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ATG Warlord

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Everything posted by ATG Warlord

  1. I am also looking for some Deja Vu A' setups ... I only know of one so far: Corner Oki: Deja vu A' (aerial seal) > IOH j.D > Teleport > c.S > 5H > 1H > Task C On another note, I have been playing around with Task B midscreen oki setups and here're the variations that I found: http://www.youtube.com/watch?v=qjC0mGy3HLQ First one is regular dash down overhead Second is a crossup ... you have to delay dash down a little bit for it to cross up Third variation is a double overhead ... (falling j.K > 6 > j.K) ... can be used in many oki setups aside from this one. Also now that I think of it, you can add a throw variation (falling j.K > 6 > j.P > Throw) Question, anyone knows Task B/ Deja Vu B oki setups in the corner because I'm clueless there :/ Edit: Thx for the feedback on my previous post ... I'll keep those tips in mind
  2. Ok so I came up with a 50/50 corner pressure: 2A > 2K > 2D > Task A > YRC > 6H > Task C > Task A second hit > Either j.D instant overhead or 2K for low Note: If they crouch, task A second hit will whiff but they will get hit by Task C overhead. Edit: Note 2: If they block all that ... you have task C seal and continue pressure Edit 2: Here's a video showcasing the setup http://www.youtube.com/watch?v=P5zLVAKsV4Q what do you guys think? Also I am in desperate need of bedman setups and oki ... help lol
  3. Hello Everyone, This is my first post in the XRD Forums! Been playing around with Bedman recently and have two questions: 1- When Oki'ing, which option is better? A- empty jump > 2K B- 983 > 2K 2- Is Task C a valid pressure tool? I have seen Tsubu use it a couple of times.
  4. I'm having trouble with this matchup, his damage is too high off of almost anything. What do you do in neutral? My friend throws fireballs to startle me into jumping then DP/Airthrow if I jump towards him. Can you guys point out the gaps in his pressure or his unsafe moves? And some useful tips in this matchup. I know during pressure, if you IB the small fireball, you can jump out you can punish his 2D > B approach by IB'ing the second hit then 2B/3C or throw
  5. Can you cancel whiffed wolf normals into 4/7D during the superflash of supars? I think I saw some JP players cancel j.C and 5A
  6. @Diveman you're doing the JI version which has stricter timing than the TK'ed one. Your inputs are correct, but I think you're not doing the dash fast enough. Focus on speeding up the second 6 in the 6FRC6 part. I had the same problem recently, but adding more speed to the second 6 solved it. The reason is that I-no falls to ground-state much quicker in JI version, so the timing of the second 6 is very, very tight. If that doesn't work, then you might be inputting the first 6 so early that you're exiting the airdash window which is 12 frames. 7-8 frames before FRC is optimal.
  7. i see so AD wastes my jump options. so the times i was 6frc6'ing off airdash might be me accidentally JI'ing the last 5H
  8. why isn't anyone using kokushi anymore? I used to love that super
  9. Thanks! That's exactly where my problem was. I thought about the first 6 and tried delaying it and whatnot, but never suspected my last 6 speed until I read your post and gave it a shot. Now my 6FRC6 is very consistent thanks to you. Edit: Does HD > AD retain jump install? I find it weird as I sometimes do HD > 96 > j.S > j.H > 5S> 5H > HCL 6FRC6 ... but the airdash seems to come out randomly as opposed to manually JI'ing between 5S & 5H which is much more consistent.
  10. many thanks I will try those methods this weekend.
  11. can you guys share your way of jump installing 5K into HCL and 5HS JI HCL... like inputs. it has been bothering me. I tried a bunch of input variations for 5K JI and the one I'm using now is 63214K7896K 6FRC6 but its a bit slow for punishing bursts and some reversals and my success rate with it is pretty low. As for 5HS JI, its just weird ... I agree with Diar on "awkward hit stun feel on st.hard slash"
  12. I see Thx Tae
  13. how to do 6K > hammerfall i've seen fab do it
  14. 6:00 so kliff has an instant overhead lol http://www.youtube.com/watch?v=MHs4n0d43XY&feature=g-all-u
  15. A Qanba stick is a good investment http://www.amazon.com/Qanba-Q4-Q4RAF-Black-Fightstick/dp/B007SGGLZW/ref=sr_1_1?ie=UTF8&qid=1349859273&sr=8-1&keywords=QanBa
  16. thanks mynus. I-no looks very strong in R
  17. I can see myself spamming the shit out of f.S ... very nice change. jc'able STBT is really useful ... this move is really great now. Has two FRC's for mixups and whatnot, throw invincible, low stance, and now JC'able ... *drools* Also, did they decrease the startup or recovery of 6HS? it looks faster to me for some reason. Any changes on the hitbox of HCL? Appreciate the Info!
  18. I don't think it's 'lack of damage' in BB that deterred people. More like the 'long combos' which get really boring after a while. Mynus, what're your impressions of the new I-no?
  19. Didn't see I-no players utilize her second airdash for combos/neutral/escape. Koichi's kliff is crazy ... had me either laughing or WTF'ing while watching him. Kliff looks very strong. Kinda wished for Koichi to play as I-no though.
  20. I plan on maining I-no when GGAC gets released on PS3 on October. I'm currently playing reload on my PC and have a couple of questions about her in #reload. *Can she do HCL 6FRC6 in reload? if yes, then some sample combos would be appreciated. *What's better, JI or TK HCL? *Are her FRC timings different from version to version? like between reload and Accent Core. *I noticed (maybe it's just me) her FRC timing on HCL differs when on whiff, hit, jump. Is there a way to pull the FRC consistently in these different situations.
  21. I noticed some Yuki players OS 236D/C after ground to air #B (# could be anything from 1,2,3,5) My question: what is the optimal distance and height for OS Maragi to connect and not miss; some combo followups would be much appreaciated. What are some alternatives for Maragi in case it is guaranteed to miss?
  22. Different combo route is always fun. CT = DP CS1 = Itsuu CS2 = j.BCB EX = Chun My dream Litchi is one which combines CT DP and CS1 Itsuu ... would be too OP Also, don't know how Haku players didn't get bored of doing the same shit since CT lol
  23. what's the startup of her staff launch 5D[e]? doesn't show that anywhere in the frame wiki
  24. how do you handle Jin's safe jump setups? like the one after DP ender and ice car A. are there ways to escape after/before blocking j.2C? also how is dash j.kote done? I saw LK do it in a couple of matches to bait tech throws. I always get j.D or high jump kote.
  25. what's the j.2D crossup side switch combo? need it to put ppl in corner when j.2D is used fullscreen I remember 6C > dash 2C > Hatsu > etc I find a hard time connecting the hatsu or maybe im doing it wrong. EDIT: nevermind, i figured it out (shoulda played CS2 ) The combo is: j.2D Crossup > 6C > dash 2C > TK Hatsu > riiichi > ippatsu > Tanki Hatsu > Hatsu > Haku > Chun > 5B > 6C > 6Kote > 5D > Chun > 6D > 3C > 2D > 6C used when you crossup and your back is facing the corner note: when the stick is so close to the corner that tanki hatsu would either whiff or change direction, drop down and airdash back hatsu and go from there.
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