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jailhousefrog89

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Everything posted by jailhousefrog89

  1. seems good. actually the j2k thing could potentially be a HUGE buff on divekick cancel overhead mixups, have to test it out
  2. yeah saw nage do that combo too, its not really that hard but you dont get much more damage and thus its not worth it (unless youre bodying someone and trying to style lol) the item throw 5d combos are usually the best but i sometimes skip it and just do the trial mode combo because im afraid of getting weight or having hammer force me into an air combo. but theres nothing sexier than doing the 5d item throw combo and getting meteors, leaving out going my way and just recovering from the pogo to get a retardo oki situation with the meteors coming down
  3. youd be surprised what you can do if you mindeff someone. regardless just mash the overhead option/the yrc option, noone blocks overheads online, lol. and yeah well.. all you can really get after a combo into pogo gmw rc is 5k jksh. if you start double jumping it'll black beat. nothing you can do about it. if you go for jk doublejump k s h people will sometimes not tech so you can get away with it
  4. that low option has to be a charged flower. it doesnt whiff (except on eddie and maybe a couple others) you can actually get a lot of milage off of it imo if you can get them to not dp, or use the yrc option if you know they're a masher to eat their input. if they dont know whats happening you can steal rounds off of that stuff and idk what combo youre blackbeating on. notate plz?
  5. if you have the opportunity for a knockdown instead of an air reset you should almost always go for the knockdown. especially when you're spending 50 meter to do barely any more damage. if youre looking for other options after going my way (the main setup being-- microdash throw held item into meaty 2k/fdc jk divekick/6hs/etc. which you shoudl be going for the majority of the time) look into the otg 2hs resets. havent seen anyone else online doing this gimmick yet but it works a hell of a lot. combo ending in going my way in or very near the corner, otg 2hs, pogo (whiffs, they tech), options: meaty P overhead while on pogo, RC full combo; low flower hold RC air combo; OR upforward shorthop yrc overhead jump k, land 5p, combo or upforward shorthop yrc into a 2k. pretty much a straight 50/50 since the yrc will eat their inputs. you can also otg 2hs into an item throw and do stuff after that for a different tech timing than usual to throw them off while not going into the gimmicky stuff i just mentioned
  6. you actually have enough time to microdash, HOLD item, and still get meaty 2k if you do it super fast in the corner. it really looks like you wont have time to get meaty 2k out and they try to mash so you get a counterhit. thats what nage does a lot
  7. not sure if the 5d item toss combos are worth the risk of getting the ones that will drop the combo (hammer, anvil..any others?)
  8. so i cant play until tomorrow? what the hell
  9. Its not on HKN what the hell
  10. Ok so is Xrd up on the HKN psn store right now for purchase if i didn't preorder?
  11. hilda feels sorta like carmine but a bit easier once it comes to blocking. just keep shielding at the right times and wait. blocking between charge 5c and 22a/b is really not that hard.
  12. Don't end a block string with 236a,not good move on block. 623a is better but you're better off just whiffing a 5a and going back in. Also I'm of the opinion that etc,6© j6d etc route has no real purpose since it does only 20 more damage and is 10 times more likely to drop. Regular Merkava bnb is mostly undroppable.
  13. shield is actually a very powerful tool in that if you bait certain moves out while blue shielding you can get punishes that arent possible otherwise. good examples: divine thrust, wald assault jump a. if you predict properly you get free punishes. a metagame comes into play with it though because if they know youre baiting with blue shield, orie will not divine thrust she'll run at you and grd break you with 2a or wald will empty jump throw instead. very interesting aspect of the game imo
  14. yeah its annoying you cant start a gatling with 2a and end it with 2a. a new gatling ive been going for after seeing someone abusing it online is gatling into 6b (1 hit) 5c charge. if the 6b hits, you get a full combo after the 5c. if not, the charged 5c is like +1 so you can continue pressure or gatling into 2a for even more frame adv
  15. because the way SKD plays is he wants to DP or read that youre going to bait the DP and press 2b on wakeup to gain control of you baiting him. by flying upback it makes it so he cannot DP. he was probably trying to DP the flys on reaction and got hit.
