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Dreiko

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Everything posted by Dreiko

  1. Ok so, you know how the air command grab is called "Bangu otoshi kai!" while the ground command grab is simply called "bangu otoshi", well, the "kai" there means "revised" and is generally used as a thematic thing of listing buffed up versions of old moves in many games/anime/manga. A popular example is Dragonball Kai. (there's no Z there any more, at least in the JP version) FRKZ in OD is called FRKZ kai in the same fashion since it has new properties when the seals are obtained. (the full name is "Shishigami Ninpou Kyuukyoku Ougi: [Fu Rin Ka Zan] Kai" ) This isn't anything new as the names of the moves have been up since forever, I guess people didn't realize it until they read the localization or something. Now, as for why they localize "kai" as "EX", I have no clue whatsoever. They take a lot of liberties so I wouldn't worry about it too much. A more ideal way to word it would be "The new and better:" or "Upgraded!" or "Powered up" or something of that nature.
  2. Nu's mid tier, she has an average time against most chars. Only someone with intense rushdown like Taokaka or Valk will give her trouble.
  3. Sounds good, you'll find a lot of matchups with Bang are like that actually. Some of the worst ones on paper such as Tao or Valk are winnable if you master that style I mention. And you're welcome, I hope I didn't overload you with info XD. Hehe, I don't have any video capturing stuff either. Doesn't seem to stop me! If you feel you can help then go ahead, not everything needs to be in video form lol.
  4. It's just that I never really had an issue of being hit while dashing or anything. I don't tend to just run into stuff. If I needed to stop dashing and block I'd just do it without FDing and it'd work just as well lol. It's not the excecutional barrier but rather the mental one that's the issue. It just never comes up in my mind as something that "exists in the game" generally speaking. It's likely the fact that I played the vast majority of my GG games only recently when the psn version came out and I finally had actuall opponents to fight against so I haven't had enough time to get used to it existing yet.
  5. Nails are used for poison nail combos, seal combos, umbrella, neutral, getting in after a non-counter burst/counter assault, bumpers and chipping out poisoned people. (those are the primary uses) J22A is good for double overheads, j2C j22A j2C is a great mixup in the corner, you can also do j2c j22A barrier to bait DPs. Think of it like Plat's Swallow moon, you mostlly use it for combos, some blockstrings and a lot of gimmicks.
  6. Thanks for the input guys. I admit I was being a lazy ass and was hoping they'd be out so I'd not have to learn to do them (I'm just not used to thinking they exist, not enough experience with the game to have especially the 1f jump feel natural, sadly) but I'll just have to bite the bullet and work them into my playstyle more. There's just never been an instance I recognized that had I done either of them that there'd be benefit from it so I never felt the urge to work on them rather than on other more basic stuff. (though there's likely been tons of em and I just didn't notice or something lol)
  7. Correct, the timing of a quick getup punish is different to the timing of a neutral tech meaty (most of the time, some good oki tools such as Nu spinnyblade do both) so if you're doing something like a 2A to punish it you want to go quite a bit earlier than you would if you were to meaty it on neutral tech. Just be sure to not do the quick tech punish too soon since if that happens it'll be a bluebeat combo and then they can tech while in the air and away from your pressure. You need to figure out exactly how much time needs to pass for them to not count as being in a combo any more...or you can do 2A air tech resets if your char has such things. (since they tech in the air and pretty low to the ground, that's prime area for air unblockables to be used)
  8. There's a slight period while you get up where you're vulnerable and can't block while normal neutral tech is fully invincible but slower. It's a risk of being reset traded for the higher get up speed. In a lot of situations quick get up is the best option though, for sure.
