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Tomo009

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Everything posted by Tomo009

  1. Ah I was already doing basically that off other confirms, so should be easy to make myself do that off awkward confirms too. What I was doing was basically just fumble confirm xx 236A 236B 236A 214B~D > 66C ender on awkward confirms before. My biggest problem with 66C is after 214B~D which I've been using at the end of a lot of my combos, like the one you just mentioned. I know it is just timing, but it is eluding me haha.
  2. So this character... I like the post above me a lot, you get so many different confirms with this character. What do all of you do for longer confirms? 5A 5C xx 236A doesn't always seem feasible to me, what if you get 5A 5B 5C or even 2A 2A 5B 5C or something like that? What is your go to combo for bad confirms? EDIT: Also having one executional problem with her combos in general, which is getting 66C at the end of pretty much all her combos. I don't struggle with much until that point.
  3. I completely agree with 3C being one of if not the best mixup tools when you have your opponent respecting you during oki or somesuch. The shield info is interesting, wasn't aware of that and sounds kind of scary... Will try out B+C at the end of blockstrings more with Vorpal, not completely convinced yet but I guess it isn't really meant to be used much anyway.
  4. I see 214 > 236A as oki here, but how does that actually work? Do you have to release the B to get them to block the pinwheel and mixup or what? It seems they tech off the ground before the pinwheel even starts so I imagine it is something like that or just requires a ludicrous amount of respect?
  5. I think the main one is 5/2A > 5B > 2C > 5C j.B > j.A > j.C 2C xx 236A > 4A > X > B > whif j.A/B/C 2B xx 236A > 6A > 6A (xx 236C for damage or 623C for oki) long range confirm (2B) > 2C > 5C xx 214B > X > B > whif j.A/B/C 2C > 5C j.B > j.A > j.C 2C xx 236A > 6A > 6A (xx 236C for damage or 623C for oki) Assault 6D > 2[C] 5C j.B > j.A > j.C 2C xx 236A > 4A > X > B > whif j.A/B/C 2B xx 236A > 6A > 6A (xx 236C for damage or 623C for oki) Keep in mind I'mma scrub but I think those are the "essentials" you can get away with. Then you can learn stuff like corner carry combo and corner specific combos etc.
  6. I think that is this game in general, especially with moves that look to hit behind. Even though there aren't crossups they still gave the moves smaller hitboxes than it looks like they should have behind them.
  7. I didn't even know that wasn't a thing. The training dummy defaults to Linne so I spent my time practicing that combo on her, wasn't even aware that you didn't have to hold forward for everyone else.
  8. Nah, we should look for some meterless oki options though. I imagine it will be 2C into something, 623A/B or the like then tech chase. RIght now I'm either finishing off my rekkas and getting no real oki or cancelling off the second rekka like you are but that wasn't working as well, so I started just ending off 2C knockdown against the HIlda I was playing just earlier. I pretty much only use meter on 623C into oki setups, 236C is just to finish people off imo.
  9. His 236C super definitely isn't full invincible, I was having it stuffed by a Hilda player constantly. I think he plays best at mid range, but I dunno how he stacks up to the top tiers, poorly I would imagine. Though I don't think he is bad, I've had the game for less than a week so I certainly can't make that judgement yet. His oki feels strong though, at least it has been for me. Unless there is something my opponents have figured out to do yet against it.
  10. Oh wow, 3C is low? Ok well then the 3[C] thing makes complete sense. I feel stupid for not knowing these things haha. 3C REALLY doesn't look low though... neither does 3[C] look overhead, but having played Melty before I'm used to those charge moves inexplicably becoming overhead. There are some very.... interesting design decisions in this game, though I absolutely love how it plays.
  11. So what is the best / a good way of setting up back into oki if you have already used the orb stun? is 214 > 236B a decent option because of the air tech? j.214A xx 236B maybe?
  12. Ah, wow that sucks haha. 2A > 2A for anti mash then I guess is what was happening. 2B doesn't even look low and 2A does, that is really odd. I guess I was just making my opponent late mash late a lot because I wasn't using 2B in my mixup... Explains why throw works so much more though, until they are conditioned.
  13. So I played some games just before. 214A run 623B run 2A meaty for oki certainly seems to be the go as far as I'm concerned. It was working out really well for me, though you have to do it pretty fast to still get the meaty. I haven't gone in depth with options off of it, but some of the things that worked, were: 2A > delayed throw, conditioning, gets them to respect the setup. 2A > frame trap 2C, blows up mashing out 2A > 2A default low option 2A > 3[C] I'm not so sure, it seems very seeable to me, but it was hitting 2A > assault into overhead / empty jump 2A - this was my end game and once I had my opponent respecting the setup this was my most effective mixup.
