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Callisto

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Everything posted by Callisto

  1. Ah that makes more sense lol, I only use 2147. Maybe I should try 7214, that probably gets rid of the NASA backjump j.D
  2. Ah, I've never had it happen to me midscreen before lol
  3. That's what happens if they're almost in the corner but not fully there, you kind of need to gauge if they're out of the corner a bit before letting it rip.
  4. The timing is a bit more strict after instant barrier vs. ice beam than I thought, looks like if you get high enough to IAD without risking touching the ice, they have enough time to recover and duck IAD j.C; I didn't get to test as much stuff as I wanted last night, but I believe you can do a slight neutral jump into Gauntlet Hades to punish, doing a grounded one will run you into the ice though. Ice also beats CS/DbD/astral reversals in the gap between IB'd second hit of 6B and ice startup. Trying to apply oki on her kinda sucks, you can 2A for teleport baits but if she has meter then you're the one in the mixup after you get a knockdown on if she will teleport/roll/fireball super on wakeup, you're kinda best off just throwing out an early 2A then sitting there to see what the do. I believe blocking fireball super pushes you back too far to CH 2C > CT, but you can CH 5C > 6C and go from there.
  5. I can't make it to Ignite tonight...anyone who might want to get some games in out in Schaumburg tomorrow?
  6. It's not as bad as it seems, especially midscreen, she's strong but not invincible. As you said, 2A for teleports, especially in the corner you have to be really careful to not throw out something slow. Her overhead's really slow with the obvious wrench windup, easy to IB then you can CID out of ice beam/rocket punch if they try to follow up with it, or if it's rocket punch just IB that and punish with 5A > 5B etc. Air rocket hammer won't cross up in the corner, so it's safe to 6A it. Ice beam is really slow, if you aren't comfortable just doing CID on startup you can instant barrier to get pushed away to avoid the chip/losing a ton of barrier...I am trying to figure out a punish off off instant barrier on it, it keeps going pretty long so you may be able to just neutral jump > IAD over her head and attack from the back.
  7. Played this a fair amount yesterday, will probably get more in tonight. Level 3 drill chip damage is insane, try to save your barrier for when they get drill leveled up. They can't block during fabhop so 6A/CID the crap out of it. It's very annoying to work your way in, his AA game is solid especially from full screen, just microdash > barrier cancel your way in, he's not very good up close without drill level/50 meter. His only invincible wakeup is the super as far as I know, which is mega punishable if baited. His jumping long-reach moves don't recover until they hit the ground, if you can get one to whiff use that as your opportunity to close the space and get in his face.
  8. Got to play this match a fair amount last night...neutral game isn't as easy as I thought from my initial experiences, as there isn't a whole lot that he's unsafe on. His backdash is absurdly good but you can catch it with GH if the person's doing it habitually, or 6C in the corner, though 6C is slow enough for them to DP out. Dash mixup is rough to deal with but you can jab them out. The dive kick is problematic depending where he is, if done right above your head it'll crossup and be positioned so that 6A will whiff and CID input will get reversed, I started just upbacking to gtfo when I saw it starting up. I still don't think the match is really in his favor if you can be better at reacting to dash mixups than I am(pretty low bar to meet), but I feel you need to be pretty careful in applying pressure with how good his backdash is, as he punishes pretty hard with weakpoints on.
  9. I usually stick with DID just because Axe Kick never misses but Tsuika whiffs the majority of the time I try to use it in the corner :/
  10. Incidentally, I found it amusing that our local player who plays Hakumen goes by Agito and be bodied me with that move so I got blown up by Agito's Agito
  11. What's that combo? I get like 5.3 because I'm worried about it running out to quickly and just do stuff > j.BS > DbD lol
  12. Pretty much my impression so far. Pressuring him in the corner can be a little dumb as he can dash out of gaps sometimes so you need to take things a little slower, but Ragna's pokes definitely seem better.
  13. I appreciate the info, I'm not too familiar with how USB power draw works(also it's a PS3 slim, so only 2 ports, ugh), I have a 4-way USB hub, would plugging that into the first port then putting both sticks into that be likely to overload a single port?
  14. Ran into a random thing this weekend that I was curious if anyone had ever experienced...I always bring two sticks to locals, a TE with a PS360+ that I use for BlazBlue and an EightArc that I use for SF4. I was letting someone borrow the EightArc to play with me while I was using the TE, and the EightArc kept unsyncing from the PS3, and at one point I believe re-sync'd in PC mode rather than PS3(the player # light went out, and the buttons all changed). At one point both sticks desynched and I had to restart the console because it wouldn't recognize either. It only happened when he was using the stick on the P2 side, I played with the EightArc myself in training mode for about an hour after that and I could not for my life recreate it. Has anyone happened to see anything like this?
  15. Webster I'll try to get on sometime this week when my g/f isn't ganking all my free time lol
  16. Sad I can't make Ignite tonight, I think I might be the actual best now, I can DID and everything
  17. What's the current go-to for killing George, 5C? Also can you kill the little bat-fan things or do you just have to deal with them until they go away?
  18. Just wanted to come back to this one for a second, it looks like you can do your first version with just the single j.C > BE off of 5B > 5C > 6C, to have a slightly more practical starter, still a really decent chunk of damage and heat. Also is there something specific I can do to help the Hell's Fang followup not whiff at the end of a long combo? I would end with HF more but the combo drops before the followup too often, and I can't tell if it's because I'm doing it too late and running out of untechable time, or if I'm doing it too early and it's whiffing.
  19. Not sure what happened last night but TK BS finally clicked to come out consistently and I jumped up like HAHA, FUCK YOU, GAME
  20. Don't suppose there's any sort of special BB swag you can procure before heading back over from Narnia?
  21. I was too drunk to follow any streams yesterday, how'd you guys do at Youma?
  22. Regarding DID, it doesn't help Fistmaster's case at all but fwiw I changed my backup stick to a square gate(I usually use octos) and I get DID infinitely more consistently now, if anyone else is in that position.
  23. ahhh thanks, I thought it was just completely uncancelable.
  24. you might be able to squeeze j.C j.D jc j.C in before the BE instead of just the j.C Does BS by itself give the knockdown status needed for 22C?
  25. Yeah I found a new gimmick with him. The gimmick is you do stuff and I uppercut it
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