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AchedSphinx

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Everything posted by AchedSphinx

  1. From the CF thread.
  2. I thought Luminous Slave was that sword that came out as she did Act parser in the trailer.
  3. Alright gonna be as thorough as possible here. 1. The combo is 5DD > 2DD > 4 > 2 > bufula D > 5 > sweep > droit B. You keep doing weird combos here and resetting things back to neutral. You need the corner carry here to press your advantage. 2. I can tell somewhat you don't understand the Rise match-up too well. You're impatient. As shown here. 3. I'd advice against teching in this way. For one, j.A isn't that great air-ground and the recovery is bad. Teching backward that high up is fine. 4. This combo does work. You were just too quick in pressing 5A. 5. Too aggressive. I've seen a bit of this where you're not baiting the DP. Also, notice your 5A range. You're too close as well. 6. No need to roll here. Look up fuzzy jumps in the gameplay thread. Another escape option would be backstep. 7. The combo here is 5AA > 2B > 2D > 5 > sweep > droit or you can charge the 2B and do bufula D instead of 2D. You're going to need training mode for that. Tough hit confirm. 8. Don't use 5D that close. Fullscreen tool mostly. 9. Not sure if you messed up the blockstring here but if you were doing the blockstring it would be 5AAA > 5 or 5AAA > 5C. Another thing, try to refrain from doing 5B in neutral. This Rise jumps a lot, so 5AAA > 5C would have sufficed. 10. Neat reset but if that Rise had teched forward then you'd be screwed. That's why unblockable resets aren't that good. Too inconsistent. 11. You're going to need to practice instant air dashes. As seen here it makes your jump-in awkward and slow. 12. Two things of note here. You're pressing the wrong button for air-to-air. And two your movement options are telegraphed. Consider just dashing in, super air jump, or being patient and waiting for an opening. Droit B works wonders. Just be careful doing it since it's FC recovery. 13. Can't let Rise get away with stuff like this. Mash 5A like your life depended on it. 14. I suggest practicing this hit confirm. It's very important. 15. Too much awkward air to ground game here. Just do 5A. When in doubt 5A. If you think they're going to DP, just jump and don't press buttons. 16. Punish whiffs with droit A. Gotta make them feel scared anyway you can. 17. Punish bursts with 5AA > 2B > 2DD > 4 > 2 > bufula D > 5 > sweep > droit B. An alternate route if you're close enough: 2 > 2DD > 4 > 2 > bufula D > sweep > bufula C > 5 > sweep > droit B 18. A few things wrong with this whole scenario. 5D shouldn't be used to pressure someone in the corner. Your spacing is off, you should be within 5A range at all times when you're applying pressure. You can punish whiff sweeps with droit A or if you think they're going to sweep do 2A. Don't corner yourself. And a misc. tip, this Rise just did a neutral sweep, keep that in your noggin. You can exploit that with 5B or 2A in pressure. 19. Might be a drop, but make sure you practice Mitsuru's corner throw combo. It's perhaps the most important move in her arsenal. 20. Here are your options here. Auto combo. Or 5AA > 5B > 5C > droit A. Do your best not to go for resets since Mitsuru isn't the best at them. 21. I learned this the hard way from Lord Knight. Don't do this ever. You will get fuzzy jumped into oblivion. 22. Bad burst. Try to be in awakening when you burst, not close to awakening and a single combo can kill you. 23. Some things to think about when you're facing jumpy players. 2D. 24. Sub-par punish. When you punish a DP, you want to destroy them. Make them feel bad for using DP. Here you should have just landed > 5B > sweep > droit B > 2A > 5C[15] > 6 > 2 > bufula D > 5 > sweep > droit. And to make them feel even worse, toss in a I-don't-give-a-damn bufudyne. Make them feel that 5k+ damage. This combo works because you were fairly close to the corner there. if you were midscreen consider 5B > 66 > 2A > 2B > 5B > sweep > droit B. Toss in a OMB if you want to up the damage. 5B > 66 > 2A > 2B > 5B > sweep > OMB > 5 > 2 > 2DD > 4 > 2 > bufula D > 5 > sweep > droit B or bufudyne C. 25. Training mode your pressure more. You just need to be a tad closer and this Rise jumps out for free. Jump outs are fine since you have to worry about all the defensive options they have, but this Rise did it after 5AA. Assume the player is always trying to jump out. 5AA > 5C > free damage. There's a combo for this. air hit 5C > Sb droit > stuff > 3.5k-4.5k damage. 26. Proper combo here would have been j.A > 5AA > 2B > 2DD etc. 27. Tip to deal with Rise's disc if you got the tracking thing on you. Jump > instant block the disc > air dash or air back dash. Same thing can be done vs Yukiko. 28. Easy punish. Droit B since you're always holding down back. Not great damage, but the knockdown and corner carry are what matters. 29. Good hit confirm. Just gotta finish the combos and you're golden. 30. See how useful instant blocking air normals can be? 31. Since you were close to the corner you should have done droit SB instead of droit A there. Edit: Just to clarify, Mitsuru's resets are good. This Rise you were playing wasn't conditioned enough so that you could exploit them. Evidenced by the fact that the Rise kept jumping. Sweep feints into throw or 5A don't work if the opponent is always jumping.
