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Herbal Grey

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Everything posted by Herbal Grey

  1. oh i see. i misread your post, yeah, i would agree with everything you said, and just add that it has to be a cross up j.c or else the a-bug won't hit properly and naw, they didn't use twitch to stream it, and i doubt they recorded the matches. sadness.
  2. I think he means the cross up j.c combo, which is a challenge mode combo. This combo is much more difficult on pad (speaking from experience) because you have to first super jump over your opponent then press and release j.c while releasing the a bug as soon as you hit them with j.c.....After you've hit them with j.c (And released the a bug) press and release j.1cd .....what should happen is the following j.c (press and release 5a) j.1c (press and release 1d) ..... from here u can do j.236cd and your regular combo PS. Skye if u read this I won BB at revelations. Trophy plz
  3. 5c is good after 5b in a block string to bait mashing. (Can follow up with 2c to hit their jump or mash after too) Puppeteddie is really useful when u're paralyzed. As for 5b, i might be misinterpreting ur problem, but sometimes i cancel it into 22a just in case it counter hits I can still run forward relatively quickly while not immediately dash cancelling forward which can be unsafe on block
  4. ggs to ppl who say that they mash grab with kanji online to see where gaps in block strings are on instant block
  5. maybe someone can come up with a better combo than this, but i've been trying to think of ways to punish ppl for mashing grab during my block strings. so i came up with this setup: 2aa (blocked) dash j.b (hold 9 so teddie doesn't bounce backward) j.a [one hit] 2b j.a j.a j.236a (super) or do ppl have a more punishing way of baiting throw mash in general? (This is on counter hit if I wasn't clear)
  6. there should be at least one FC 236c/d or cd combo in here. anywhere midscreen you should be able to do from up to max range the following FC 236cd 236c j.a j.C 66 [jump] j.a jc j.a j.236a [super if you have meter] => if close to the corner, you can do j.236236d [two hits] then 5b 5c 2b j.a j.b ender for some nice damage
  7. so by random, that means i get to be paired up with you again right?
  8. @jacope. puppet teddie is really good when you're paralyzed. if you're playing against narukami, you can do run up puppet teddie (a-version) and it'll actually beat out his dp. if you use the b-version you get to hear a lolzy scream whether you hit them or not. another reset you can try with the circus teddie is to do your basic 2b j.a j.236a j.236236c, but then not hit them with the explosion of the missile, activate circus teddie before they hit the ground and even good players will tech into circus teddie every time. i won a tourney match with this reset actually ;P @sowl. teddie's jump in is pretty strong with j.b/j.a but if you're obvious he's really easy to anti-air because he's a floaty character. if you vary up your movement with jump forward airdash backward with only occasional airdashes forward, you will most likely be anti-aired less often
  9. @cruxis. the odd teleports from the tv seem to happen when you teleport at the very end of the tv's being active, i tend to use the d-teleport, so when i do it at the very end of the active frames, teddie sorta just floats above the top tv for a bit, so you're falling from the sky one is probably the c-teleport. @cactuar. i tested the gaps in teddie's block strings and your basic block string should be something like 2a (two hits) 5aa 5b 2ab. this is gapless. however, you can insert gaps in several places by staggering your inputs (not recommended typically). you can also do 5b 236a (236b has a rather large gap). 5aa 2ab is gapless. 5aa instant airdash backward into j.c is strong. 5aa instant airdash into j.b j.a 5a etc is strong. 2aa grab is strong. @kousaka. wouldn't it depend on the item and the neutral game/matchup? i tend to do things like 5b 5d when i have an offensive item like yellow missile, barrel, meteor. summoning the sp can close to you is a given (5d). super jump j.d tends to be my most common summon though. then you can do things like super jump j.d j.ac iad j.a if they try to approach when you summon an item.
