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ChunkTug

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Everything posted by ChunkTug

  1. For the third one it was an observation of something that fails. "Baiting" a throw attempt wasn't the right phrase. They intended to throw and got 4H; I'm just trying to connnect with orb. With other characters getting 4H would be among the things that loses to orb. And yeah, nobody does a TK Orb without 50% tension to RC on block (or shouldn't).
  2. I've gotten to play this matchup some recently. I beat out 2K with 2S a lot (usually they're spamming it), which nets you CH into 5H. As with Ky, his DP hits behind him so crossup kai(P) on oki isn't an option. Autoguarding Robo-dash works, which takes away their ability for Robo-dash to go through "anything". TK-orb on Oki can be hit by his 4H if you successfully baited a throw attempt. You can AG the Robo's 5K Oki (though the Robo I'm playing doesn't seem to want to use 5K... which I thought was a really good option for him, oh well). Trying to Fuujin through the air-missiles is a bad idea as he can launch a second set.
  3. Hmmm... I thought we had a gimmicks thread somewhere, but I can't find it. I've been playing more with double butterfly and have started practicing a completely free* attempt for it. 236[P], 2366]P[ or 236P, 2366]D[ So if you miss it, you're dashing in. Off of a throw into meaty Shitsu, its only the tiniest bit of delay on when you would've been dashing. It's not that hard to get down with practice, so I'm actually going to add this into my regular arsenal.
  4. I'll have to try backdashing command throws some more. I'm not sure if Chipp's leaf grab is backdash-able, and even so I think he recovers in time to block. Also, I don't get to play against Eddie often, but at the last tourney in BC I found out Eddie's command throw gets thin enough that 3K will whiff (at least if close enough).
  5. You won't be able to do any move while you're in recovery frames of Shitsu. If you're too close you'll never get out of recovery in time, so minimum range can be derived from that (you won't see standing punch either... assuming you're not just negative edging the punch). You're at a pretty good distance/timing for it doing ground throw into meaty butterfly. I believe the hitstop affects the timing of when the butterfly transforms. So the timing is different on hit, block, FD, IB, and Slashback. Playing around with it on Johnny I could really feel the difference in timing.
  6. I think if you're still in recovery from throwing the 1st butterfly you won't be able to throw another.
  7. Blasphemy! Keep the faith! One gimmick I like for this match is to throw a butterfly at medium long range to bait Ouren and air throw it. I'll use it as a round opener.
  8. Yeah, BBU goes low profile slower, but if you do the same gatling into butterfly repeatedly and they anticipate (reaction is probly superhuman) you end up eating 250 damage. Tangent! I was playing around with 214K FRC's and jump installing them. It turns out that if you don't super jump TK the move, when you cross-up and FRC you fall facing away from. I spent about an hour doing things like: 5K,JI,5S,214K,FRC... and going WTF?! Why am I not facing them?! So yeah, you need to TK and fast enough that it's a super jump (since normal jumping does not change the way you face when crossing up). I also think that you need the normal before you cancel into TK 214K needs to be jump cancellable or you won't get the super jump property (his was a few weeks back so I can't remember, plus I'm away from my copy of GG... and drunk). Yay minutia!
  9. You can rebutterfly after moves like 2H, 6P, 5H where you'll have the smallest frame disadvantage gap when you special cancel. Ky doesn't have as good options off of Stun Dipper anymore and needs 50% (?) tension to do much. I'd be worried about Sol with Grand Viper and Slayer with BBU. Get predictable with it and you lose half your bar.
  10. Is that a typo? I thought 2S > 5H only combo'd on crouching or counterhit.
  11. I don't know if this was commonly known, but I didn't realize 'til practicing just today. You don't need to go to neutral after 3S for the 5H. It doesn't cancel into 6H, so you can alternate between down-forward and forward. This bumped up my percentage of hitting it a lot. EDIT: I jumped to the conclusion that this worked for cancelling into 5S as well, but if you're holding forward 5S will NOT come out.
  12. Some examples: 214P, 5K, 5S, 6S, sj, airthrow(corner) 5S, 6S whiffs, sj(back usually), airthrowOn, sj.K, wait, airthrowShitsu, max range dashing 2D, 236S>K, jump, airthrowairthrow, 5S(JI), 6S, sj.SPS, wait, JC airthrow236H>D, 236H>K, jump airthrow or 5P/5K whiff jump airthrow Some of those came about by trying to airthrow in places I consistently drop combos. #6 being when I need to dashing Fuujin but don't or just won't be able to juggle after the wall bounce. For the JI installed air combos I think it's best stop right before the JC so you have more options and looks like you jsut f'ed up the JI and dropped the combo. When I don't think a JI air combo will reach the corner to connect j.H, j.D, Orb I'll use it to drag them closer. Most of these work consistently on people who tech carelessly, but will fail consistently on people who don't... which is the general rule.
  13. If all you want is a local copy you can use vixy.net. It doesn't help fix the quality downgrade which posting on youtube may have introduced.
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