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feri

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Everything posted by feri

  1. I think you can ID between 6a and 5d (not sure if arakune can hitconfirm 6a which is 0 SD on block) alternatively you can 5a arakune out 6a but im not too keen on doing something like that myself. 6a beats dives but its better to chicken block alot of the times. Ragna's 5a whiffs on arakune crouching. Arakune's 2a only combos into curse from REALLY close. Not sure on the GH while arakune is in the air... you'll get nailed by some j.6a/b/c sometimes and it goes into curse. One thing that irks me is arakune being under you in the air then putting out a cloud... that shit is uber.
  2. Play with whatever you feel comfortable. Just map D to a shoulder and C or B too if you want to play pad (you'll have to if you want to get anywhere with carl). As for tips. 2a 5a 2b 3c 22d VivaceA is easier than the allecan setup (omit buttons to correct spacing). Against some chars you will need to Vivace then 2a 5b j.b 8d. Fight near/with nirvana if possible. If they arent TT you can take your time getting close to them. 2a 22d 5a into blockstrings is really useful. Reset sandwich loops using j.2c allecan for some really sweet damage. Throw 22d vivaceA 66 2b 2c 8d loop. Use RCs to make throw loops easier (especially if it will kill them). If they are saving burst for the end remind them you can combo into 214214d or 632146c super. And keep at it. You'll be doing 11k damage in no time :3
  3. How is noels 236236d safe..? Is there something this move does on block that I don't know that makes it safe?
  4. You've got 2 options. If your local tourney allows macros, use them, if not put a/b or c on the other shoulder so you have access to them. I hope your D button is on a shoulder button already because it is impossible to play him without it. If you have it already set up like so, you just need more experience in teching throws. You need to carefully watch your opponent and what he does whenever he is on you and react accordingly. Since you like damage learn 2a 2b 3c 22d (only press down once since 3 counts for the first down) 236a 2b (2c 8d) x1~3 jump (B+C 8d AD 8d B+C) x n .5 sec after 8d hits jump to get a nicely positioned first grab. When done right the last 8d of the loop should miss the opponent and give you time to move nirvana back to get some spacing. While you live off that learn how to do the real ones (since these are escapable with a good late throw tech).
  5. Sandwich loops and baiting escapes at higher levels of play? What happens? I'm experiencing attempts at IB + jumping, counter moves/dps/IB supers, mixture of IB/Barrier and dead angles. Eventually people are going to succeed more in escaping sandwich loops so I shall get heaps less damage off it than I do now. Also, there is the question of sandwich looping to conserve nirvana bar (since loops take so much bar) when her health is reasonably low.
  6. You know IB'ing online and offline is completely different things.
  7. Extremely late throw tech gets out of this, I believe. Doesn't mean I wont do it Edit: What char is making the throw tech into 2c 8c harder TGS? Taokaka??
  8. This is obviously misleading and useless if you were wondering blade. BMS: lol most pros dont even play an alt ino's during casuals. I-no requires a heap of dedication just to play her casually amongst skilled players. We all know this so nobody recommends I-no to newbies. Snare: What you can take from #R is spacing skills and get really accustomed to mixing people up online. Though I doubt the validity (and honesty) of people online, you need to be money matching people or at least have arcades/attend local gatherings where people actually care if they lose so you can learn something. Just go up and ask your locals (since you have tourneys)... and get some matches/training with them (even if your getting smashed). Try and get some feedback from them so you can work on getting those skills. Playing against CPU can give you extremely nasty habits that WILL get you killed against human opponents. You know like doing unsafe moves that are never punished on block by CPU's. You need to be unrelenting during pressure because this game is so offensive and CPU's unlike humans can just block everything so you might feel like everything you try is worthless and not get into the practice of Okizeme or feel rewarded when you hit them for doing it. One clean hit SW into 2h into air combo that ends with a VV should be your staple for now. This is so you never miss your chance to mix them up and do it again. You'll know when you can land more than 1 CLSW consistently enough to start upping your reps.
  9. If you can 5p HSVD and AD then your problem is definitely the JI.
  10. If he ain't combo'ing then he isn't doing TK BL loops. Its not fancy like Excelence says, its necessary. I dunno about you but i've been lead to believe this guy doesn't know much outside of using good moves to his advantage since that's the information we've been given. Oh and i dont advocate the practice of fancy things unless you honestly believe you need it to win. In due time you'll need better and better tools as you improve as a group, you'll see. Anyways, forget it, this guy has no reason to improve because he is steamrolling his opponents so why should he bother with the effort? Take him to a comp and see his reaction afterwards.
  11. GGAC has retarded damage so damage is usually the best option (most of the better characters combos end in KD so you still get oki). Up to you though. Testament that cant combo is fail, forget his 6k + exe beast THEY DO NOT HURT YOU ON THEIR OWN. 2d into curse (if he is pressuring with it) is unsafe, pick slayer and DoT that shit or jam tk ryujin or a testaments warrant (you get the idea). Your friends have enough combo prac and need more matches to develop their styles when playing neutral so they know what they have to do (since they are losing to spammed moves they obviously dont).
  12. If your friend has Okizeme/Decent damage combos that end in KD/Good sense of his options when neutral then their isnt much you should be teaching him. Just make note of things that go wrong when he plays (incorrect burst punish, combo that could have launched reasonably easy yet he opted for KD, not blocking overheads, not punishing laggy moves correctly, being predictable to the point it gets you punished... you get what I mean). And just casually let him know and give him the correct option for next time. By imitating vids you mean just stealing certain things/strats from it because few people outside of jap have that kinda ability to consistently play at such a level and make many correct decisions on the fly. Edit: Seconded (in reference to DW's post). If they don't have a reason to up the game (if they aren't losing a lot) then why would they up their game?
  13. I don't want to hear any more about on this argument, its retarded and we all know it. I also have this feeling that by saying VV he meant GV which would make total sense.
  14. feri