  10. depending on the character, you can do 5aa 22a/b to bait dps some jp techniques that are cool: j.a on block whiff air throw into ground throw...super dirty double cross ups on some characters if your do 5a/5aa iad j.b j.a ...if you do the last j.a right away, it will combo, if you don't do the last j.a sometimes you'll cross back over them from the recoil of j.b if they block it. super troll
  11. in general, it seems if you're gonna use a super, the television into missile doesn't seem as strong as 2b j.a j.236a j.236236c [two hits] because it is far less situational in relation to the corner and actually tends to do more damage and it's easier to confirm imo. the 2c fatal counter seem to especially make a difference in terms of damage and ease of confirm when you do... FC 2c 2b j.a j.236236c 66 [second hit] 5b etc (hj.c j.b j.a 5b 5c 2b hj.a j.b) === does 5.3k instead of 4.8k (with the other route) and is significantly easier to do off 5a....... 5aa 2b j.a j.236a j.236236c 66 [second hit] 5b 5c 2b j.a j.b === does the same amount of damage and you can easier change the combo when it doesn't go into the corner also, it should be mentioned that some of the combos in this thread have much stronger oki than others, so maybe we should alter the combos for maximum oki instead of damage? or have a set of combos that are for stronger oki? for example, if you're doing the bnb 5aa 2b j.a j.a j.b j.d..... doing a second j.a into j.b j.d isn't always a good idea because you're too far in the air and it's more difficult to bait dps/supers, and i even tend to think that just doing 5aaa into j.d makes for stronger oki. SIDE NOTE TROLL COMBO THAT'S ACTUALLY PRACTICAL FC 2c 5b 66 5aa 5aa 5aa 5aa 5c 2b j.a j.a j.b does actually more damage with the same oki but is more difficult
  12. i know that there are better combos, i'm just talking about the game as it is...pre-launch, when we haven't had time to practice more advanced combos. and yes, obviously, you get the combo by mashing a, but i was clarifying what the moves are that you get by mashing a.
  13. James is a control freak. Ggs to that guy who was killing ppl with with Carl.... I mean shadow labrys And ggs to all the ppl that endured my a mash, p4a or bb
  14. Just from barely playing the game for like 10 games, I can say that yeah, unless u can end with a mashed a-combo into super, it's much better to try to confirm a a into j.a j.b j.d which is a very simple combo yet very powerful, since u have item oki, along with j.a, land 2a, or iad j.a. I actually started winning when I used this combo instead of the auto combo, which is a a a 236a, which has much worse oki. Also, i hit a bunch of ppl with missile super after a successful dp, which causes rage One question...does rising j.b work as an instant overhead? Does it combo?
  15. If you want to do an air-george combo, like td said, you should be doing air george - 1d - land - 5cc - 236c/b (hit) - george hits - dash - sword iris - 5cc if you want to do an air-george combo. this combo is good for its heat gain and extra damage, while also often leading to corner carry, still allowing for a pumpkin summon and occasionally a lobelia for oki. this combo also uses the same amount of wind as the combo you suggested. typically j.2c combo enders, even into george aren't very strong because it's still difficult for rachel to punish a roll from this situation unless she air-summons george and burns whatever wind she has left after that combo.
  16. I don't actually watch anime, I just know some of the titles. #fraudulent anime fighter player....when I beat u all, it will bee your honor to bee added to Dave's Basket
  17. rin posted my match with xie now.....http://www.youtube.com/watch?v=8lJ6B2FdWc8 it's still painful to watch....darn. any critique/comment welcome and appreciated OTHER THAN don't get hit with bat so many times.
  18. Dreiko/Stayfree mirrors will happen? oh joy? Dreiko you have family here or somethin? or just comin all the way here so you can play superstars like me and xie. Dave in the Vampire Bund woulda worked so nicely if i still played rachel :'(
  19. b-lobelia can be strong oki because it allows you to regain a bunch of wind most of the time i feel like a bunny in this matchup because i just hop around. i don't super jump unless i'm gonna summon pumpkin. anything from 1/2 to 3/4 screen is a danger zone for rachel and the ground is hot lava. getting hit on the ground with a chain (blocked or not) is a mistake. however, if you do block one, try using 5d as he flies in and screw with his movement for some lolz and mess up his momentum. backdashing isn't really that useful. even if you're at full screen, airdashing backward is still a good idea, allowing a safer summon (typically air a-lobelia), especially because hazamas like to burn both of their movement stocks by doing 6d into another chain to pull themselves right into you from full screen, and if you're in the air, you avoid this setup and get some free wind regen time while they wait for movement stocks to come back. so once you're hop hop hoppin around and haz throws out a bad 5d, you can 3d and double jump j.b and --boom-- you're in his face. staying in the air is your main gameplan vs an attacking haz. when he starts doing the airdash backward mashing just run at him, haz's airdashes aren't very good. think of it like lambda, you have a limited number of chances to use wind and get close per round, and missing an opportunity will usually land you with little wind and have to block for a while til you can regain your wind back. burning a wind stock (super jump 7/9d) to fly across the screen and throw some lobelias can also be useful.