  9. His 3C is pretty terrible on block so yeah, if you think he'll go for it just blocking punishing that should be fine.
  10. Any Slayer IK footage yet? Has anyone at least seen it? I'll take even a written description lol.
  11. Anyone know anything concrete about this?
  12. 2B isn't jump cancellable on block any more and D nails carry momentum so yeah, that's not gonna work any more XD. 2B>6B, jump cancel on block 5B, 6A>6B and 5C>6A are all good things when used in the right time. You can always stick in an IAD j4B off of blocked 5B and 5C too. That RC thing is actually very nice, you wanna do j2C instead of jC though since that move's better for air to ground in CP, against a lot of chars you can then do web nail into 2D into seal combos or if you're near the corner go to 5B for the standard crouching corner combo. Also, if you have meter and have conditioned your foe to block high with your 6Bs you can do a 2B>3C blockstring if you have meter for RC, if you have the right feeling for it it can lead to tons of damage. Ok so I'll proceed writing stuff as it comes to me as I see it happen, usually the first reaction is the best for advice. I don't like that daifunka in the first match, you were close to the corner and that was a j4B, you could get that much if not more meterless. Don't try to 623B so much, 5/2B's a better poke in neutral, 623B is good in the start of the match cause people do weird things but when they're cautious it's a big "hit me" button. Don't go for 5D in your blockstrings, too much of a hole in there, people can DP out on reaction or just backdash and then you gave up your pressure if not got punished. Instead of setting up bumpers while in neutral, move in, get knockdown, then end it in moves which cancel into bumpers so instead of those 2C>623Bs midscreen just 2C>bumper>more-pressure. The time you use to set up the bumper, although small, is time where you're allowing your foe to maneuver in a favorable position and it gives up your momentum that Bang thrives on. Instant Barrier more against chars such as Azrael where most of their things that cancel into other things are close range, you won't get to punish as much but you'll get out of pressure way quicker. Never ever ever do j623B midscreen unless you know it's gonna kill, even at the tiniest of doubts, just j2C. When near the corner such as in that 2D CH combo in the 8 minute mark of the first vid, you wanna do 5D after the web nail, then you get the 6D by doing 5C>6D>623B, the wallbounce of 5D is just insanely huge like that from that placement. You're not using enough poison nails in neutral to frustrate your foe into making unsafe approaches or D nails to win neutral, many of the matches that you were losing you had more than half of your nail unused, that's way way way worse than running out of nails as far as I'm concerned, I presume that Azrael being able to absorb em had something to do with it but still, you can whiff em on purpose and then punish 3C the growler if you see that he keeps trying to absorb em. Work on the stuff>6C>j22A>jC>665B>jC>IAD>stuff variant for your heavy midscreen standing confirm. If you're too far for a corner pickup off of 623B and have meter it's always worth it to rc the 623b and go for the combo anyways. 5B and 5C are jump cancellable on block, utilize that trait more, ideally with IAD j4Bs after the jump cancel. Not sure how you're inputting it but the way it comes out leads me to believe it's not 923B, if you wanna tk j623B you wanna input it as 923B. You wanna dash install your 3C whenever you have even the slightest inkling that it might be too far, dash installed 3C travels significantly further. React to Hazama stance moves with daifunka, it beats them all. jD does not combo after jC or after any air normal on normal hit for that matter, just instinctively go to j2C off of random air pokes (or jC>j623B if you're in wall bounce range). Counter assault is good with Bang since he lacks good defensive options. Bang's only + normal is 6A (+1) and his only even onen is 5A, due to this repeatedly using any normal not 5A is bound to get you poked out so you need longer strings or strings with jump cancels into them or something other than 5B wait 5B. You hold on to your burst for too long, sometimes early bursts just to keep momentum going are good with Bang since in this game bursts regen over time. 6D is a frame 1 guardpoint so use it more, it's not the best but it's something, use it in-between blockstrings when there's no overhead that could rationally be expected to come in the string your foe's doing rather than as a wakeup option. And there we go, that's everything. Now, a small notice, you're actually quite good and I'm majorily nitpicking everything, I fully expect you to know at least a third of the things I wrote, but just to be safe I listed it anyways. The Hazama rocked you because you don't have that style of "relentless unending pressure into more, even more relentless and more infinite pressure, into death" all that down yet. You drop combos with him in the air and you go for stuff that leaves him full or near full screen and this matchups works in such a way that you only really ever get maybe 2 chances to pin him down before he gains 50 meter and then obtains a reversal. If you don't do all the work you're gonna do before that happens then it's gonna be a horribly uphill nigh unwinnable match so you have to not let him breath AT ALL early on and curbstomp enough until he gains his 50 meter, then you play cautiously and poison and watch out and burst. Also, a general observation about you as a player is an oxymoronic one. You block very well and that's hurting you. You're too content sitting there not-barrier-blocking looking to poke out. Bang is bad at poking out, his 2A is 8 frames and his 5A is 6, you wanna instant barrier, create space, jump out, then throw nails or dash or instant air dash away. You were sitting there blocking very well but eventually you WILL get opened in this game and I saw that situation repeat itself over and over. When it's chars that get real combos off of their mixups, that's even more a situation where you just wanna get out of being mixed up as quickly as humanly possible. Work on some advanced combos (combo thread in these forums, read all 20 pages of it, never enough knowledge!) and get that habit of always taking continued pressure over damage and you'll be fine. :D
  13. It's a blockable hit-grab that hits in the ground and in the air, think KoF style combo-grabs basically. It just so happens to also be a DP.