  4. slightly more optimized corner throw combos corner throw > 214D > 214D~C~214A > 6C > 236[D] > 6DD > 2DD > ender 2 (4044, +30/-0) corner throw > 214D~214A > 6C > 236[D] > [5DD > 2DD]x2 > ender 2 (3910, +30/-0) not high damage but might be better for oki set-ups midscreen throw > 236[D] > delay 5DD > 236D~C > 3C > 236D~214B (2772, 20/-0)
  5. 236D~C > 214C > 5B > 6A > 5C > 6C > 66 > 5B > 5C > 214D~C~214A > 6DD > 2DD > air drive ender (3422, +25/-0) The 5Cs are necessary to stall long enough for the second gravity to be up. Gravity also makes the air drive ender a bit trickier because of the slow descent.
  6. Best way I've found is to do 236D and 214B as a single motion. Hold 214B so that you get the advanced input (so it comes out on the earliest frame) and then press 5D. Easiest way to practice this is just keep doing 3C > 236D~214B > 5DD.
  7. Any reason to not use gravity when you do 214D~C > 665A? Seems like you could up the damage quite a bit if the 5A and 6A are cut.
  8. There's the challenge mode combo that uses CT. There's also an oki set-up that I've seen a high-level Nu player use.
  9. So long as the ground 5DD/4DD combo ends with 5DD, it's easier to confirm 236D~C. From the videos I've noticed, three reps is usually highest. Just depends on when you get the hit. For fullscreen mix-up. It's basically just 5DD > 4DD or 5DD > 236D~C. To increase the mix-up, you could do 4DD > gravity > 4DD or 4DD > gravity > 236D~C though for this one the gravity will probably cause the opponent to barely move. Other options include 4DD > gravity > 4DD > RC > 4DD > RC > 4DD haha I saw a Nu player do this to win a round, he was a 19 dan I've seen some interesting set-ups for oki. I'm wondering if it should be its own thread or not. @Naa to improve your mix-up a bit instead of 2C > TK 214D stuff, try other normals. 2C is pretty telegraphed is why I say this. For instance, max range 2B > TK 214D~C > 2B. 2B isn't a jump cancel, but people don't mash often against the pressure since it's even on block. There are plenty of other block strings you can try to avoid 2C > TK 214D stuffs. Keep'em guessin.
  10. I don't have any combos for OD. However, you can do x > 6C > ODc > 236[D] and probably make some kind of combo that way. There's enough untech on 236[D] to do 236236D. Good stuff.
  11. Well, I suppose it is possible the 5C > 2C is pushing the opponent back far enough that 214D~C hits a little later and it's throwing your timing off. Maybe reduce the number of hits with 5C/2C. I tested the combo a number of times and it works fine. I don't think it matters if you use 5C > 2C or 5C > 3C. The proration is pretty close (I don't think she has the 1.1 Dia P2 79 and has the Luna P2 89 for 3C). 2C pushes back a bit, 5C pushes back more so you gotta take that into account when you want to 214D~C. However, since 2C does do more damage raw, I guess that's more optimal. Also you can jump cancel 2C if you mess up somewhere, unlike 3C.
  12. No. You have to press two buttons at once. Since the cancel from 214D~C is instant, you do it as a single motion sorta. So as you're doing 214D~C go into 214A then press 5C. The window is more forgiving than trying to do 214D~C~214A > 6C. The whole motion is pretty awkward to say the least. Just takes a bit of practice and you'll get it.
  13. Easy BnBs 5DD > 4DD > 5DD > 236D~C > 214C > 5B > 6A > 66 > 3C > 214D~C > oki (2662, +22/-0) 5DD > 4DD > 5DD > 4DD (1681, +16/-0) 2B > 2C > 214D~C~214A (1276, +9/-0) 214D > [6DD > 2DD]x2 > air drive ender (3683, +31/-0) 2B > 2C > 5C > 3C > 236D~214B (1714, +12/-0) TK 214D > RC > dashing 5B > 6A > 6C > 236[D] > 5DD > 236D~C > 3C > 236D~214B (3040, +14/-50) 2B > 2C > 3C > 236D > RC > 5DD > 6DD > 2DD > air drive ender (2916, +15/-50) air throw > [6DD > 2DD]x2 > air drive ender (3137, +26/-0)
