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Everything posted by DerQ
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oh btw, there was a lot less care into the post talking about pressure in CPEX and lot more predicting without testing, sooooo big grain o' salt and experimentation on your end is advised. I'm not sure how important j2B is, here's some rambling to perspective to let you reach your own conclusion. Took me a while to get it down, I don't practice execution all that much so I still mess it up now and then. Like all execution matters, I'd go back and practice it at a later time (over the span of days, weeks and months) and found that I became more consistent about it, even up to the point of being able to do 5-6 reps max of the j.2B loop. As an oki tool, it's useful in the corner. If you can get opponents in a corner oki setup, there's some use to it. Although now we also have Hariken as a decent or better alternative depending on the knockdown. As a pressure tool, I found it pretty useful since a lot of players who have never seen something like 236A > j.B > j.A > land > dash > j2B > 2B > 3C usually get hit by 2B. It's a nice variant that converts big time in the corner. Fucking up an attempt in matches is either an akward moment where you bounce in front of them, a proper reaction into j.236/214 A/B (which can still keep momentum/convert a hit). You can lose momentum because of it, or they let you do it and you carry on. Soooo, all factors combined : Great corner usefulness, Decent to better alternatives with no execution requirements, consistency improves greatly with minimal practice over time, variable result upon failure. That sums up my experience, I don't want to project yours will be the same. Maybe you have higher standard for execution / utilizing your tools then I do, or faster/easier learning curve. W/e As far as learning it, I'm not a good coach at that, generic advice like "Practice the input more slowly, put some background music, try using it in matches, etc" is about as much as I can give you. I mean, the input is any variant of jump (7 8 or 9) into any variant of down and B (1 2 or 3). That performed fast enough. Landing recovery is hastened by dashing and is the only way to allow for j.2B loops hope that helps? Geez I have a knack for writing novels on here
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Held a similar thought pattern until I realized the reaction stack order to optimize this is rather easy: jC regular hit needs to go ASAP into j.236A > j2C/jB to combo. You only really need to react to that unless you want corner carry over the 600 damage alternative of j.C (CH) > 5B > 5C > etc. Failing to react or autopiloting into j.236A works either way and lets you plenty of time to react without thinking about it. In that sense, it's not really a failure to miss the reaction window on counter-hit, you still get an easy to convert knockdown. If anything, just dedicating the attention span for drill level 3 (AKA with 50 meter) could be attempted, this 600 damage turns into 1k AND drill level 3, both of which can make a sufficient difference in a round and give you the win. Failing to react > 2K damage, j.236C ender Reacting > 3K and drill potential, 6D or 236C ender. It's a little extra effort, but you're not putting yourself in a scenario where failing to react = dropping the combo. Worth it
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Depends on the confirm distance j.C (CH) > j 6C > j2C > 214A/B > jB > jC > j6C > j2C/j236C > j236C (if j2C) should be close to max damage?? (I'm getting around 2.7k) j.C CH > 5B > 5C > 6C > 236DA > 3C > 236C (around 2.6K) j.C CH > 5B > 5C > 6C > 236DA/B > RC > 6D (around 3.2k, drill level 3) A rather easy confirm would j,C > j236A > jB > jB > j2C > j236C for 2k and better corner carry. Reason is you can react way more easily to CH vs. Regular hit during the hop. jC > j236A > j2C/jB > j236C is the most stable I can think of if regular hit
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I'd have more energy discussing it over trying to edit a long write-up that attempts to be some form of authority on the matter. Especially since there's a lot more subtle things that an opponent on defense can do to lower your overall pressure's efficiency, subtle things which I think I havn't fully adapted to or taken knowledge of. For instance, yesterday I realized in training that 236A > j.D is more efficient if slightly closer to the opponent, other wise j.B is still more interesting. Reasons being 1: j.D changes air trajectory and Amane lands faster. You can effectively hop at different ranges because of this without Amane crossing up akwardly over crouching opponents. 2: Opponent barrier is less meaningful on you during j.D if you are closer, effectively making both landing right away versus using j.236A > j.D hold a similar value as far as pressure goes. 3: Allows for a weird j.2B crossup if they respect it or something like hop above > wait or airturn > j.B if you want a sideswitch during pressure / Slightly mess fuzzy guards (AKA upbacking) I think the same mindset of the previous guide applies. Pressure resets options hold a certain value at specific ranges, you can alternate your pressure to make the opponent more confident in reading over reacting, you exploit patient people with drill options, etc. etc. Exploiting defensive options though is what's not fully mapped out though. Reduced pushback, changes to his normals bring variants in blockstrings. In what exact way? I dunno, 2B is nice though. One thing to almost remove entirely from the guide is the whole drill oki, some stuff still exists, but you don't have stuff that qualifies as an inescapable reset anymore with 6D I think that sums up most of my current thought process if I ever was to outline a pressure overview like I did for 1.1
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Montreal: Le Thread Generale Pour Weeaboo Fighters
DerQ replied to BladeOfJustice7's topic in International
Thank god, I didn't miss netplay all that much after all -
Montreal: Le Thread Generale Pour Weeaboo Fighters
DerQ replied to BladeOfJustice7's topic in International
Where you at my netplay soulmate Meet local ass whoopers in your area -
I don't know if this is good for resource management, but instead of only using RC after hariken drill to get level 3, using RC > OD (90%) > 6A > jB > jB > j2C > j6D > 236A > j6C > j6D adds about 1k to any N starter combo as well as level 3. Flaws thus far: -no oki, although is RC 6D good for oki? -damaging part of the combo can be bursted if you have too much health Pros: -sends opponent so far when midscreen, you return to neutral w/ drill level 3 -flexible OD / dmg use -easy as fuuuuuuu -can be burst safe damage or used after a burst bait for 5K damage
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Montreal: Le Thread Generale Pour Weeaboo Fighters
DerQ replied to BladeOfJustice7's topic in International
Can you get a return lift? I still work next to your place iirc? -
What's the setup now for Gekiren trap?
