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PANDEMlC

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Everything posted by PANDEMlC

  1. I don't know if it's accurate or not but this works for me in the 236a ~b timing. I just look at the opponents head as he's falling when he's upside down and his head is at the same level as mine I do it then. Problem is, if you take too long to put your traps up you have to rush it and don't have all the time to watch the opponent fall. Yet I still drop it a lot online. I think it's due to my timing of the traps because in training mode it's so smooth and online I'm rushed a bit and there's occasional delay.
  2. Does anyone have Teddie specific combos for all the practical starters? I dread this matchup because a large portion of my SMP loops use two traps and don't work on Teddie.
  3. Dustloop account name: PANDEMlC XBL Gamertag: PANDEMlC Character: Naoto State/Prov you are located: Georgia
  4. Oh yeah didn't even think about just doing the same thing as EX gunshot smp. The only reason I asked about the B Fang SMPs is because I feel like I see naotos going into it a lot. It confuses me cause I have no idea how to SMP off of it so early. I think these are my last two questions, When you hit someone with a j.a multiple times how do you get an SMP off of it? When I get my corner trap mixups going I go either high, empty jump low, tick grab or I IAD back and delay pressure. Not sure how I get damage off of a j.A starter. My guess is you could do two traps maybe then a gunshot 2b 5c but I'm not sure. I guess it also depends on how many j.A's hit. Does this combo work when the opponent is all the way in the corner and gets hit by a trap? I can't seem to get the gunshots into mudoon unless they're a little bit away from the corner. Maybe I need to delay gunshots more? D trap > 5C > iad j.A > j.C > dash 5C > 214A > C shot x 5 > Mudoon > C trap > 5D > 236A > 5DD (3) > 236B x N
  5. I've been seeing a lot of Naotos on streams just going into SMP for damage off of 5b 5c B Fang type starters. Are there combos listed somewhere for this? Also what's a good combo SMP loop off of raw bullets? Ya know, when you shoot someone while they're in the corner and you hit em. I'm trying to figure out all the situations I run across that I don't do much damage in and figure out a way to get more or combo into SMP from them.
  6. I'd sign up but I don't know who my main is.
  7. If anyone wants to play a decent Kanji I'm always looking to learn matchups. Been dedicating my week to Naoto but I have a solid Kanji. 90% of online Kanjis just mash command grab and air dive. Hard to learn the MU through that.
  8. Feels like you have to play the ground game. Jumping is scary as shit against her. Obviously you can throw up traps from time to time and superjump accordingly but not when you're in range of 5c clipping you as you jump or Zio hitting you, SB Agi pulling you in, or Liz air throwing you with her Persona, which has ridiculous range if she air turns first. Her Jump B beats out all your options except maybe j.d but even that will probably get hit by her j.b. I hate playing against Liz but I guess the best options are be patient, R Action accordingly and get her persona to break. Once that happens, gun shot + 5D to cover your entry should help you get an opening. Just stay patient and learn to watch Liz for when she does persona throws or 2c. She does an animation and talks for throw and crouches for 2c. I still get caught by throws all the time, I try jumping them on reaction, problem is my reaction is ass. Might be best just to throw out a good poke instead of jumping and punishing it. You can roll through obvious 5cs, but it's risky because Liz can bait the shit out of that with 2c or 5d.
  9. Not 100% sure what dead angle is but to escape pressure I use the ex roll/gunshot a lot. Problem is sometimes I lose on wakeup or they can easily bait it by jumping at the right angle. Might be my execution though, annoys me when I wakeup and it doesn't come out. Depending on the matchup just use the 6A+B if you have 50 meter to get people off you. I find this incredibly necessary in the Chie matchup. But I have a hard time blocking her, same with Yu occasionally. If there are holes in their attackyou can just ex gunshot, roll or find some other way out. EX Roll/gunshot isn't really that good if they know it's coming, they can space it easily or just preemptively throw out their persona so you roll into it.
  10. I'm on a lot, always learning new characters add me or send an invite and I'll join if I'm on the game.
  11. Oh baby, I got a mudoon combo I can actually do.
  12. Are there SMP combos off of EX Gunshot? If so that'd be amazing for when you're cornered, a lot of people get hit by it online.
  13. Since there's no Q&A thread I guess I'll ask this here. Does Naoto have SMP combos off 2B anti airs and J.C on counterhit when you hit someone out of the air? Can't seem to find combos for these situations. Also, how do you guys usually punish DPs? Yu's, Teddie, Liz and Labrys for example. Mostly the DPs that send them in the air, not sure how to get good damage off that. I guess I could 2b into 5c iad but idk.
  14. So are alll these I see just one bullet then cancel or what? 236A~B~D
  15. Can someone give me an idea on the timing for those FC 2C D sweep barrel combos? So the barrel only hits once after this sweep then you 5B then wait till the barrel hits 6 more times? Still though, getting the sweep to leave the person on the barrel is an odd timing. Apparently you don't want to run after 5b either cause it moves the screen and makes the barrel not juggle.. I guess. Idk, still not sure how this combo works.