  14. I'm up for more TvC, I just play on the classic controller so I won't be needing a converter.
  15. Are things such as 1 frame FD jumps and FD stopping your dash momentum still in Xrd? I see some players try do them but I'm not sure if it's just a habit or if these things are still in the game.
  16. Throw RC into 2H is possible but yeah, without RC I doubt any throw combos are possible. Also, I think GF fake YRC will be awesome for mixups/resets.
  17. TR does significant chip so it seems worth it to just throw it out as the timer ends. edit: 6H ch into BB is officially a thing, seems to do insane damage as assumed too, he dropped the combo but it seemed to do a good 20% and his foes life was already very low so guts would have been kicking hard. http://youtu.be/g5EOWV3K2jE?t=1h46m7s
  18. I saw a combo where the dude went into fafnir from a standard corner D loop, pretty late in the combo too. He was doing the "jD jD delay jD land jD" variant as opposed to the "jD delay jD land jD" one and got it in after two reps, then seemed to follow with 2S>2H>VV, though you may be able to get even more stuff I think.
  19. Ohhhhh! That's useful, thanks. I thought only 4 and 6 counted, this might make the difference. I mash S and K since that's where my fingers are positioned (I piano the face buttons on pad) so if it doesn't have any difference to S + H that will be ok. Well, I was mainly an Order Sol player in the past so I guess it makes sense I don't know everything yet. As someone above said I'll just have to put more soul into it. :D
  20. How exactly do you mash it in this? Is it the AC "mash 2 buttons while hitting 46464646" thing or just mash S? I'm on pad so the 46464 thing is pretty hard for me to do enough to get the clean hit in AC so with this change to GV I thought I would not have to do that any more.
  21. So, in one of the vids someone did DI>TR wakeup against another Sol who was meatying GF. I guess DI is a good wakeup option too, even without meter you should still be able to VV. http://youtu.be/kjCzpj5HPfQ?t=2m19s Here it is.
  22. You should still be able to fafnir after it on ground hit though and even normal hit fafnir allows for meterless confirm if you're near the corner. Not sure but I'm leaning towards yes, also, 6H now bounces on CH too so it might be our punish of choice if we're close enough for it.
  23. Oh and on a previous comment, 5HS counter DOES combo into BB, only it needs to be an air hit.
  24. DI Kudakero seems to dive very fast and causes a huge explosion. I saw it do an unreactable crossup on I-no in one of the casuals. He basically completely whiffed her with the kick but the explosion got her and it's a pretty freaking wide explosion so it's a great crossup.
  25. Basically stay in his face and don't let him get out. Poison nails are great for pinning him and his backdashes, 3C catches backdash in air hit state too so free 2A pickup. If you can predict his blockstring just D out, he has rather limited strings he can do so proper use of Ds can allow you to escape a lot of bad situations. Ultimately you just need to go no fear mode and keep him in the defensive the entire match. Use your bursts and other resources to prevent him from ever gaining momentum.
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