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Posts
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About Ryuujinx
- Birthday 06/25/1988
Contact
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Website URL
http://failverse.com
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Twitter
@RyuuKitten
Other Info
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Location
San Antonio, TX
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XBL
SSG Ryuujin
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PSN
Ryuujinx
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It's really wonky looking though. Like, 4B > 2DD > Astral looks really weird because they teleport into your arms.
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That's true, but with current Nu Astral you just have to hit them with pretty much anything and you can combo into it.
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I hope not, I was finally getting used to having an astral that didn't suck.
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While that's a logical approach, I feel like they wouldn't do that after spending all that time with the mode change design stuff they did in the first place.
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My lambda is coming back?! I am irrationally excited for this. Like holy shit. Give me my backdash combos back from CSE, they were fun!
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I was dropping combos left and right on that monitor I dunno what was up. Too much smash maybe lol, kept forgetting where I was in combos halfway through or dropping them. I've been trying to break the j.2C and 5C habits for ages (Like seriously from CS1.) My friend that I play with just lets me get away with it so I keep doing it ._. I need to go grind out combos more in training so I don't drop BnBs, Thanks for the feedback.
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Hey guys, I was at the arcade tonight and have a couple matches from the stream. If someone could take a look over and give me some feedback that'd be cool. http://www.twitch.tv/ultraarcade/b/546747322 @36:40 - vs Kokonoe @45:30 - vs Jin @1:19:00 - vs Terumi @4:30:00ish - A whole bunch of matches against a Terumi Thanks in advance!
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It depends on the matchup. Against someone like Makoto you're just going to want to camp in Dia form and spam spike chasers, j.2D(D) 5D, catch them in their jumps with 6D, use parsers to get out of pressure and just overall be lame. Against someone like Mu you're going to want to play more close~mid range, using your D swords as an approach to get in and try to mixup with 2B, 4B TK j.214D to try and get them in a corner to abuse pizza wheel oki.
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GGs on friday. Was fun playing some Smash with you moose.
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Went to the arcade last night for a small tournament, got bodied by the same terumi twice and the other people I was supposed to play in losers all ragequit or something. Was kind of upsetting. That said, what do against Terumi. If I have <50 meter it feels like I just have no options against his pressure. Where can I poke out if he gets in?
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I hope some SA guys get out of pools. I decided to go to Quauecon this year so I won't be there, but I'll be watching the stream. Who's going to Ultra today?
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I pretty much exclusively save my meter for RCs or the odd CT off of a 4B. I just love RC mixups.
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> This combo is always fine up until j.214D. It seems to go right over the character's head. You're probably doing it too high. Make sure you TK the motion, you can do 2147D and it will come out as j.214D as long as you hit the D right as you leave the ground. Then you land, dash forward and catch them. This technique is also useful for mixup - in Dia form you can do 2147D~C to start a saber and then cancel it, which you can then go into a low - or do another overhead. It lets you add another layer of depth to your mixup game.
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-How am I supposed to be getting most of my damage? Instead of doing big combo damage, am I wrong for getting most damage off of keep away, blocking, and mixing some overheads into my block strings? Try to convert every hit into something more. If you hit a random j.B, jump cancel it into a j.C>j.2C>j.214D. If you hit a random 5DD, then try to get the followup 4DD>236D. There are probably a lot of situations where you are getting random hits but not getting much else off it. If you convert every hit into a little more, then you have to hit them less times to win. Most of your game should probably be zoning, using j.2DD, 5D, 214D(~C) to keep them away. Once you're comfortable with this you can look into being more aggressive, using crescent cancels for mixup or parsers for resets and playing more aggressively. -Are there any specific combos I should be trying to practice in order to work my way up? (I watched that basic combo video a few posts above and it's hasn't worked out for me yet). Midscreen: [Dia]5DD > 4DD > 236D [Luna]5DD > 236B > 22A > 5DD > 4DD > 236D These two should be drilled into your hands so if you ever hit a random 5D you can convert it into extra damage. [Dia/Luna] 3C > 22A > 3C > 214B > Dash > 6B > 2C > j.214D > 6A > 6C > 236C If you're in Luna already, omit the 3C>22A and start with the second 3C. If the 236C wallbounds them you can run up and 5C>2C>623C>3C and end in some kind of oki like pizza wheel. This combo will generally corner carry or at the least reset you back into midscreen to give you more room to work with. The damage is also pretty respectable. [Dia]4B > 2DD > Air D combo [Luna]4B > 2DD > 214D > 5DD > 6DD > Air D Combo Note that in Dia form if you're super close on the 4B, you may need to do 2DD>Air C combo instead. These aren't optimal by any stretch of the word, but they're easy to execute and give you some solid damage so they have to respect your mixup. For corner combos. I would recommend just finding combos you can do off of each mixup you'll get a hit from and grind them until you can do them reliably, here's the ones that I use as my gotos: 2B/5B: [Dia] 5B > 6B > 3C > 22A > 6A > 6C > 236D > 236C > 5C > 2C > 623C [Luna] 5B > 6B > 5C > 236B > 22A > 5C > 236D > 22A > 5DD > 2DD > 6C > 236D > 236C > 5C > 623C The Luna combo is a bit rough, but it's not too bad once you practice it some. 4B: [Luna] 4B > 2DD > CT > 236C > 6A > 2147D > 6A > 6C > 236D > 5C > 2C > 623C > 3C (4752, 23/-25) [Luna] 4B > 2DD > j214D > 6DD > 2DD > 6C > 236D > 236C > 5C > 2C > 623C (3624, 25) Eventually you just learn what goes into what and can kinda make shit up on the fly if you don't get a starter you've practiced. Keep at it!
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Glad I checked this before I drove over there. Though now I don't know what to do today :<