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DerQ

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  1. Decided to start brushing up a lot of basics that were driven from assumptions. That's starting with midscreen knockdowns from 236C and j.236C and where to go from there. Original assumption was just to try and time 2C for the desired guess (tech, delay, forward, back, quick) or dash > 236A/B > j.B, more specifically timing 2C. Turns out you don't need to guess too much and acquire information on your opponent's tech tendencies and/or condition them if they don't know After both specials, doing 2C ASAP will catch any delayed tech in a bluebeat. This negates roll attempts, delayed tech, quick tech. 2C will whiff if they emergency tech. You know now they emergency tech. Before I get on to that though. This is after a 236C standing confirm. 2B > 3C > 236C > Bluebeat 2C(1) > 5C(1) > 6C(2) > 6A > j.B > j.B > j.2C > j.236C Allows for a knockdown. Red beat does 1.6k, blue beat raises this to 3.3k 2A > 2B > 3C > 236C > 2C(1) > 623C Red beat does 1.5k, blue beat raises to 2.4k 2C > 3C > 2C(1) > 623C Red beat does 1.7k Blue beat raises to 2.8k Hit confirming with more than one 2A doesn't allow to combo into 623C, hitconfirming 2C > 5C > 3C does the same. 2A > 5B > 3C works though If you reacted to 3C before doing Raibu, backroll becomes an option. You want to hit them while they're high enough after 3C so they don't touch the ground before you recover. Your hitconfirm has to happen before 3C. For instance, if you get air hit 5C > 236C, it becomes easier to confirm and works on characters against who this doesn't work. 236C > Bluebeat 2C(1) > 5C will drop on only Rachel and bullet. Just input followups, if 2C whiffs, none of it comes out I havn't tried to find combo routes from j.236C > 2C bluebeat. Shorter combos can always lead to 2C(1) > 623C. This would only condition a player or give you info about their tendencies. Some routes give knockdown and do as much damage in red beat. If you do a j.236C at neutral and you have 50 to make it safe, you may try to catch a delayed tech and keep the meter for the same combo. Gimmicky gambles Once they do start teching, possibilities open up: You can micro dash 2C and it'll meaty an emergency tech, catch a forward roll, quick tech. Against certain characters, I could time the distance and 2C to also catch a back roll on the 2nd hit of 2C. This is untested against every character. The distance they'll land after 236C varies a bit. Had it working on Ragna iirc, tested someone else and never got it. You can hit confirm the followup in 5C and adjust from there. Back roll and late tech beats this, but isn't unsafe Wakeup reversals can come into play as well as backdashes. You can always alter timings if you want to catch one option over the other, hitconfirm remains the same. If you get bluebeat combos going and they add 1k to 1.5k extra damage, they'll most likely want to guess their what tech option to go for or tech differently on the same combo routes. If you condition someone the right way, you should get some nice opportunities for drill setups/resets like j.236C > RC > 6D Downsides I didn't factor corner carry in this. It may or may not help depending on the combo route followups. Juggling 2C > 5C > 6C(2) depending on the distance can lead you to a route that would lose or trade corner carry for dmg Untested in matches May be incomplete, need to test a few more stuff like backdashes and what not. I'll also preaf rood the post sometime again and may tweak a few things
  2. The difference here is that it won't close, they've been getting more customers. We just can't leech because we play fighting games and so do the owners. That's the only difference Return of the sunday/tuesday meetup, that's all. Are we gonna be sharing one of those days with MTLSF or something?
