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Moroha

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Everything posted by Moroha

  1. You can get at least two reps on everyone if you set it up right. I FRC if I'm not sure, or if I'm doing a different combo.
  2. The Double Keygrab is pretty easy once you get it down. You've got time to hit it for sure. And yes, the lower to the ground the better for the orbs loop, that way you recover faster.
  3. Depending on the character you use 5S or 2S to gatling into Keygrab. Then they hit the ground, and you can Keygrab again. It works on every character; watch some ABA videos to get an idea of the timing
  4. Danzai on hit, if they're not too far away, you have two main options. 1. Combo into Keygrab with dash in > 5K 6P (1hit) 2S, sj.jK, jS, jH, Keygrab. 2. Combo into knockdown for mixup with dash in 5S, 2S, Butt. f.S on hit also gives you options. You can combo into: 1. f.S -> Rekkas FRC (236S etc), and followups are character and corner specific. A general combo from anywhere is always dash in > 2K, 5S, 6P (1hit) 2S, sj.jP or j.K, j.S, j.H, Keygrab. 2. f.S -> 2H -> IAD combo. You can go f.S 2H IAD j.S, j.HS, Orbs, and if you're in the corner land, 2S Keygrab against most characters. You can also FRC the Orbs to continue comboing, which is great if you're not in the corner. 6H on hit only combos into specials; ideally comboing into rekkas is the way to go. On air CH funny things happen but you probably shouldn't be throwing this one out there too much since recovery is ultra bogus on 6H. As part of pressure though, 6H IAD j.S etc is risky but effective. And as far as execution goes, that's just a matter of practice.
  5. Even if you are low on bar in Moroha mode, if you are blockstringing/comboing, on the ground and have the bloodpack required for the super, 99 times out of 100 bloodpacking / keygrabbing if possible is the way to go. If Goku did not require a bloodpack, it might have been a stronger super. Instead it's relegated to more of a flashy, somewhat impractical super. It's 50% tension and a bloodpack for an invincible mixup on block or mediocre (but flashy) combo on hit. That's a lot of resources to invest, and I can think of just one time over the past two years where I actually dropped this bomb in tournament. My opponent was Ky, he was somewhat SRK happy but (UNLIKE MOST OF AMERICA zzz) he punished Danzai so obv I'm running knockdown risks in my pressure. He had like two pixels of HP left and he blocked a f.S into 2HS (pause). I didn't know if he would SRK or was waiting on my Danzai, and instead of guessing I figured I had the packs and 100% tension to burn to afford Goku Moroha, since if he SRK'd I'd invinc through it and win, and if he didn't I was at + frames and would mix him up again. I'd rather save my bloodpacks for safety and my tension for better options, like Danzai RCs, 2HS FRCs Orbs FRCs DAs etc. And Blade if you're still messing up the inputs, don't settle for sometimes fucking up the input. Would you want to play Chess where if you sometimes meant to move your pawn, instead you accidentally moved your King into check? Yeah. Get those inputs down son!
  6. Faust is a good fight to get comfortable with. Like Testament, Bridget, Axl and Zappa etc, he's one of those fights where you really need to bide your time and be very patient, as he has answers against you in both Normal and Moroha modes where other characters are caught with their pants down. His j.HS rocks your world air to air, And his 6P / f.S gets the job done on the ground. Moroha f.S / 5H is still really potent as always. Reflexes never hurt! What would you do if you couldn't react to Slayer's 6K? \_(O.o)_/ Bloodball is good esp from range if I remember correctly if you're trying to transform. Bloodball FRC Bloodpack fo sho. Also FB Slide is pretty strong if you're trying to get a transform. I don't think he can do anything if you blockstring a normal 5H into Bloodpack either. If you're not confident with door mixups you can just jump outta there. Remember, if you block a door, you get to take him for a ride. From memory, in my experience I seem to remember normal mode 2H trading with Faust into OTG Keygrabs, lol. It's been awhile since I've played Sin's Faust.
  7. Heads up to you guys. http://dustloop.com/forums/showthread.php?t=5469
  8. Also 6K for Anji if you want to be flashy. Good list, people srsly need to know this or else ABA gets away with too much. I know I did when I first picked her up, and it fucked me over when I would play people who did punish Danzai. It's important I think esp for new ABAs not to learn to rely on Danzai as a crutch. It's really fucking good, esp with the dmgs you get, but it's still an SRK, and as such, should be punished (nearly) EVERY TIME.
  9. Yes, you can JI for her j.S. For instance, any time you combo them into a 2S that hits them in the air (throw, run up 5S JI 2S, for example) you can continue with sj.jK, j.S, jump, j.S, etc.
  10. Her EX 100% Tension Super (Her Isuka move) takes it away all her life, save one pixel.
  11. Great stuff, the shots with Millia and Eddie sprites close to the end was pretty sweet. Celldweller is always a good choice for CV music. Nice work you two.
  12. Combo video rough cut. Starts at 0:15. http://au.youtube.com/watch?v=qscRK7o-l0g It's far from finished, I've got a few crazier ideas for combos coming, and I don't think I'm using that song either, but hey, let me know what you think. Some of the combos are pretty similar at this point, so we'll be mixing it up more in the final. Also, stringing into a bloodpack is just what it sounds like, you gatling into a bloodpack. It's supposed to consume the item and (sometimes) safely transform.
  13. You need to dash in the first few frames you're given to act, then keygrab. It's that simple! It works on a certain number of characters (check my 101 FAQ), and it also works on Faust without even having to dash.
  14. Moroha