  16. whatever the case may be i would never do that. B+C is a terrible move and is like -11. the frametrap you get from 3c, late delay j214a, 5a in the corner is actually godlike. learn the timing on that
  17. it can be hitconfirmed with no resources actually, the delay timing on the fireball is just hard
  18. that is not what i heard but def good to know i guess waldstein is the only character where divekick is technically + on then due to the slowness of his normals (ex hands too)
  19. https://www.youtube.com/watch?v=3B-_fmxAq8g Merkava, fair character
  20. divekick is never unsafe against hilda since her 2a is so slow. you should only be using his 66c or 3c with a delayed fireball after to make it safe and/or combo with 5b midscreen and 5a in the corner (5a will also frame trap her if the fireball is blocked) OR with a chainshift after which leads to a massive combo or a 2a frametrap if blocked
  21. 22b +2 Kreygasm
  22. merkava vs. hyde: 6-4 (shitty dp, cant get in, crappy normals has to play extremely patient) merkava vs. linne: 5-5 (fireball is good, dashes are good, seems fair) merkava vs. waldstein: 7-3 (if wald gets touched he is done. wald can throw you off with his fast assault but if you stay in the air and dont autopilot flightdashing into his antiair you shouldnt lose. shield his assault normals. wald literally has no chance once he is put in the corner) merkava vs. carmine: 5-5 (carmine jump C is one of the only characters with better air normal than you. can force you to block forever. whoever touches first wins. pure momentum based) merkava vs. orie: 5-5 (good orie's will antiair every jump in with her amazing..3b i think it is, makes you play honest and block in neutral game due to divine thrust. incredible backdash makes pressuring midscreen harder than most characters) merkava vs. gordeau: 4-6 (probably the only character with all around better normals than merkava in the game. slide is a huge problem, merkava cannot punish it without shield. gordeau mixes you up on HIS wakeup between wakeup ex grim reaper and wakeup ex command throw. have to sit and bait, wait for the startup of the animation and determine whether to jump out of the grab post flash or sit back and block. best to zone him for most of the match. once hes in range of mortal strike you are in huge trouble.) merkava vs. vatista: 5-5 (she'll force you to play extremely different than most matchups. walk and block. still, once shes in the corner shes fucked as bad as the rest) merkava vs. seth: 7-3 (merkava dash jump b literally destroys everything seth is supposed to do. all merkava has to do is dash jump b divekick until seth is in the corner and then its free.) merkava vs. yuzuriha: 5-5 (dash jump b is also really good against yuzu because most will be trying to confirm combos out of her jump normals for much of the game. play slowly in your approach.) merkava vs. hilda: 7-3 (if you're not playing a top level hilda she is going to get fuckin MERKED. just go extra ham on her and she'll lose. assault all day, quick flydashes in, etc. once shes in the corner shes obviously dead. bait the veil off once she has 100 meter. if she does manage to land a hit her mixup isnt even really that good. just get used to blocking until you're pushed out of range and get back to flydashing in. give her no space or time to think about which normal to press) merkava vs. eltnum: 5-5 (her range is bad, her pressure is ok though once she touches you. amazing DP though so you have to be more cautious. still shouldn't have too hard a time) merkava vs chaos: 7-3 (he sucks) merkava vs. akatsuki: 6-4 (he cannot get in on you. his fireballs are worthless in this matchup because of 214a/b. good dp tho) merkava vs. nanase: 5.5-4.5 (her mixup is pretty easy to see, she gets zoned out easily, her fireballs are useless against merkava since you just fly over them.) merkava vs. byakuya: not enough matchup experience
  23. Don't like a lot of those placements for difficulty. Mgrkava is not middle difficulty, he's extremely easy. Seth is obviously one of the harder characters and I know from experience that Hyde is at least several times harder to use than merkava.
  24. 214a.a is not -9 if you delay properly .. Looks 0 to me. Also hydes 2a is way faster than Hilda's her shit is wayyy slow.
  25. The pressure in the corner after combo, 2c 5c 4b 2cc CS is so fucking dangerous. You have time to back off and bait then come in for 3 or 4 highlows with 6dc, empty 6d, 3c/3c fake 2a etc. You also have enough time to airfliht over them as they wakeup which is pretty safe and fall on them with a high JC. That gives time for the snakes to start biting. Basically 2cc is extremely good and I don't see enough people abusing it yet
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