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-Kid

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  • Birthday 05/28/1992

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    Katsuke_x

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  1. Ragna Video Thread: http://www.dustloop.com/forums/index.php?/forums/topic/9589-cpex-ragna-video-thread/ Seems like every single link in the whole thread is down.
  2. Yeah the 5C > j.2C > j.C FC loop doesn't work on the smaller members of the cast, it only works on tall characters such as valk, litchi, Hazama, Tager etc etc. It's a really good investment as a combo route since it is probably one of the most damaging routes you can use midscreen. It also benefits from being super practical with a 22C FC punish. Anyway this was probably the most I was able to milk out of the starter.
  3. Corner Combos 5B > 5C > 623D > 5C > 2C > 6C > C DP > delay 5B(1) > 5C > 2C > jc > j.C > j.2C > jc > j.C > Hizansen. dmg: 4109 5B > 5C > 5D > 22C > 6C > 6D > 5B(1) > 5C > 6C > 214B(w) ~ C > 2B > 5C > jc > j.C > j.2C > jc > j.C > Hizansen. dmg: 3754 [CO] 5B > 5C > 2C > 6C > 6D > 5C > 2C > 6C > C DP > 5C > 2C > jc > j.C > j.2C > jc > j.C > Hizansen dmg: 4150 Punish combo: 22C (FC) > 5C > 2C > 6C > 6D > 5C > 2C > 6C > C DP > 5C > 2C > sjc > j.2C > j.C > jc > j.2C > j.C > Hisanzen. dmg: 4789 Punish combo: 22C (FC) > CT > 6C > 6D > 66 > 5C > 2C > 6C > C DP > 5C > 2C > sjc > j.2C > j.C > jc > j.2C > j.C > Hizansen. dmg: 5637 Midscreen Combos: [CO] 5B > 5C > 2C > 6C > 2D > jc (9) > j.2C > 5B(1) > 5C > 6C > 214B(w) ~ C > 66 2B > 5C > j.C > j.2C > jc > j.C > Hizansen. dmg: 3583 Punish combo: 22C (FC) > 5C > 2C > 6C > 2D > 2C > 6B > 66 5B(1) > 5C > 2C > 6C > 214B(w) ~ C > 66 2B > 5C > j.C > j.2C > jc > j.C > Hizansen dmg: 4326 Punish combo: 22C (FC) > CT > 66 5C > 2C > 6C > 2D > jc (9) > j.2C > 5B(1) > 5C > 6C > 214B(w) ~ C > 66 2B > 5C > j.C > j.2C > jc > j.C > Hizansen. dmg: 5004
  4. It's probably a bit too early to deem 3C as the only reliable tool for oki. Tsuika may still be useful depending on the extent to which they nerfed the advantage due to blowback. Less advantageous doesn't necessarily mean bad. Don't forget about 5D(2) hard knockdown. That might potentially be a reliable oki tool. Hard to tell though since I haven't seen someone use 5D(2) in that regard. Also I'm not sure if anyone has tried using 2D as a knockdown tool? I find it quite useful to use sometimes and use it often in 1.1 (like combo > 3C air hit > 2D hard knockdown). Might be something to consider in 2.0 too.
  5. 6C(1) > 5D. 54:32. http://youtu.be/WiykyZWeqMQ
  6. critique would be much appreciated. http://youtu.be/3hZaMJyZapU http://youtu.be/HWDh_vetLAw
  7. TK BS is another option for a throw bait.
  8. Would be quite interesting If 6C(2) vacuums on block, would make for some decent corner mixup/crossovers.
  9. Before I dive into critiquing your matches, I'd like to first re-iterate that this is a critique thread and that the information I'm about to give you serves no other purpose than to help you with your gameplay or to point you out to a couple things. In no way am I trying to change the way you play or put you down for the things you may or may not be doing. I write this for the intent to help you, not offend you. Remember that these are just suggestions, and you're free to do as you please following the critique. At first it was difficult for me to come to grip with what was going on in those matches because everything was just happening randomly and too fast. I feel that your play with Ragna was a tad sloppy in the sense that you were just throwing normals out here and there, you literally ran into the opponents normals, several dropped combos, and just a whole bunch of other random stuff going on. Now I'm not saying that Ragna needs to be played in a specific way or less randomly, but it seems as though there was no thought behind the majority of actions you took when playing those matches. It looked like a mindless Ragna just mashing several buttons. That's just what it looked like to me. On the flip side I could be wrong, because there was a point during those matches where I thought you were sandbagging your opponent, maybe that's the reason for all that randomness going on? I don't know, but it did carry on for several games. I'm not really going to talk much about combos because I know you know better routes than most of the stuff you were doing, we talk about combos all the time on twitter! I think your neutral could be a tad better too, you didn't look too dominant at neutral, and there were times that you'd let your opponent get in for free. Especially in the mirror match, well spaced normals and a good neutral game is imperative. Sometimes you were a bit too patient when there were opportunities to go ham on the opponent. Again I can't fault you for that because maybe he's conditioned you to being that way? When you had opportunities to deal heavy hits on your opponent for whiffing a DP, you most of the time punished with 5B. There were a couple of 2Cs, no 5D(1) > CT. In the end I think you ended up dropping the punishing combos iirc. Take your time with punishes, especially when baiting ID. You have plenty of time to think and act accordingly. You need to break out of autopiloting 5B when you punish something. I lost count on how many times you autopiloted 6A AA > GH. Now I understand the benefit of doing that, but you need also consider the risk in that autopilot and other options. 6A is a big normal to commit to as an anti-air. If you hit with it, great, you can confirm into GH. If it happens to be blocked and you autopilot into GH and that's blocked (which happened countless times), you'll end up being punished. Sometimes I suggest leaving the 6A hanging because that way you can see if you get a CH and followup with a better combo (5C or 3C). That too comes with it's risks, because if it's blocked, you can also be punished on a stand-alone 6A. This is why I believe you should alternative between GH and hanging 6A, to condition the opponent to expect either or, and not just press buttons carelessly. Most people won't act fast enough to punish a stand alone 6A, compared to increasing the risk of being punished after using GH. If there are opportunities to punish with 5A instead, go for that, which you correctly did on several occasions when you confirmed into 5A AA > 5D. That was pretty sweet. On a last note, I believe using CT in a combo is only worth the meter if either one of the two criteria are going to be met: - you are going to kill the opponent - the resulting combo does at LEAST 500 extra damage You did a Throw > CT combo that did ~300 extra damage than what the normal throw combo would have given you. I don't think that was worth using CT. That's just my personal belief regarding the use of CT in combos. You're free to agree/disagree. I don't really have much else to say at present. I need to look over the last couple of matches and see If there is anything else~
  10. Keri Age (214D), the followup to the initial hit of gauntlet hades (214B).
  11. Same..if it worked on the whole cast..
  12. 6D > j.D whiff > slight delay 5B > delay 5C > jump cancel > j.C > double jump cancel > j.C > BE > 663C > 22C > DS > delay 2C > immediate 5C > 5D(2) > DID/HF. dmg: 4238 / 4193 hg: 28 / 28
  13. Try the input: 2147D, or if that's the one you are currently using, try 7214D (whilst buffering the 7). I personally used to use 2147D, but then I switched it up to 7214D as I found it to improve my consistency.
  14. Corner GH(2) > sjc j.C > BE > 3C > 22C > DS dc > 3C > DID DMG: 3115 HG: 20 Lifesteal:
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