    vs. ABA

    'Beat' is a funny word. Venom f.S outranges everything ABA has (it's a close call with 2D, but I still think it does.) Of course, Venom landing a f.S gets a special cancel and about 5% of ABA's HP; if ABA lands one of her pokes, especially a f.S or CH 5H, we'll start the bidding at 35-40% and take it upwards from there depending on tension and stage location.
  15. Moroha

    vs. ABA

    I used to fight all the time against Xiggurat's Venom until he switched back to Robo-Ky, and have some exp vs Blacksnake and TittyFofo. Venom's dead angle absolutely knock down. His Dead Angle, while reactable, is one of the best in the game. It's a KD and resets to his full screen game. Your 6P cleanly beats j.H when timed correctly. This is probably one of the most important parts of the matchup; if you can't demonstrate the ability to AA her, you're going to get eaten alive. Using your f.S, 6P, 6H can really keep ABA at bay and make her work (painfully) to get inside. Take note that some of your combos that usually knock down will not knock ABA down, most notably some doobie combos; if you're going for kd only, you may want to combo directly into j.H. I disagree with Josh in the jump department; don't think of jumping vs ABA as bad, but a risk. The risk is greater depending on what move you're jumping after. If ABA gets you in her pressure game, (and this isn't for Venom alone) doing anything is a risk, even blocking, since that jacks up your guard gauge. It's tougher for Venom since he has no reversal save the Dead Angle; make sure you don't just throw it out there obviously either. Landing a CH DA is fucking boss for Venom in this fight. I can't stress enough how much Venom's anti-air kills predictable air ABA, and how much ABA's anti-air kills predictable air Venom, like no contest. Other characters have more trouble with ABA's j.H than Venom. Generally when I go to the air against Xiggurat I eat an airthrow or 6P, and when he goes to the air he eats my 6P or 2S. All day. The ground match is a lot of Venom f.S / 6H against ABA f.S 5H 2D. ABA can slide underneath Dark Angel. I really, really love the Venom fight; I feel like it's slightly in Venom's favor, but very winnable for both. Also, please post if you guys have had any experiences with your moves randomly stuffing Danzai when it shouldn't; Xig and I didn't know if that was some error with our copy of the game, or just a general bug.
  16. A.B.A vs. Testament Japanese ranking: 4.5-5.5 Testament This fight is largely about blocking well and keeping your cool. Patience is very important against Testament, or you will get eaten alive by his nets, trees, souls, 6K, f.S, 2H, 6H, and EXEs. To beat Testament you have to dismantle him, step by step. Step A: Match Start If you start with a Bloodpack, he can start with a combo into Badlands knockdown + Oki. If he Fwd EXEs, you tech away. If you start with a 5K, you should recover before a Fwd or Badlands hits you (I -think-), recover to respond to a jump or backdash, and can catch him if he dashes in. If you start with an IAD j.H, you will crush his Fwd EXE into KG Combo, but lose to Badlands / dj.S, or what have you. If you start with a backdash you create some space for yourself, but watch him carefully. Dry packing against Testament is generally ill advised, since he's more than likely able to knock you down into oki regardless of where you are. 5H xx Bloodpack is AOK! Get him to block that 5H and go to step B. Step B: Moroha Mode Now we're playing a game. You're going to have to deal with a lot of stuff. Normals: 6K cancelled into his specials, f.S/j.S which both have sick range and sick recovery, 6H which has huge range, but is eh on block and terribad for him on whiff. 2H, the slide where he disappears, has slight invincibility and will combo into knockdown, but it can absolutely be baited and comboed for 40%+ and/or danzaied. His 5H ain't bad either, so if you're in its range don't forget to shake. Also, it's important that you try your damndest to REACT TO, not guess, against his 6P. Specials: Fwd EXE is public enemy number one. It comes out the second frame possible, which means if there's an attack box over him, he will be getting comboed, but if not, that damn dinosaur is coming out whether you like it or not. This means if you throw out an attack and he Fwds, you are getting CHed and knocked down. This also means if he FRCless Fwds, your IAD or jump rapes and scrapes him. Fwd is also +Frames, so be very careful when you choose to swing or move, and watch for throws. Back EXE is NOT +Frames unless cancelled. Disable nets when you can, preferably with low recovery moves like 5P/5K/j.P, or at range with 5H and 2S. Watch out for trees and souls, punish badlands with IB 5K or f.S, and yes, Gravedigger does have invincibility, and yes, FD it if you're in the air (I think, better to be safe than sorry :X) Also, Nightmare Circle (LOLSUP SKULL super) is +frames on block. Testament's