  3. I'll be at foonzo yeah, that or I'll be at the AUBERGE DU DRAGON WHEN PEOPLE START GETTING HYPE
  4. I know it's late, but did everyone pay me for Toryuken 3?
  5. Who wants to go at Auberge du dragon rouge this friday/saturday (or sometime during the next 2 weeks)? Medieval themed place near my place. If you're looking for price range, it's about 20$ for a rather filling boar and brie half pound burger. You have to pay for the show as well because the employees (waitress and actors) put on a good show to set the mood right. Last time I went, food, show and tips went to 38~ http://www.oyez.ca/aubergedudragonrouge/accueil.html It's hard to have many people at my place, but we could go there after for buttons or whatevs Should I make a thread on sankishin lol
  6. That's a really nice thing. Thanks for sharing, still need to make the stick inputs fast enough though Wonder what exactly explains why this is possible
  7. 3C CH > Crush trigger punishes for 4.4k and knockdown Hariken oki > Crush trigger > RC > 5D for a "Legit" guard crush It's ballsy and low reward, but players who are used to Amane don't tend to barrier as much and there are times where you are point blank during pressure/mixups/knockdown. 236A/B > j.B > j.a (optionnal) > Ground normal (optionnal) > CT in pressure or anytime you get them to block j.2B. Just need an opponent that will let you do it and have the corner to get actual rewards from this
  8. Stay on the ground and go for 5D > Hariken A. Doesn't cover everything that's a reversal, but does most of the time. They can always rapid on the drill if they have 50 meter. Otherwise, I'm not gonna be sure on this. I always figured j.2B > Dash > j.2B would cover rolls and allow safe jumps, but I've never had motivation to make my j.2B stable (AKA avoid the bounce up) and with delayed tech options, I figured it would just make it more of a pain. Sooooooo I never confirmed that assumption
  9. I don't know if I'll have the time soon to do it, but it'd be nice to have relevant context for each move listed. Frame data and gatlings to know if they're relevant. If Rachel wants to use 5B and I know, even if Hariken beats it, it's pointless for that information to be as valuable as say "No curse meter on all of Arakunes move listed". Though, this can be slowly built over time and most of the stuff won't need this information anyway.
  10. It's not so much a hard call that you should establish mashing 4D equals big time counter hits. Fabhop j.B in pressure should also beat it. Build pressure around that, that's all
  11. Not after spending 4 days out of home. Plus it's a street fighter bi-weekly. Not too keen on SF tonight or taking their spots
  12. Probably not. These combos are definitely less stable routes though. All his combos maximize the damage, but are harder and don't give you a knockdown. Neat for a CMV, arguable in terms of how practical they are
  13. Could say something along those lines yesterday. New bloooood
  14. The tip was HOT Twinlab Horny Goat Weed Fun night
  15. Ran quick test since I was very skeptical about this. Gekiren > 2b > 6A > gekiren > 2b reset > gekiren does work. She can hold forward and tech to get out or delay the tech. If she no techs, this does... 4k. Dat damage. So the hitstun decay in doing Gekiren > 2b > 6A > gekiren puts you exactly in that sweet spot for the reset to work since it hasn't been run down by a full combo. At least, that's how I'd explain it. For the fun part, I tried it against Ragna, it works too. I don't currently have time to run tests to see if this works with a lot of the cast. But, the rewards for this gamble are high! The opponent sees same attack combo on the screen, they hold to tech. Blown up. They delay the tech if they learn, that's a free 700 damage if you get a 3rd Gekiren. They take it and assume they're safe to tech after the second Same attack combo notice. The 6B setup/reset works from there. Corner Gekiren reset > 2B > 6A > Gekiren (3.3k damage) Add a 2B gekiren reset, it loops. Add a 2B bluebeat gekiren, you now have 4k Add a 2B/5B > 6B reset, Add 3.7k from the followup combo that puts you in the same reset situation Decide to go for a j.2B to beat late tech, Add 3.2k instead I know it doesn't work in a linear fashion, but the numbers are pretty right now :3
  16. Get out of what ? 2A 2B 3C Raibu 5A 6A Gekiren [2B reset or double gekiren resets? In any case, slightly delaying the tech timing can get you out of both. I'm not sure what you mean by won't loop itself on some characters...
  17. Yes indeed it'll whiff if they tech in one direction. But unless they are: holding to tech Teching forward Almost mashing the appropriate button to hit Amane from that distance You should be safe and free to do something after 6B whiffs It's not a miraculous setup or true oki by any means, but if an opponent is willing to do all of the three above on knockdown, it shouldn't be needed/worth it to use this setup no?
  18. Sequence is corner Combo > 2nd gekiren > 5B/2B > 6B. You need the 2nd Gekiren so that when you hit them after the 2nd gekiren, they will tech fast enough for 5B > 6B to connect. Otherwise 6B whiffs while they'll tech or it'll actually combo
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