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AtTheGates

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Everything posted by AtTheGates

  1. updated first post a bit: - general cleanup - new revelator dust combos - damage numbers for jam, johnny & jack-o for all combos
  2. Samitto vs Min (JC) Samitto vs Keiichi (VE) Samitto vs Tanabata (SL)
  3. 2015/11/19 samitto @ mikado
  4. http://www.twitch.tv/joniosan/v/23279365 samitt starting at 5:34:10 he uses an interesting OS in the second match - since chipp cannot 6P+6HS on wakeup against sol's oki (either late airdash, or land, 2D, or land, throw), samitto simply throws with 4+HS, then immediately inputs a YRC. If Sol air dashed, you will not be hit this way.
  5. Wasnt able to meet him again unfortunately.
  6. Today last day, and i dont really dpeak much japnese. If he is there, i will ask for el advice.
  7. Asked samitto for matchups: disadvantageous KY SI SO EL normal MI MA FA PO CH SL JAC VE IN LE JO Advantageous AX BE RA JAM ZA
  8. Currently in tokyo for a week, got my ass handed to me yesterday at mikado. I had a few minutes to test combos against the new characters. Johnny has a generous hitbox minus the oddities of old games it seems. 2D,236S,S,S,2HS,22S,j.K,j.S,dj.S,tj.S,HS(2),beta worked against him. In the corner, wall cling crossup j.hs(2), s,2hs,22hs, j.k,j.s,dj.hs(1),alpha, wall alpha worked easily. As for jack-o, her hitbox seems reminiscent of ram. Corner wallcling crossup j.hs(2), s,2hs,22hs,j.k,s, dj.hs(1)alpha, wall alpha, 6hs, tk alpha was easy. As for jam, i can't remember other than that she is a regular lightweight and i didnt have much problems comboing her. Will post more soon. Edit: jam has a thin standing hitbox. Corner wall cling cross j.hs, s,2hs tends zo whiff when delayed, much like against sol and chipp.
  9. http://www.twitch.tv/joniosan/v/18879972 Endou starting at 6h41m Samitto at 7h21m - looks like no warmup and loses 2-0 straight
  10. Susumu @ a-cho
  11. edited the first post and removed the players there since we have their twitter accs in the general discussion thread (redundancy).
  12. if he has one, i wasn't able to find it yet. edit: just found susumu, though: https://twitter.com/gurafuu
  13. it's actually possible to follow up with 6HS against almost all characters after the j.hs(1-2) > alpha combos, however, against several characters you have to delay your first j.HS to create enough space to later get the wall bounce from Wall Alpha. Please note that this has not yet been researched against crouching opponents. This combo is great not only for the damage, but because it gives you susumu style corner oki: just jump back and wall cling after it, then you have a mixup between: let go off wall, j.HS(2)down dash 2D crossup (opponent now in the corner)from a high wall cling, down dash, airdash back re-crossup j.HS(2) > air alpha (opponent out of corner)from a low wall cling, down dash, airdash back crossup j.HS (opponent now in the corner)..and anything else you could think of from the wall (genrouzan etc.) wall cling, j.HS(2) crossup > S(c)(jump install) > 2HS > 22HS > j.KS > dj.HS(1) > alpha > wall alpha > \/ > 6HS > 239P: Ramletharl: 194 damage. Very easy. Chipp: 237 damage. Just like with Sol, you need to hit your j.HS at the start of the combo quite early to make S > 2HS connect, otherwise the pushback will be too big and 2HS will whiff. Zato: 201 damage. First j.HS has to hit lower than usual to push Zato out of the corner a bit to get the wall bounce. I-No & May: 194 damage. Lower j.HS hit like described above. You might want to delay your j.K after the teleport a bit against i-no. Axl: 194 damage. Easy. Sin: 192 damage. lower j.HS hit like described above. Faust & Ky: 188 damage. Easy. Slayer: 177 damage. Easy. Bedman: 166 damage. Note: use j.K,j.K,j.S, dj.HS(1)... ---------- Sol: i found two combos that lead to wall bounce > 6HS. Both are very unreliable. I'd rather use this Combo: ...S(c)(Jump Install) > 2HS > 22HS > max delay j.P,S > dj.HS(2), Alpha, Wall Alpha for 162 damage. Leo: possible but very hard, Leo will enter OTG state when your 6HS hits almost every time since his hitbox is too big vertically. It is still good to know the wall bounce setup though, since you can follow up with a quicker relaunch into a possible j.214214K kill. Just use Bjorn's j.K,K,S, dj.HS(1), Alpha, Wall Alpha variation for 160 damage. Pot: you can get him to wallbounce with a delayed ground chain, then j.P,K,S, dj.j.HS(1), but there is no time for a 6HS, so just don't delay and enjoy the corner knockdown. Millia, El, Venom: No go. Fun Facts You can manipulate the height of your opponent in this combo by delaying your j.P or j.K after 2HS > 22HS. If you max delay j.P against Sol, you can easily do j.P,S > dj.HS(2), alpha, wall alpha.After wall cling, if you want to go for a delayed Wall Alpha, you have time to hold either up or down to adjust your height a bit before you actually do it. No idea if this can fix any combo issues / open new doors, it's probably gonna be useful in only very few instances.
  14. it's possible in Xrd already to move after slow shuriken, no idea if they cut recovery even "more" in revelator. i asked chappu yesterday whether he noticed any changes, he said "no". hopefully something will surface, but it's looking grim.
  15. against ram's j.HS, a good option is to air instant block it, land, then ground throw. other than that, ram is quite hard to anti-air, since she can delay her fall for such a long time with sword summon.
