Jump to content
Dustloop Forums

Rele

Members
  • Posts

    266
  • Joined

  • Last visited

Everything posted by Rele

  1. It all depends on: 1) What type of knockdown you get (face-down, face-up). 2D gives a face-up face down knowdown while most other things (most importantly throw, j.H) will give a face-down face-up knockdown. Generally face-down face-up takes the opponent longer to get up (aka you have more advantage). 2) When you set disc. If you set it later, it will obviously delay your next action, which might give the opponent enough time to mash out. So generally the earlier you can set it, the better. For 2D knockdown: It gives you very little advantage because you have to close the gap between you and the opponent before setting the disc (either canceling into roll or letting it recover and doing a dashing disc with 2366H). For this reason it's easy for them to mash or jump out if you do a slow mixup (an overhead for example). To beat this, you can use 2K, and once you've conditioned them to stay still you can use other mixups. j.H midscreen: same, since you have to dash before the disc, j.H corner: You can set the disc as soon as you land, and it will give you enough advantage that your opponent absolutely cannot mash or jump out of your mixup if you do not mess up, unless he uses an invincible reversal. Any time you set the disc you can YRC it to give yourself more advantage. Because of the slowdown it takes the opponent longer to get up. This is a good workaround for those disc setups that normally aren't as advantageous. advantage advantage advantage advantage advantage advantage advantage advantage
  2. f.5S is pretty worthless in this matchup imo (compared to a matchup like Sol). Every bedman I played so far plays the same: They jump back, then airdash downforward with j.S which is a pretty good button. Don't challenge him by trying to go ground to ground or ground to air. Instead I like to wait for them to jump back, then wait for a commitment. Jump/airdash in and pin them or use j.P j.P is pretty much your best button here and will beat (almost?) anything bedman does. j.K is also good. You can dash in and lowprofile his grounded Task A (projectile which returns) and punish. He has to TK it if he wants to avoid this. This will however make it easier for you to approach him from the air since he just commited to a jump. If an opponent jumps, he must eventually come back down. Shoot your laser... I mean, pin at him before he touches the ground. Task C (helmbreaker) can be antiaired cleanly if you input 2H just at bedman's peak. Any later though and you will trade or lose. I recommend blitzing it instead. He has a really annoying reversal super that is + on block. It can be thrown however after the superflash. If you notice the opponent has 50 tension and likes to reversal super you on your oki, try just standing there and waiting for it. If he does nothing you can still go for one 50/50 afterwards. Never use secret garden oki on him. He will just dash teleport through it, end up behind you and give you a lot of trouble. Dont forget to destroy seals if he gets any out. I can't think of more right now, I will post if I start remembering stuff.
  3. Fuzzy guard vs Potemkin https://youtu.be/xY1ecQQJBIY Probably isn't terribly useful considering the difficulty and damage and how she has access to better stuff with tension but this one's for style :E
  4. Can confirm that netcode is shit, the only playable connection was against someone who lives VERY close to me. Also, I think that inputs might be bugged under certain conditions. I was practicing Iron Savior FRC with Millia (which has a 6f window, you really can't mess this one up) and couldn't consistently get it out no matter what. Loaded up PS3 version and got it 100% of the time. Restarted PC version and then I also got it 100% there :X No idea how to reproduce this. Anyone else who experiences similar problems?
  5. Oh, I missed that... Well in case of the fish, if they really think it could be too strong they could always make it like Zato's drill or Millia's secret garden (it's always purple if you rc after the orb appears).
  6. Don't forget that YRC also has its slowdown. Even if you yrc'ed the note at the same timing you would frc it in +R, it'll still give you way more frame advantage on top of other utility like disrupting reversal timings.
  7. If you have trouble with door mixups which inexperienced Faust players seem to like, here's a way to shut that down with 25 tension. Once he put the blanket over himself and disappears, S disc yrc just as he's about to hit you. Tags both back and front door even if yrc'ed (convert into bnb), and if he did the S version (above) just block normally, then punish it. He's in counter hit state until landing so you can do something like 2H ch, 2H j.S-D iad j.S-H. Just be aware of any options he has with meter (S teleport yrc will enable him to airdash away etc, or he could RC the blocked S teleport)
  8. Rele