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Not extensively tested, but my take on it is that j.2B > hariken only works in some combos because the opponent bounces high enough. I doubt in a j.2B loop you could do it. But if you do j.2B > rc > j2b > hariken, it works. That second j.2B has a higher bounce.
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Is special cancel enough to justify using 2D over 6A though? I mean, the only matchup where I thought 2D was useful was Tager. Even if you have 2D, the move still has it's 17 frames startup as far as I'm concerned and similar starter values as well. Aside from being active longer and maybe better rewards off drill level 3, I'm not sure what would be the point. Of course, I'm willing to see if practice beats theory crafting here. Skeptical until then. Hariken neutral building depends so much on the matchup and player. I mean if you're reading that someone is gonna be patient or that you can go through a projectile w/ it, then use it IMO. Hitting someone with Hariken level 1 at neutral is basically w/e, lvl 2 makes hitconfirms at least somewhat manageable as well as slightly longer duration. Overdrive raid doesn't cut on drill gain if you use it w/ low hp though. It raises to level 3 and in some situations is an escape tool. I can't say i've extensively used it and proof tested it's use, but it is not what you are claiming it to be. No mixup? Sure. I'm not gonna say this makes him viable, but I'd rather embrace it for what it is and try and win from neutral and lockdown pressure instead.
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Montreal: Le Thread Generale Pour Weeaboo Fighters
DerQ replied to BladeOfJustice7's topic in International
I didn't know the game came out this month in NA. One more month to OS completely lol -
Montreal: Le Thread Generale Pour Weeaboo Fighters
DerQ replied to BladeOfJustice7's topic in International
I appreciate the comment no homo -
Montreal: Le Thread Generale Pour Weeaboo Fighters
DerQ replied to BladeOfJustice7's topic in International
You just want our beer. Out and open w/ it <3 -
Montreal: Le Thread Generale Pour Weeaboo Fighters
DerQ replied to BladeOfJustice7's topic in International
I could. I'm not allowing myself though and would rather settle for less [emoji14] A video called "Keeping your refrigerator stocked will get you many women" thought me the basics: Get money => Get paid -
Montreal: Le Thread Generale Pour Weeaboo Fighters
DerQ replied to BladeOfJustice7's topic in International
Toronto events are pre-reg only now aren't they? Gotta plan before that. Well it's either that or NEC for me -
Montreal: Le Thread Generale Pour Weeaboo Fighters
DerQ replied to BladeOfJustice7's topic in International
Toronto events are usually in the works, though Canada cup was in calgary before iirc? I might go, though I'm in no hurry to plan that trip atm -
Call it unreliable, but hitting j236C at the right height and with the opponent at the correct distance just above you, j236C is combo-able into 2B or 5B. I'm sure that gives you similar oki to other setups. But it's effing hard.
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I feel the same way, but maybe more so towards the intended design than the current version of it. More flexibility on blockstrings with reduced pushback (I swear 3C connects from anything), tools like 5D cancels, 6B > j.C, buffed 2B, etc. Slow neutral (game time wise) that allows Hariken usage. Combo'ing into Hariken is neat, it'd be fun if the move remained projectile invincible a bit longer (Stop bursting there Pochp I beg you ;_ Overall the idea that this character has a package instead of a one-trick win is much more appealing.
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Maybe I should have quoted the post to make it clearer that this was aimed at the above rant. Anyway, I don't know how useful this combo part could be, if at all. But it looks cool which is a very important factor along side using practical stuff. 236DC > RC > dash 2B > 5B(1) launches the opponent into the drill on level 1. Opens up... some possibilities for stronger corner carry? Maybe? That or some burst safe ability? To get 5B(1), you have to either 236A/B forward > j.C/j.B or Gekiren. Both of which combo. I havn't retested it, but on drill level 2 you can have more than one hit of 5B hits since the drill lasts longer. The opponent is also launched higher meaning more followup possibilities. But like I said, I don't even know if there's some useful stuff here or not. Maybe some whacky j.6D shenanigans to look even cooler like 236DC > RC > Dash 2B > 5B(1) > 236A/B > j.6D > etc. To note, doesn't work when the hitstun scaling kicks in Conclusion, I doubt 50 meter for same damage is worth it, but style points are guaranteed.
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I sure hope Amane could get CH combos into 6D, that way we could talk about combos in the combo thread. That'd be neat
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Montreal: Le Thread Generale Pour Weeaboo Fighters
DerQ replied to BladeOfJustice7's topic in International
Nah lol -
Montreal: Le Thread Generale Pour Weeaboo Fighters
DerQ replied to BladeOfJustice7's topic in International
The comeback? @ wesley my pussy doing just fine ty -
Montreal: Le Thread Generale Pour Weeaboo Fighters
DerQ replied to BladeOfJustice7's topic in International
Rude -
I wouldn't know, I only know that combo part worked on fatal and did more damage. As far as I know, your damage is higher than non-drill level 3, thus about right