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freelander

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Everything posted by freelander

  1. Burst baiting is a combination of experience, anticipation and fast reflexes. 1) You can do automatic burst safe combos / blockstrings. For example many Robo-ky players use 2K-2HS blockstrings [2HS = kneerocket move] to bait bursts. In this case burst can't hit these quite low profile moves. This is kind of an anticipation thing. Generally the burst safe things are not optimal in other ways [damagewise, guard bar raising etc.] . This method doesn't need good reflexes and is a conservative way of playing at high levels. You lower your damage / pressure potential but you don't have to be afraid of bursts. This is good if you have a life/round lead. Generally this method means: -using low profile moves timed to burst points -Baiken's command dash -Anji's autoguard moves -staying out of burst range -etc. 2) Pseudo burst safe combos/strings This method not only needs anticipation but reflexes as well. Basically you change your slower burstable moves in your combos and strings into faster moves. Fast enough moves that if you hold back and do nothing after those moves, you can block a burst. Usually these are weaker options than the original moves but hey they are quite burst safe. For example Baiken often uses 6HS against airborne opponents to give them altitude and progress into an aircombo. 6HS is slow enough to burst out of it, but Baiken usually can change 6HS into 5S or 5Ps in these combos so she can block in case of an incoming burst. Actually this was the case in the Slayer vs Zappa video you linked. J.5K is fast enough to recover from it before burst gets active and you can block it. DAA baiting (standard ones and Baiken counters): Really similar to burst baiting. Watch out for your opponent's tension amount and habits. You can use 1) and 2) methods. An example for 1) method: Make DAA safe strings. For example Axl's DAA can hit only in mid-high altitude, if you time your low profile moves (for instance Sol's 2D) the DAA won't hit you. An example for 2) method: Pressure with 2P[except if you are Axl]. It's fast enough to recover so you can block the DAA attempt. Additional methods: Catch counters [Axl, Testament], autoblock/autoguard moves [baiken, Anji].
  2. if one of his mines hits, he can air juggle the opponent. for reference: http://www.youtube.com/watch?v=CNJZHs76Tqg
  3. Axl mirror replays Axl mirrors - fettered vs freelander.zip
  4. I could understood that almost only his 5B is good on block lol.
  5. I'll translate it for you : Combos from 6C CH: it is astoundly amusing how powerful they are.
  6. or do 664 C instead
  7. just more damage, as far as I know
  8. Does anyone have a general idea when I can use the charged version of 214D-C in a combo (aside from fatal counter)? I don't know when people can tech before it and when can't. Also do counter hits generally allow more lenient combos? I just don't really understand, I came from GuiltyGear where counter hits would only modify the properties of that hit.
  9. has anyone got uses for 6B? what a shitty move and can anyone post a 6C CH combo? it has huge hitstun on CH but i couldnt do anything with it besides portal super
  10. i expect what i read in the title usually
  11. I was just asking because this guide is not a complete guide opposed to its title
  12. could the maker of this guide update it with the combos? it'dbe appreciated
  13. it's not bad, but I wouldn't call it a good poke. It's quite matchup specific too. solid match starter against half of the cast
  14. excellent work!
  15. okay i fix my previous comment and change "it's better" to "it won't connect unless"
  16. you don't have to do always running jump for example on Ky it's better if the first and second D D are done without running
  17. freelander

    Baiken in #R

    Baiken is too different in the two games imo Her air dust is too good in AC and not so good in #R, but you need to use them in both games for air combos and the timings of their usage are too different. In AC, a lot of her normals are better, (for example her 6HS is jump cancelable) and she's got better gatlings etc. Her close range ground pressure is quite similar in both games (5P, 2K, 6K), and tatami FRC is the same timing, so you can practice those as well. For just practicing stick it's OK if you don't mix up playing the two games. But when you get the converter for Playstation you shouldn't play Reload any more imo. You should practice instant airdashing a lot, I think a lot of people have problems with airdash when they are still new on stick.
  18. started playing Axl today in ReloadOnline I found this very useful!
  19. whatever my respect toward Axl players just went into sky today I spent like 2 hours in training mode trying to do his BnB-s and corner loops and it's quite hard
  20. the slight increase in damage in itself isn't good enough for you it seems
  21. freelander

    Baiken in #R

    Hmm it didn't work on Millia, maybe on May? whatever
  22. freelander

    Baiken in #R

    Okay the combo counter tricked me. But you can combo youzansen into youzansen at times on light characters, if they are above you AND the first youzansen puts you to their other side. For instance on millia: tatami mat, j.s j.p j.k JC j.k YZS crossup YZS (for the second one you have to inverse the inputs obviously)
  23. freelander

    Baiken in #R

    oh I see. I play only on PC.
  24. freelander

    Baiken in #R

    the "BEAT" didn't change to black so it was a valid combo
  25. freelander

    Baiken in #R

    I saw an interesting stuff in a Reload match vid. Against Zappa Sharon could link a tatami after a youzansen without cancels (in the corner). He did it once, and tried it later again but he failed that time. This must be the most strict timing link Baiken has. http://www.youtube.com/watch?v=UGxvvMp_EwA at 1:50
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