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kaeru

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Everything posted by kaeru

  1. Here are some ideas for blockstrings: (2B >) 5B > 6A > 6B (2B >) 5B > 6A > 2C if it hits on standing go into 6A > 6C instead, and you can combo 5A > 2A or 5A > Command Grab or 2A > Command Gab It's very difficult to get command grab after the opponent blocks both 5A and 2A so that one is mostly out, chose one or the other. 5C > 6A > 2C 5C > 6A > 6B 5C > 6A > 5A (good frame trap) 5A > 6A > 5A (will stuff mashers trying to 2A during 5A > 5C and 6A > 6B) For nails, give nail gliding with D nails a try, you will see how great they've become for getting in. IAD 236D you can also try 2369B and airdash very low, before touching the ground, with an exploding nail out in front of you. in terms of resetting pressure, airdashing after a blocked 5B is usually unexpected, and often works a bit until the opponent catches on.
  2. I've never tried setting up a blockstring from j.D -> airdash. This sounds great ! Thanks !
  3. Thanks for clarifying that Hellmonkey !! So that would mean if you FRC Youzansen and did j.K -> double jump you could actually negate the landing recovery. Very cool, I had no idea. How would you go about jump installing for j.D? Could you give an example with notation, please?
  4. He's actually hated Bang since the beginning of time ! I remember him whining in CT.
  5. For WakeUpDP and Steb, you're riding with me. Meet me at the Petro Canada right outside Henri-Bourassa Metro on Saturday morning around 10 am. Sound good? Lemme know !
  6. You definitely do not need to change your input to anything else if it works for you !! The most important things are comfort and consistency. If you're comfortable doing it that way and it is consistent, by all means keep it !! Don't let anyone tell you otherwise :3.
  7. Dai Loli, in case you want to plan your evening, ill be at Foonzo around 20h tonight.
  8. I'll try to break this down by parts so you can identify where you're having trouble based on the outcome you are getting. first the 2369 -> This is straightforward, just make sure you don't miss the 3 or you might not get the tatami at the end. very slight delay -> This is to let Baiken get off the ground. Messing this part up will result in no airdash 6 -> Tapping 6 here at the lowest possible height will get the airdash going. very slight delay -> This is to let Baiken finish the airdash startup time, during which the game ignores your inputs. Messing this part up will result in no Tatami. K -> Finally, hit K as soon as the airdash startup is done and you will fastfall the airdash with a beautiful (kire) Tatami. Hopefully this will help you diagnose where you are having trouble. As far as super jump goes, you shouldn't get a superjump but even if you do, it shouldn't matter or harm you in any way. For Youzansen: 62369 -> Straight forward but again, make sure you don't miss that 3, it's extremely important. very slight delay -> same as kire tatami, if you move on before Baiken is airborn, it will result in an empty super jump instead. S -> hit S at the right height to begin Youzansen. The right height is not the lowest possible height, but just a few pixels above it. This makes combing easier. 236KSH -> Roman cancel with K. This part HAS to be done (as much as possible) completely during the hitstop of the Youzansen. Do not do it earlier then that, and make sure it's completely done and you've let go of KSH before hitstop is over. This is the best way to get the tatami out properly. If you mess this up by doing it too soon, you will not even get a roman cancel. If you wait too long to finish the motion, you will get a roman cancel but Baiken's landing will cancel the tatami. If your timing is right, but you get no Tatami, it might be that you missed the 3. If you get a second Youzansen, you need to clean up your motion down to a simple 236 OR make sure you let go of K first -> [KSH] > ]K[. This will prevent any S or H moves from getting negative edged. The difficulty here involves waiting for the right time, and then executing as fast as possible. I hope this helps !
  9. With Gadget finger, all Tager has to do is hold the A for a microsecond to catch Bang's backdash, unfortunately. The only thing it beats, on gadget finger, is 5A. If he does 5C or 360A Backdash fails. What it means is that it will have more blockstun and hitstun. Assuming the recovery doesn't get changed, that would mean it will be safer on block. It's hard to say what they mean exactly by it, but my guess would be reducing the gap of differences between the fastest and slowest back dashes (perhaps with the exception of Tager). They will probably also lessen the difference in invincible frames between the most and least invincible backdashes (this might actually hurt Bang). It's hard to say for now.