    Millia Vs Axl

    2H(2) into 6H from ~max distance (starting positions) can be punished by instant blocking the 2nd hit of 2H and then doing 5D. If he does 2H(2) 5D instead it will be a neutral situation. Another possibility with 25 tension is to instant block 2H, then dash in and see what he does. Both 6H and 5D can be BSed on reaction, if he did nothing instead he'll be at frame disadvantage and you can start pressuring him. If they like pressing buttons afterwards tag them with f.5S 5H 2D. When they start respecting, you go in deeper and FD brake -> throw them. Dashing in after blocked 2H will however be tagged if they canceled 2H into rensen, so be aware of that option.
  9. Some 1.1 stuff: 1) 6H now floats on CH (both first and second hit). 6H(1) ch iad j.K-P-H 6H(1) ch iad late j.S, land c.5S j.K-D iad j.S-H 6H(2nd hit) ch 214K, 5K j.K-D iad j.K-P-H (char and range specific and corner only) 6H(2nd hit) ch, 214P (lol) for midscreen 2) Winger doesn't wall bounce anymore, instead it groundslides. It's a nerf to reversal winger but a buff to midcombo winger since you can extend afterwards in the corner, so it's good to tack on some extra unburstable damage. Also tension gain won't scale after overdrives. Not exceptionally useful but it's good to know. Sample combo: disc oki 6K/2D (disc hits), dash winger (to get all hits), c.5S(1) 2H j.S-D iad j.S-H 3) More stagger time on 6P ch means that 6P(1) ch, roll, c.5S etc. is now a legit combo. You can also combo into throw if you want to :X
  10. The Virtual Dojo Vienna proudly announces the next VanDammage opening Tournament! VanDammage - Death Warrant! We invite every fan of the Fighting-Game Genre to join this Tournament and to fight it out till the last man standing. Main Tournament Games: - Ultra Street Fighter Fighter IV (Xbox360) - Guilty Gear Xrd (PS3) Side Tournament Games: - Ultimate Marvel vs. Capcom 3 (Xbox360) - Street Fighter III - 3rd Strike (CPS3) - Other side tournaments orginazied by the players are always welcome too. Information: - The latest version of the games will be played. - The entry fee will be 15€ for all four days. - Entry fee for each main tournament: 10€ - Entry fee for umvc3 and sfiiits: 5€ - The winner of USFIV gets a minimum of 500€ - The winner of GGXrd gets a minimum of 300€ - The rest of the pot will be split 60/30/10. Further information and schedule TBA soon! Questions are welcome FB Link: https://www.facebook.com/events/936316583079919/ About us: http://virtualdojovienna.com/about.html A good spot to look for a stay is Airbnb, you'll find nice Apartments for ~50€/Person for all 4 days very close to the location.
  11. The European community is somewhat small but most people know each other personally from events, so they arrange player matches instead of playing lobbies. If you're looking to play matches vs players from German speaking territories for example, join #hardedge at quakenet (irc).
  12. No 6H doesn't launch under any circumstances. Interesting observation, I guess it has to do with Sin's DP being treated as airborne, but I can't reproduce it. 2:18 is actually a YRC. If you RC Secret Garden before the orb appears, it will always be yellow and if you RC after the orb appears, it will always be purple. Unless of course the opponent is still in hitstun from something else but that's a situation that won't come up in a normal match.
  13. https://www.youtube.com/watch?v=hnAXdMRqk6M This is as far as I can get. The timing isn't even that wild since Faust is actually so fat that the offscreen secret garden fully comboes on him by itself. I also tried it on Leo who should also be pretty fat but the 1st and 2nd hit of the orb don't combo by itself so you have to link a j.k inbetween which I managed to get once (it's seriously tight, possibly a 1f link, provided you timed and spaced the setup aka the 3 specials beforehand correctly :X), and even then you can't really do much more than a normal bnb ender so I'd say this is Faust exclusive. The pushback and hitstun decay is so big that I don't think a full dustloop with a normal relaunch is possible. I still really like how this turned out, thanks for the idea!