  16. first post. and many others in this thread actually.
  17. you can get it most consistently if you are high above your opponent when your j.D connects, hence the delay in the combo you quoted. for the challenge, the trick is basically the same - delay the j.D after the jump cancel as long as possible.
  18. samitto's twitter is in the first post of the gameplay thread.
  19. Must see matches from Samitto. Seems like not only did he shake off the rust, he also added a nice chrome finish to go along with it - he just won God's Garden 10. Haneya(EL), Gonzaburou(FA) vs Samitto(CH) God's Garden pools Samitto(CH) vs Fumo(EL) Efute(MA), Ain(KY) vs Samitto(CH), Top 8 Samitto(CH) vs Ogawa(ZA), Ain(KY), Finals
  20. the newly discovered OS is unfortunately not that useful for chipp. other than beta blade, he has no option that makes sense. 236236k has startup before the invulnerability starts, unfortunately. as for defending against the OS: we are in the fortunate position that our okizeme very often is a safe jump anyway (FDC drop, if done as a fake cross), which baits and beats reversals. however, a simple meaty 2K is now more dangerous than ever, and as BZB mentioned, FDCing a normal can work here, but i'm not sure yet how difficult the timing is. Another way to beat the OS would be to simply delay your okizeme and go for unconventional followups then (will have to experiment here).
  21. 2015/6/20 GGXrd Mikado 3on3 Part 2 Samitto vs Mochi (SO), Fino (VE) 2015/6/20 GGXrd Mikado 3on3 Part 6 Samitto vs Tomoshige (FA), Hase (SL), Azesuke (MA) 2015/6/20 GGXrd Mikado 3on3 Part 8 Samitto vs Fiino(VE), Nage(FA)
  22. Samitto vs Tomo(LE) Samitto vs Roi(Sol), Kazuki(May), Ain(Ky), Kiisha(Faust), Rion(Ky), Fino(Venom), Hase(Slayer), Isa(Elphelt) Samitto vs Shimonkin (AX) Samitto vs Mugen(SO)
  23. Endou(CH) vs Koichi(IN)
  24. Details for FAB's tier list. We had a translator from japanese to german, but there's always a chance something got lost in translation. Zato: very strong Okizeme; flying and Break the Law are very strong neutral game tools, YRC options are strong. Millia: fast speed both in her neutral game as in her Okizeme (= many attempts to hit during her Oki). Very good YRC options. Elphelt: Very high corner damage. Shotgun Stance neutral game is very strong. Pineberry Grenade forces the opponent to act, he cannot ignore it. Has a very good overhead. Overall strong tools. Faust: Biggest strength is his reach. Item throw is strong (FAB gave no reason, but it's probably for the same reason El's grenade is strong). Also has a very good overhead and his overall toolset is strong. Axl: Rensengeki, both with and without YRC is very strong. 2S & his shoryuken move are very good anti-airs, and paired with his range, make him strong. Also, he has no trouble using 6HS because of 2S and his shoryuken. (When we asked him about Axl's sparrow stance, he said it was strong) Sol: ALL of his special moves are strong and useful. He can kill in two combos. Although FAB considers his gunflame okizeme "normal", he says it is strong anyway. (when asked for 5K and dragon install, FAB said both is strong) Ky: Stunedge YRC is a very strong neutral tool. f.S and 2HS very good moves with high reward, 2HS also a very good anti-air. 3H has a very high reward as well. Overall Ky is a very strong character in the neutral game. Just like Sol, he only possesses "normal" high / low Okizeme, but he considers it strong as well. Chipp: Speed, teleports and invisiblity are the 3 main reasons he is strong. FAB also specifically mentioned to ability to "steal" a match with many hits, when the opponent is already on low HP (ignoring damage scaling). I also asked him whether he thinks that invisibility is still strong despite the nerf, he said yes. Sin: all he said was two words: range & power. When we asked him whether that's all, he said "that's all." I-No: her high / low game loops into itself and is hard to block. High damage with no meter. HCL YRC is strong. May: "One Button Character" (jokingly), all her HS-Normals are strong. High damage in the corner. Her setplay is strong. Venom: His zoning game is so strong that he could almost (but not quite) win with it by itself. His damage is just "OK", but his meterless combos are good. In FABs opinion, Venom has to be played perfectly for him to be in B-tier, otherwise he would be in a lower tier. Leo: "Kusoge Character". His blockstrings and his combos are almost the same. His resets are strong. Bedman: His combos have become easier and lead into his Okizeme more easily as in 1.0. His 6P ist particularly strong. Slayer: K Dandy Pile gives very strong combo options, which made him a slightly stronger character. Otherwise he has the same problems he had before. 6P & 2H are very good normals. Ram: His first word about her: "dame" - useless. The placement of swords has been nerfed hard, j.P nerf is also very hard for her. Her damage is OK, and her midscreen okizeme a little better than before the nerf. Potemkin: too big. Would be a strong character if he was smaller. His normals are hard to use. Potubster & hammerfall yrc are strong. Trishula buff helped. Trishula okizeme hides pot's high / low behind it. He considers him hard to play.
  25. https://youtu.be/GyTF2Ys-lqw?t=2436 https://youtu.be/GyTF2Ys-lqw?t=6402 susumu @ acho in his match against axl, he forfeits damage in his corner combos and simply ends them with regular alpha, in order to end up with his back to the wall. this basically gives better oki, since you can back jump > wall cling, which is faster than teleport wall cling, gives more control about the wall cling height and you can do recrossup stuff with downdash > airdash back j.HS if you cling high enough. edit: lol
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