  10. Honeslty the 2C change is going to be wonderful. 2C is his biggest weakness in CP. If your opponent knows the matchup and IBs 2C, you will eat a combo. You can try to super crash, but if they block that you are definitely going to eat a combo. Now at least you can stop at 2C and be safe. 3C will still combo into 2B ~ 6B at least once, and from there it will go into more great proration moves like 5B 5C and j.C. It's nothing to be upset over. Don't forget the most important thing. They are equalizing backdashes. Bang's backdash -MIGHT- finally not suck.
  11. Yes you are absolutely right. The use of j.H in the corner is especially tricky because if you do it with a neutral double jump (instead of forward) you can earn more repetitions of (2D j.K j.H j.Tatami) before needing to go for cross under 6P. Learning to get it to work requires a lot of practice and is character specific.
  12. I need to tell you, I really love the stuff you do.
  13. This time around Baiken simply doesn't have any true reliable B&B. Pretty much everything is situational. Here is a very basic rundown of things that work (generally) mid screen: (character specific) 6K or 2K > 6P > Yoshijin, (late) 6P > Kabari, 6P, Suzuran ~ Zakuro this doesn't work on light characters and needs to be played around with. Maruken has done some crazy stuff on Jam that is different. with some meter: stuff, j.D FRC, ad j.Tatami, land, 2D > j.K > dj.H > dj.Tatami, land, 6P > Suzuran~Zakuro the 2D can be replaced by 6HS on some characters and can be replaced by 6HS > Tatami on other characters a good starter for this is airhit Kabari, ground slide towards Baiken. Kabari air hit, 6HS, j.D FRC, continue as above corner (character specific) stuff, Tatami, 2D > j.K > dj.H > dj.Tatami, land, 6P > Suzuran~Zakuro or stuff, Tatami FRC (or air Tatami) > 6H > Tatami, j.K > dj.H > dj.Tatami, land, 6P > Suzuran~Zakuro Then you can also play around with the different ending where instead of going for the last 6P you do: 6K > 2HS > 6P > Suzuran~Zakuro I know this works well on the testament/slayer type hitboxes but it can be hard to time just right. Sorry for the lack of a better answer to your question, but I hope this helps you get started.
  14. Huey was actually demonstrating how this worked at NEC last december, on stream. It's pretty dumb.
  15. I appreciate Foonzo. They have to do what they have to do to survive.
  16. patate depot (on cure-labelle) has the best poutine I've had in 30 years
  17. Honestly 6B ground bounce on air hit will be a buff. it will mean a LOT of new applications. There are many ways to combo into 6B that are a dead end, and 6B is damage/proration if you can fit it into your combos. With ground bounce on air hit, it will suddenly become usable in a lot of great places. Even doing things like 6C > j.D > webnail > 6B > air combo ender will be good times. The FRKZ applications will be even greater. Air Super Crash wall bounce into 6B ground bounce will lead to some interesting things.
  18. Oddly enough, I've always been able to get people to panic and do really dumb things when I intentionally throw out a completely empty umbrella.
  19. Upon purple throw break, throw a poison nail, just as you always would after an air grab break. You will fast fall and be free to punish the air 360 instantly.
  20. That's actually a very interesting point. It might be because it's a horrible move to get "by accident". With the way they're messing with input tolerance, they might be trying to avoid a specific problem, or adhering to some new standard they have? I am just guessing at the reason. I have actually managed to get umbrella out by accident before in a match, XD.
  21. They're just reverting to the previous input.
  22. Unfortunately jump installing won't really change anything about Youzansen. The two main issues being it's very unsafe on block, and the landing recovery after she touches the ground (during which time the game prevents her from blocking). If there was a way to make it safe, it would still be very very difficult to confirm whether it hit or was blocked before you'd have to RC to get the combo. Interesting fact on the topic, even if you FRC youzansen, which is before the active frames, Baiken STILL has to suffer the horrible landing recovery when she touches the ground, even if you did other air moves before landing.
  23. what size(s) would you like, my friend?
  24. I am having Montreal Tamashii T-shirts and sweatshirts/hoodies made. The T-shirts will be white and have wide, quality screen printing on the front. The sweatshirts will be black with custom embroidery over the heart. T-shirts will be 10$ and sweatshirts will be 30$ If you want one, bring me the money on Thursday, I am sending them to production next week ! Let me know what size you want, too, please.
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