  14. Sounds interesting. Mind if I steal that one if I ever finish my cmv? Credit shall be given. Here's some stuff I came up with. Need a proper recording setup though :X https://www.youtube.com/watch?v=Iim-I6n55d0
  15. nice job. the triple relaunches with c.s were pretty insane, i didn't know triple relaunch was even possible in xrd. the pushback was real. i'm also trying to make a combo vid atm, but it's pretty hard to find interesting stuff with Millia. Rose install probably has the most untapped potential.
  16. I've seen people who complain about Xrd's 2f reversal window but they seem to be perfectly fine with having to grind 1f links in SF4 (which, in case you don't have them down, will most likely get "punished" by dp mashing). Erm...
  17. Which one is Elphelt's stage again?
  18. Objectively rated and OFFICIAL AS HELL ruleset for my tournaments. Starter Stages - Neo New York - Royal Court - Dragonica Falls - Zepp Center Arsenal - Down Town - Babylon in five years - Arena - Illyria Castle, 5th Skywalk - Central Organ Tower - 5th Skywalk Rain Counterpick Stages - May Ship II - Villa Vampir - Nightmare Theater - Japan Banned Stages - Opera House - Colony - Edinburgh MagicaPolis I tend to go for Illyria Castle 5th Skywalk, because I'm one of those people who also only pick Bonne Wonderland in Marvel.
  19. Ronove is from London afaik. If you got the time you should come to Sakura Fight Festa, a tournament in London which is still going on today. There's plenty of GG players to learn from and a tournament for you to participate in and watch. All info is on sakurafightfesta.co.uk
  20. I've given up on using Emerald Rain midscreen. It's more damage than RC confirm but I'll gladly trade damage for reliability.
  21. @combo after disc: There's no most consistent way, it's just character and height dependant. If he's very low you add normals or delay them slightly, if he's very high you leave out normals or don't delay them. @programming orb: There's no trick. Hit pmode and man it up. @oki after sweep: I would probably prefer dash disc yrc. Another possibilty is to program orb so it's in their way when they try to escape (many people will try to jump out). It won't give you a direct way to mix them up but leave you in a favorable position overall, since they have to give up ground.
  22. Corner aircombo is the same as midscreen. Relaunch combos are easier/possible in the corner but they aren't really worth it. They add around 10dmg but give the opponent twice the amount of burst a normal combo would. A somewhat damaging corner relaunch combo would be something like this (only worth off of non prorated starters) stuff into 2H j.S j.D iad j.S j.H(1) pin, land 6H (1) j.S j.D iad j.S j.H disc oki Here's a corner combo you should incorporate into your game. Useful if they blocked your first mixup after disc oki. 6K or 2K c.5S or 2K 2S, S disc, link 5K j.K j.S j.D iad j.P/j.S j.H disc oki Also you can do secret garden oki in the corner off the aircombo. After the normal bnb (opponent must be above you during j.H) cancel the 2nd or 3rd hit of j.H into pin, land and do 6H(2) 214H2H8H2H8H (patterns can vary). Secret garden oki is favorable vs some characters (like Slayer, Axl with meter, Sol), not so much vs others (Bedman).
  23. Okay, that explains why my f.5S whiffed through an enemy Sin's eat yrc even though I input my 5S way before his yrc input. That was an accident but still I'm glad that I'm not completely retarded and this is actually a thing.
×
×
  • Create New...