  14. It's doable. You can even do 5C > 2C > 214D~C~214A > 6C if you want.
  15. Some basic combos for various situations. I'll post more later. I find that 2C > 214D~C is easier to confirm than 5C > 214D~C. More hitstun and whatnot. Since my memory for air drives go j.DD > j.2DD > dj.DD. I decided to go with j.DD > j.2DD > j.6DD > dj.DD > j.2DD > j.6DD as my air drive ender. Just gotta delay the j.2DD a bit and it works consistently. Also, I'm thinking omitting 5C for certain combos and going straight to 6C is more optimal for damage. And I'm also thinking that the best way to punish an air burst (or any bad burst for that matter) is dashing 6A (the anti-air combo). Gonna work on optimizing these combos later. corner throw > 214D > 5C > 6C > 236[D] > [5DD > 2DD]x2 > ender 2 (3867, +29/-0) anti-air 6A > 5C > 6C > 236[D] > dashing 5DD > 236D~C > 3C > 236D~214A/B > 5DD > 6DD > 2DD > ender 2 (3815, +29/-0) burst safe route 6A > 5C > 6C > 236[D] > dashing 5DD > 4DD > delay 6DD > 2DD > air drive ender (3642, +29/-0) TK214[D] > dashing 5B > 6A > 5C > 6C > 236[D] > dashing 5DD > 236D~C > 3C > 236D~214B > 5DD > 6DD > 2DD > ender 2 (3938, +29/-0) burst safe route TK214[D] > dashing 5B > 6A > 5C > 6C > 236[D] > dashing 5DD > 4DD > 6DD > 2DD > air drive ender (3842, +30/-0) midscreen throw > 236[D] > dashing 5DD > 6DD > 2DD > air drive ender (3357, +27/-0) corner 6B > 5C > 214D~C~214A/B/C > 5C > 6C > 236[D] > [5DD > 2DD]x2 > air drive ender (4527, +35/-0) midscreen 6B > 5C > 214D~C~214A > 5C > 6C > 236[D] > 5DD > 4DD > delay 6DD > 2DD > air drive ender (4380, +34/-0) midscreen 6B > 2C > 214D~C~214A > 6C > 236[D] > 5DD > 236D~C > 3C > 236D~214B > 5DD > 6DD > 2DD > ender 2 (4770, +36/-0) corner throw > Astral Heat (GG)
  16. Sounds fun. I'm down. PSN: p4uplayer Tag: Achedsphinx East Coast
  17. Thanks for the insight SKD. I've never really thought of myself as anything more than a mid-level player(since all I do is netplay), but its truly amazing how large the gap is between the two skill levels, and this off something I thought was so simple to understand: mix-up. It goes to show I still have a long way to go despite playing fighting games for almost six years now. If you are honestly considering expanding upon this (I mean gosh, your write-ups were super in-depth) you could try making a video to compliment your argument so to speak (I consider myself a visual learner who's addicted to parenthesis in forum posts). And since we were on the topic about egos earlier, I consider myself a pretty competitive player. I don't like losing, however I do like learning, and I will take any advice I can get because it's fun to learn and play against good players. One of the things I learned from SKD's post were my own shortcomings. For one, I don't gain enough information as I should be going in a match, to learn all the nuisances going in. I have a general understanding of match-ups (I'm talking P4A here, but fight games in general), but since netplay doesn't make me challenge these preconceptions my own knowledge will never expand. Another thing, I suck at reacting to things. This could be because of netplay, but I react, I don't read since people do crazy things all the time online, and from what I understand reactions are all about reads (LK posted a video about this about a year ago). In summation, these two things (there are more I'm sure) are probably why I'm stuck at mid-level player. If you really think about it, playing a fighting game is kind of like taking an exam. The person with the most information will often have the highest score and those people tend to put a lot of time and effort into studying, which I need to do more of.
  18. No Lambda. Though to be fair, I don't think it matters.
  19. I thought Nu's Calamity was 4 swords when she does it from OD state. Unless they changed it. I haven't been keeping up with BB lately. If she does get 4 swords still, it's not exactly a complete reversal. The swords come down at different speeds so the opponent may have time to block if they haven't commited to anything. Though, the cool part is that it's plus on block, so that's sweet.
  20. You have a point. I recall the TK loops being rather braindead.
  21. You would be right if this was right. Nu/Lambda have always been the same fundamentally. She zones, does big whammy damage, and dies in the corner. Changing her fundamentally would be like transforming her into a pure rushdown character or a grappler.
  22. More characters mean more people for Relius AH. Also, if Tager is a tough match-up for Nu, does that mean Tager has no bad match-ups? Has the power of science finally succeeded in a world of magic and BS time-logic?
  23. This is correct. You cannot punish Mitsuru if she's at max range when her droit hits. Droit A is -1 and Droit B is +7. A possible thing you could do is sweep. Shadow Labrys sweep goes pretty far and netplay can make her win over Mitsuru doing 5A. Downside is that Mitsuru can do 5B if she reads it and punish pretty hard.
  24. Unfortunately the videos you've watched are only about 5% of the total matches played. It doesn't speak for the whole.
  25. This wasn't a foreign concept to Nu. She can do a 4k meterless midcreen confirm in CP 1.1. It's a lot tougher to do than in 2.0, but she still had it. The confirm is easier to do in 2.0. I think it's like 2B > 2C > 214D or TK j.214[D]. In 1.1 it was like 2B > 3C > 22A > 3C > gravity. The 1.1 version does more damage, however the 2.0 version is a lot more consistent. Btw, has Nu broken off from the S-tiers then and become her own tier since mAc mentioned it?
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