  20. honestly, a late-tech against rachel has a lot of strengths but hidden weaknesses. the longer they stay on the ground, the longer rachel gains wind back. also, if they continually late-tech, you have extra time to set up lobelias and pumpkin. for example, if you do the typical 3c george ender, and you have a suspicion they're gonna late-tech or roll, there are several options that put rachel in a strong position to reset oki, it's just a slightly different oki. if you think they'll roll forward, 2a 5b -> aircombo punishes. if you think they'll late-tech or roll backward, you can throw b-lobelia or summon pumpkin or do a dash-2a and those will all put you in a good place. when i think ppl are going to roll away and they are not close enough to roll behind me (say from a max-range 3c george), i throw b or c-lobelia every time. this puts me in a position to pretty much regain my full wind gauge bc they are far away and from neutral you can reset oki with lobelia and sword iris pressure punishing a roll/late tech doesn't necessarily have to mean immediate damage. it's more like, the time it took them to roll or late tech allowed you to extend your control of the battlefield. for this matchup specifically, rods are a bitch for hazama to deal with, so the more you can place the better
  21. wait, there is gonna be ssb brawl there???? i haven't played that game in so freakin long. is it brawl plus?? did that catch on? also, where is it in the schedule?
  22. I may or may not have received important information from this post
  23. this matchup isn't as bad as mu or tao. it isn't easy, but basically, this matchup is at least playable. the four main foci of this matchup are knowing when to: 1) jump a-teleport 2) forward dash 3) predict lambda's retreat and summon cloud; and 4) knowing when lambda will try to iad backward and catching her with j.6c j.6c would be your option 1 in this matchup with everything else being your back-ups to lambda trying to hit you out of j.6c, which is why jump a-teleport and just regular 214a are also strong in this matchup because you can punish lambda's 2d/6d/6a anti-airs with these teleport options. getting slightly off-topic, against mu this sucks bc mu's j.c beats j.6c, her 5c hits you before you can 214a, and her 2c autocorrects and hits behind her X-( ... this matchup is at least winnable compared to mu
  24. technically, when i do it, i do 6a - release 5a bug - 214b [hold b] - release 6c bug - release 5d bug ... don't release 5a bug immediately or it won't catch the roll properly, but a rather quick release will still catch it. if performed properly, you should get a teleport reset that will automatically combo ppl trying to roll out of the corner while also allowing you to do an instant overhead j.c if they wake up and block the cross-up .... (or whatever mix-up you choose, no one in america has managed to block this entire mix-up consistently against me though, so i'd say just stick to the instant overhead, since it still combos even if it isn't the combo starter) it is important to hold the b-bug down or find a way to release it safely without screwing things up the whole time...when i do it, i wait until i'm pinwheeling them back to the corner to release it toward the opposite side of the screen so it doesn't screw up the combo. oh, one more thing, i tend to barrier block after the cross-up (right before j.c'ing them) just in case they do dp-option select for the other side, in which case you can still hit them with the a-b bugs after baiting the dp (or holding a and b down until pinwheel and releasing them backward during your combo as mentioned) it technically can work on hakumen, but you have to vary it up because yeah a regular wake-up 5/2d will hit you (which is why i tend to do something slightly different sometimes). however, 95% percent of hakumens don't know anything about this reset, so what i would do is just do 6a - press acd during 6a - jump cancel - release 6acd = = = and wait to punish a wakeup d (this wouldn't bait a roll though, so you just have to make a judgement call and fool around with the reset yourself)
  25. here's most of my rachel match from evo i guess. not really a lot to say... sorry td, it's twitch...my combos suck, but it's ok http://www.twitch.tv/xiei/b/323922578
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