy people. Mikado Masters Cup 3on3 Part 2 Basara (SL) vs MI at start, SL vs MA at 11:40 Part 3 Hase vs Tsu (ED) at 6:30, vs O2 (AX) at 8:30 Part 8 Chonari (ZA) vs Tanabata at start, En is on the other team but his team wins before we can see him play Part 10 (FINAL) En vs HEVEN (VE) at start, En vs AGF (AN) at 4:00, En vs BoB (KL) at 7:50 Mikado Masters Cup 3on3 B Block Part 3 Suma (MI) vs En at 4:10, Hossa (JU) vs En at 6:15, Manyou (DI) vs En at 8:15 Part 7 Guard (ZA) vs Tanabata at start, Game (JO) vs Tanabata at 2:45, Kopal (HOS) vs Tanabata at 5:00 Part 8 BoB (KL) vs Basara (SL) at 5:25, AGF (AN) vs Basara (SL) at 7:15 Part 9 En vs Godolphin (MA) at 8:25, En vs Fino (VE) at 10:30 Mikado Masters Cup Same Character 3on3 B Block Slayer (Tsukiko, Tanabata, En) vs I-No Slayer vs A.B.A. Jonio Stream (Mikado) 16.05.2013 Tanabata 06.07.2013 Tanabata 18.07.2013 Tanabata 25.07.2013 Tanabata 22.08.2013 En Theres some other youtube stuff I'll edit in later, and some niconico stuff too if i get around to it.
  24. Midscreen, your gonna wanna prioritize corner carry, unless you can dump meter to finish off someone's health bar. I've only labbed against Milia lately (AKA is the only person with +R in my area other than me), but here's what I got for her. 2K 2HS BBU 6HS IAD j.k 5P j.k j.2k j.k dj.k j.2k j.D j.2k j.D, does like 170 IIRC but basically carries corner to corner. In the corner I'm doing this: 2K 2HS BBU 5HS 2HS j.k dj.k j.D j.2k j.k 5P j.S(1) j.2k j.D, only a little more damage, but i couldn't get any undertow combos to work well on her from that starter. However, if you have another 25% meter you wanna go for 2K 2HS BBU 6HS xx FB Pilebunker 5HS xx Undertow j.k j.2k j.D Obviously you have to adjust these for other characters, and against heavier characters i'm sure 5HS xx Undertow combos are more optimal in the corner, you just can't get much off of them on her it looks like. Hope this gives you somewhere to start.
  25. I've been working on some stuff using gatlings from 5C to 5B. Heres some of the stuff i've come up with so far. http://www.youtube.com/watch?v=OpurBnnJCxc&feature=autoplay&list=ULtGjgthntIV0&playnext=2 There's three short videos there. Obviously not frame tight, but if you conditioned people to block out of fear of getting fatal countered, and if your mixing it up with normal 5AA 5B 2A+B strings and 5AA 2A or 5AA land, Throw its pretty strong (especially if you're delaying the cancel to 5C a little bit so that it's closer to the throw timing). Obviously what items you have next effect it a lot as well. And what matchup your playing. I got some good use out of this stuff against locals last night. I'm waiting to test it more against some of the better players in my scene. Also in the corner this stuff is great because hit confirming is easy as hell at any point during the strings. You lose the stuff where your persona goes behind them, but you can use the Japanese corner crossup tech that was posted a while ago in the middle of this pressure. Teddie is dumb.
×
×
  • Create New...