mixup is very basic, but he can smoke and mirrors (obscure his sprite with net and trees) his way to easy combo xx knockdowns if you're guessing. He can really vary where the mixup comes, too. f.S 6P / f.S 2K; 2P 2P 2K; 2K 6P; and so on. Instant blocking the hit before a Fwd like 2D gives you the exit window you need to GTFO. Vs this guy, he has strength on the ground, which will tempt you to go to the air. THIS IS VERY IMPORTANT TO UNDERSTAND. He has the tools to influence your movement decisions, and if you fall prey to that, you're going to get air to aired, anti aired, air thrown, and what have you. Don't play "my j.H crushes your airthrow" games (though that situation will surely arise.) Don't be predictable. And when you finally do crack this tough bastard, believe you me, it's rewarding. Special Section for Awesome People: In Normal Mode, if Testament does blocked 2D xx Frcless Fwd EXE, you can slashback the Fwd xx IAD j.H land 5P 5K 2D Keygrab. Guaranteed. Not that ABA players are likely going to be Slashback masters, but hey, this is actually a pretty good SB to learn.
  17. I can't stress enough how important it is to keep Zappa off his summons. Strong poking, burst, Dead Angle, etc. If you see an opportunity to throw a wrench in his momentum, do it. If he has Ghosts, he will make life difficult for you to get inside. If you're marked by a Ghost, you're going to enjoy your stay. Sword is a poking match; I like using 2D and also 6H a lot here, it helps get in on the ground. It'll clash with Sword a good amount which is fine. Dog is a funny beast, and he can really ruin your day, so reversal backdashing is generally a must. Dog is something you really need to get hands on experience with, the way dog control works separate from Zappa's condition is extremely good for him. Raoh is not a problem. If Raoh had a conversation with Danzai, he would say, dear Danzai, fuck you. If you've got 50% tension and Zappa has Raoh, you're in fine shape. Also, getting hit by Raoh isn't necessarily always going to be a game over, since ABA's one persistent bitch. Also, his summon is punishable on block and midscreen + closer whiff with Moroha f.S. SO DO IT!!
  18. After this weekend's May clinic, it's safe to say that 2S and 5H really make this matchup difficult for May. May can't really poke against ABA on the ground, which means most Mays will be spending time dancing around the air trying to find a way in. 2S crushes these options, which is why 2S is so valuable in this matchup. Also Josh, anytime you block a Vert Dolphin, IB or not, you can punish it with f.S, 2H (1hit), rekkas FRC. FREEE! It's not an easy match for ABA though, either. Even if May is down to her last pixel, two knockdowns and an OHK or 3K FRC etc and that's the round.
  19. Potemkin is tougher, but the Venom fight is in favor of Venom or even (somewhere in between).
  20. You have invincibility frames on transforms; 4 frames of invincibility when entering Moroha; 1 when leaving. Technically you can go through all sorts of shit - if you're super tight.
  21. Yeah, I'm looking at SH and past him Chaz/Chase/Mamation.
  22. http://au.youtube.com/watch?v=2vWONJigv5A
  23. lol Doren! Hooray he does troll my forums see you all there. May v ABA 3 on 3 will hopefully be a go. I hope we have time :D
  24. So me Josh and Damian are all going to SB to rep dat ABA. We all got one of the 384 first round byes, and coupled with America's inability to punish Danzai and Doren's ability to always get 9th, we can assume that one of us will manage to go deep. Lookin forward to seeing you guys there. We can share hot ABA stratssss
  25. Oh, I don't know, maybe that thing called whiffing. ABA's 6P and 2S are solid anti-airs with a variety of uses (especially 2S); however, there is significant recovery on both. 2S has a good chunk of startup, and 6P against a lot of characters, including Hos, you really have to get that 6P early. If I think you're going to jump and preemptively 6P/2S, and you just plain ol' FD Break and move in, now I'm in the recovery. I'll probably be able to block, but that being said, you got through the hardest part, her f.S. Moves have recovery. You bait moves, they whiff, you reposition and/or ideally punish. Her f.S and 5H are so good not just because of their hitboxes and rewards, but also the blazing fast quick recovery time on both. Also, I mean, any whiff is technically 'punishable' from the right range with the right move, but it's all situational. If I whiff a move, and you're in fafnir range and feeling good about it, I don't know, then fafnir. ABA's normals don't have extreme recovery save 6H, and the only special you're going to be really punishing is Danzai or a botched orb FRC. Personally, I've been doing rather rotten as of late against OS, but I feel like with experience, the match is for sure in ABA's favor. She has a lot of tools to deal with OS in the neutral game.
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