  16. Has anyone been using the IK setups after sb agi?
  17. Thanks man, those are good. I've just been kinda winging it with omb. I only use em when I want to guarantee a round/game win. Like you said they don't add too much damage, at least not enough to really warrant wasting a burst. Those OMB you listed look a lot easier then the ones I was trying. Was learning 214 a/b omb walk forward 5c 236b 2a 5b 2b 236c. Which was easy in the corner but awkward midscreen. I'll see how much harder yours are to learn. - That 5k corner one is really good. Some of the other OMC ones I use already use. The midscreen omb is good too. Easy to do and good damage. Much easier then what I was doing before. - I'd recommend learning the midscreen one I mentioned though. It's meterless and does 4.7k midscreen. Just gotta learn the timing for when to hit 5c and go into 236b. Not too hard, just gotta barely touch the opponent with the 236b and hit him while he's relatively high with the 5c.
  18. What are some ideal OMB combos off of 214B ender and chair super? I don't really trust the OP for being up to date.
  19. @Osuna I got thrown out of the middle of a 2b by Yu, blew my mind. The chair covers a pretty large range visually on screen at least and this guy just walks up to me during it and grabs me out of it. I've been throwing it out for predictable jump ins just to practice the counter hit combo I spent time learning. - What OMB combos do you guys usually end up using or find most useful? Are they best for making non FC combos damaging or are they still good in FC combos? I'm gonna learn a few tomorrow(Day 3 of Kanji). I still need to practice a few FC combos but I feel like there are times when I hit combos that I could kill but only have lets say, 50 meter which seems to only add a few hundred damage if you cancel and ender into a 2c 2b 236c 236a followup for example. - When someone is rolling on wakeup what are good ways to catch this? I know command grabbing as a meaty on wakeup can catch it during its initial frames but is it possible to punish without them being able to DP from it after they roll through you? For instance if I do a 5A for oki to catch jumps and apply pressure but he rolls and my 5A whiffs do I have enough time to recover from the move to punish the roll legitimately or do I need to bait the roll entirely? I feel like once they roll through I have a hard time catching them from jumping away.
  20. Learn what she looks like when she throws out her Persona and you'll be able to avoid getting grabbed most the time. Stay patient and keep calm even when dumb shit happens or you block for 20 seconds straight. You basically just don't want to get feared, then she becomes scary. counter off any hit, untechable throws, etc. Even when you break her Persona it's still rough, her B is too good against Kanji. Better hope you can lock her down with some lightning to approach or cover the skies with 236 D while yo attempt to close space. Either way it's rough. 5b, 2b and j.B are all she needs to keep you away. Don't DP much either if at all, easy as hell to bait and avoid with Liz.
  21. lol That helped tremendously. So much easier then always having to go for 2A+B 5b 2b starter. I didn't realize you could do 5C after j.C FC. That's helpful too. Already noticing more consistency when I do get a FC hit off. The last two questions answers helped a lot. - Another one for anyone who wants to answer. What kind of 5A pressure strings do you guys use? For example you know the basic 5AA into 5b tick grab or 5aa 2a 5b 5c fc setup. I'm having trouble really opening people up once I get a 5a to hit/block. Also for punishing DPs I know it's specific to the character but for the more traditional DPs do you go for 5C FC punishes or 2B counter hit combos for Mitsuru before she lands. Then for the faster DPs what's good for getting some nice damage when you bait a DP, I'll use Teddie for example. His DP is pretty quick, probably too fast to hit a 5c with. Not sure how I'd go about punishing his DP. Maybe I can record the dummy to DP then block and test these things out.
  22. I have another question. If I'm far away when I hit a FC 5C or J.C and I don't have any meter how would I followup? Seems like for 5C you need to be within 2B range for meterless combos and for J.C you need to be in range of 2C for meterless. If there's some way to still get combos without meter while at max range with 5C and J.C that would be really helpful. I've just been going off the combo thread which has a lot of options just not any meterless from max range.
  23. Ah ok, just wanted to make sure I was doing the optimal thing. Need to learn that second combo though.
  24. I saw a Liz doing 5A 5B 5C into A Bufu I assume and then IAD j.B 2A 5b 5C into ender. I have no idea how he connects the first hits let alone gets the IAD into that consistently. I can get a 5C into A bufu to connect. No idea how he was getting 5A 5B to combo into 5C A Bufu. If you ened visuals I can probably find it again. Was watching Kanji gameplay when I saw a Liz with no name doing some stuff I had never seen. Here it is - http://youtu.be/9wwYwYu-Bt4?t=8m42s Combos 5A 5B 5C A bufu IAD j.B j.C then 2A I think he's dashing forward a bit then IAD to get in range but I still don't know how he combos 5A 5B into 5C A Bufu like that. He's getting a counter hit but I still can't replicate it. Here's another crazy moment(to me). Guy does 5b 5C into 3 bufus one after another. Not sure how he's doing this. I feel like I saw it in the combo thread, at least the ender for it. http://youtu.be/9wwYwYu-Bt4?t=6m15s
  25. Wow, thanks. That helped a lot. Didn't realize you could do that.
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