  14. I'm finding oki setups that aren't avoided by back tech are difficult. So I'm basically opting, instead of the normal setup after 623C to do: raw 214B > X > D This way I can dash forward well before they even tech and perhaps even confuse them with a crossunder through their tech if I guess right. This way they at least have to block ONE of the webs regardless of whether they neutral/back tech. It does mean you don't get the 66C at the end of the combo though. Placing the D net also seems SUPER difficult. EDIT: Hmm been messing around I think 214A > dash past web 623B might be a more consistent setup, but it might limit followups.
  15. So people think Byakuya is bad already?
  16. So what do you guys tend to do on midscreen oki? Assuming you have the B net and D ground net on them, they wake up with you pretty far away, what are your main options here?
  17. Ah, I did forget to check a forwards tech, so I guess even if you could crossup it wouldn't really be a proper mixup. Surprised there are no crossups at all... I think it is the first time I've ever seen a game do that haha.
  18. Wait what? You can block crossups either way? That's a system mechanic I wasn't aware of. Why? Just why?
  19. I'm probably not the first to have discovered this, but I found a neat little left right reset that can lead into itself and does a ton of damage. 5/2A > 2B > 2C > 5C delayed j.B > j.A > j.C xx 214C - C - C So basically, the beauty of this is the web is placed right behind where they would land if you just dropped the combo here after the usual delayed air series. This means you can do a really unseeable left/right with the C followup to the web flip, which then pushes them into the web (regardless of the side you hit on) and allows for a followup combo into the same thing or a BnB for 3600 (completely unoptimised) damage. Right now my followup is just: 214C - C - C > web hits 2C > 5C delayed j.B > j.A > j.C (can just repeat it here) 2C xx 236A > 6A > 6A xx 236C Haven't checked but I would assume that on block the web also gives you pressure in case they guess the right direction.
  20. Wow that's nuts, didn't know about that glitch. So in general you don't think spending meter for corner carry / damage without ignis is ever really worth it? Just save it for guard cancels most of the time? Is there anything more you can do off anti air confirms? The first few posts really need to be cleaned up and filled out haha EDIT: OK found some combos that triggered the glitch: 5B/2B/6A > second normal if you want > 3C > 236C > 214A > 66 > 5C(1) > j.C > j.236C > j.214B > falling j.B > 2C > 6C > 236C > 214B >> 2363214C throw > 236C > 214A > 6C > 236C > 214B >> 2363214C Unblockable into unblockable: 236C > overhead > 3C > 236C > 214A > 66 > 5C(1) > j.C > j.236C > j.214B > falling j.B > 2C > 236C > 214B >> 2363214C - seems the 6C was one normal too far, was hoping I wouldn't have to be careful with that haha I have a bit of a problem with light starters though... so far I only have: 5A/2A > 3C > 236C > 214A > 6C > 236C > 214B >> 2363214C Which does not work if you use any more normals in the confirm, a problem for me haha.
  21. I've been learning Relius for a couple of days. I think I have functional combos for most situations (wow you need a lot of combos in this game..) But my question is what do you usually do off slightly odd confirms/to use meter in combos? For example, some of the combos I've been using so far: with Ignis 6A > 6D > A+B > 66 > 5B > 3C > 6D > 9 > j.B > 2C > 6C > 41236B > 5B (early) > 5C(1) > 29 > j.B > j.C > j.236C > j.214B air throw > 2C > 6C > 41236B > 5B (early) > 5C(1) > 29 > j.B > j.236C > j.214B 2C anti air > delay 6C > 41236B > 5B > 5C > 29 > j.B > j.C > j.236C > j.214B I also use 236C > RC > IAD > j.B a bit when I have low/no Ignis meter So I guess my questions are: Are there other/better ways of using meter? Are there more optimal routes for these less common confirms? What do you do for things like this, for example I really have no idea what to do air to air yet, I pretty much just try to keep pressure up when I land a hit in the air and that's it.
  22. So does Kagura still have a high/low mixup game or are we forced to get really tricky with our mixups in 1.1?
  23. Not certain if this is the correct thread, but I am having significant trouble with Kagura corner combos. What I'm basically trying to do is: 5B B > 3C > 6D~C > 2D~C > [4]6B, 2C > 5C > [4]6A, 5C into ender There are a few parts that I have trouble with, but it all ends up making that last 5C incredibly difficult and inconsistent for me. Is this just a combo timer problem or is there a way to perform the combo to make it easier? The other 2 sections I sometimes drop are 6D~C > 2D~C and for some reason 2C > 5C which I don't really understand, but could this indicate I am causing a problem for myself later in the combo?
  24. I'm struggling with these w[1D > D] > h[2C] and similar pickups. Is there a certain timing or spacing I should be aiming for to get to the ground quick enough for these?
  25. I really like Algol, he was the first zoner I saw in a 3D fighting game that actually worked, but maybe too well. With proper attention I'm sure they'll give, he can still be effective without being spammy. Don't like his appearance this time though, why go the Greek statue route like Capcom loves to do haha. Both of the characters I'm most interested in seem to have very strange primary costumes this time, though Algol's trumps Cervantes'. At least Aeon looks undeniably awesome.
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