    Bridget Q & A

    2h or j.236s or bazooka/236s cause i'm confused. All 3 of those moves you can run away from. Remember once you block in the air you get all your jump options back (someone check if you get 2 rolls back as well) so if you need to move then use it. Also you should try SJ FD or 1FJ whenever there is a hole, if he is beating you out then you shouldn't be buttoning unless you know you've got frame advantage.
  15. feri

    FRC on Pad

    I've always had it macro'd. So is FRC'ing really banned sometimes and where? That would amuse me if it was. I kinda reckon (using the event announcements as a reference) that a macro for frc would most likely be banned by someone who wasn't involved in the community/played the game.
  16. feri

    Slayer AC match vids

    Hase is IAD j.hs V 5hs I've been using j.p j.k off 2d rc 5hs launches cause im too lazy to learn the 2 j.k timing.
  17. feri

    Slayer AC match vids

    I like how he stole that match off the decent red slayer, he must have been pissed off. Baiken finisher was epic!
  18. Slayer is full of burst safe so careful. Bursting BBU when it hits and j.2k will guarantee you an escape (assuming he doesnt rc and block but you know what I mean). And those vid examples clearly shows poking at slayer at close range when you shouldn't/guessed wrong = death lol
  19. How do you jump over the opponent and then face the other way before you land?
  20. Care to elaborate cause I'd love to be able to convince a few people myself.
  21. feri

    Slayer AC match vids

    2p 5d or feint it into 2k 2h BBU... I lived off that till I could link stuff off 2p and now I keep forgetting that I have that option. Btw 3p is like -5 on block and any cancel off it (ksmh/starship/supers/set) is even more punishable albeit being a mixup too. Bridget cant be 3p'ing your pokes on reaction so get out of the way (vertical jump/dandystep/IAD over j.k on decent? well anything really) or 5k it, just don't lose to the poke when you know that shit is coming. Edit: The matchups subforum has this awesome writeup on this particular matchup
  22. Isn't there some serious use of 5k needed in this match? But I guess your not always in that range but I guess you'd use it more than whatever your used to.
  23. I-no's totally do naked (without note) hoverdash j.s I-no's totally do redashes during mixup j.s block land hoverdash j.k j.s/j.k block land 2k hoverdash j.k I-no's oki is the best in the game.
  24. he's presuming you aren't reacting to the dash and continually mashing buttons... I think.
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