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GcYoshi13

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Everything posted by GcYoshi13

  1. Also note that this 5D set-up is impractical for the most part as it demands these things: - Opponent is cornered and that you land 5D on them (not too bad of a requirement since DV can obscure vision on 5D. Also 5D can catch people off guard especially if you haven't done it frequently yet). - 100 tension. This is the big one. - Opponent lacks burst. It's mostly a good option if you landed gold burst somehow lol.
  2. I have potatoes for recording equipment, but let me try my PS4 recording features and see if that could work later tonight.
  3. Not all ground chains will end with 2D. fS, 2S, 2H is a good string too that is special and jump cancelable. Also be careful about strings that end with Task A (head toss). I can easily YRC it and bait out the Elk Hunt. It's a good idea to destroy Deja Vu seals when they appear, but be careful if I replay them. Once I replay the seal, it will come out and it can't be destroyed until the animation ends.
  4. I have a guaranteed Hemi-Jack combo with 100% tension and off of 5D. Sequence is 5D, forward homing dash, cS, fS, Hemi-Jack, RC, cS, 5H (2), 1H, Task C. Then forward dash a little away to push opponent into Hemi-Jack while avoiding wake-up throw and reversal options. On bigger characters, you will have to cut the cS combo short to avoid having Hemi-jack OTG. cS, 5H (1), 1H, Task C should work.
  5. You're right regarding the Task B and Task C DV, but I do feel like there's a way to get Hemi-Jack out with 75 tension and can still get a meaty 2S or 2H on time.
  6. Getting Hemi-Jack out and keeping the opponent still is tricky. I'm not sure if there are guaranteed set-ups to get Hemi-Jack out successfully and keep the opponent still. Sometimes after a combo, I do Hemi-Jack, YRC, and 2H, then replay a DV.
  7. Generally it doesn't have much purpose, but it's not explored a lot. Task B YRC is much superior to move to the other side if you're already airborne. The problem with Ground Task C YRC is that you can't air dash it unless you jump install it prior.
  8. even if he knows the timing, you can still CH him if he attempts to flick it. I think it's worth doing.
  9. I think your play is solid and I won't nitpick on things that are retrospective (like you should've anti-air'd here or something). There are somethings to note that you may not know. Singles: VS Chipp - Task A is very risky in this MU. Don't throw one after your burst, since it's actually punishable. Don't throw one during your block strings predictably since alpha blade goes under it. - While you are successful in many cases, your choices of cS, and 2P anti-air are very risky. Chipp's jD is outright brutal in that even 6P loses to it a lot. - Remember that Chipp's rekkas are all very minus. You WANT him to resort to rekkas in his string. Also do not 2K to punish the end of the 2nd rekka, because if he does the Overhead kick, he'll avoid the 2K and CH you. Try poking with 2P or fS/cS. - I'm not sure if you're doing it, but try to OS your throw attempts. One round I saw a lot of whiffed 5Hs. cS/fS throw OS is good along with 6P Throw OS. - You tried doing cS, 5H(2), sj, jP, jK, jS, Task C at the end. That combo works, but you have to delay the super jump. It's also inconsistent on Chipp. Do cS, 5H (2), super jump, jK, air dash down forward, jS, Task C, cS, jump forward, jK, air dash forward, jK, jS, Task C. That's the most optimal Chipp punish and 100% consistent. Vs Pot - This Pot is pretty ridiculous lol. Vietamese FAB? - FD jump is imperative. You got a bit scared after he got the Heat Knuckle read on you. Just remember that his rewards off of HK is generally not that great until he gets 50 tension. - Need to Task A in neutral, even if he can flick it. you can hit him with 2H/3H if he attempts to. Also you can hover high in the air to avoid flick and use a momentum carried air dash to fly far away from him (done by FDing or attacking right after your air dash). Remember you can also forward dash the flick projectile. A neat trick is to throw Task A, have him flick it as it's coming towards him, then wait a little bit and use the coverage of the return trajectory of Task A to cover your forward dash into the flick projectile. - Learn double seal throw combos and set-ups afterwards since you seem to get a lot of throws. It will synergize well with your 6H YRC throw mix-ups that you like to do. - Convert off of far hitting Sinusoidal Helios with 2H, jS, Air Task B. Vs Ky - This match, you did a lot of empty air dashes. Bedman stops his momentum if you don't take an action so just throw a jP in there to get more distance. Don't mind this if those empty air dashes were intentional. - Remember that off of CH jD, you can air dash down, jK, and air Task B on the entire cast. If they are crouching, you can do a string into 2S, 2H even. - Don't try to use 2D to abare. It's quite slow. 2S is far better for that due to it being faster, less - (it's 0 on block!), and also it lowers bedman's hitbox. VS Sin - I think you need to FD block more in general. A lot of damage you took was Chipp actually. Also he was cranking up your RISC like crazy since you were blocking for so long. - I understand your transition to stick and your movement is pretty good actually. A lot of these matches would be easier if your 6P confirms lead into Task C :(. I know you were trying to do it when I saw the 5H instead. - Be very careful about your Task As.
  10. This combo should be simple enough to transcribe on your own. Notations: fS (counterhit), 2H, super jump, air dash forward, jP, jS, Task C, 2P, fS, jump forward, jP, air Task B.
  11. Generally, cS, into Task C works on everyone. It's the one I do because I didn't fully optimize conversions. Against opponents who are hit further away from Helios, cS may whiff. Go for 2H instead. If the opponent is cornered and you hit Helios, they will wall splat and allow you to combo into 5D.
  12. Optimal punish for VV/GV on Sol: cS, 5H(2), 1H, (super jump cancel forward), jK, air dash down forward, jS, (land), Task C, cS, (jump cancel forward), jK, air dash forward, jK, jS, (land), Task C. Does like 200+ on 100% life Sol. When punishing VV/GV, you have a lot of time. Sol may psyche you out by doing the kick follow-up to VV. Because of how fast cS recovers, you can punish both without reacting. If he does the follow-up, your initial cS will whiff. If he doesn't, he prolongs his landing time. GV may put Sol too far away if he flies past you. Punish with 3H into an option of your choice.
  13. It's crucial. His ground buttons do not have enough reach for speed to be considerably dangerous on the ground. He has a lot of options in the air. I don't know how you are getting thrown, but Bedman's air buttons make him very difficult to be air thrown during its active frames. Don't use them like an "instant" overhead. Your IOH is jD. You hover right above your opponents during oki set-ups. In neutral, you will set yourself up for anti-airs or air throws if you hover predictably near your opponent.
  14. I already know this at least, and I think most of us knew this after the Hemi-Jack Task A' RRC set-ups were discovered. I thought you had a set-up where you Task A' and then use the slowdown of the hemi-jack overdrive to connect with Task A'. Then again, I think that set-up just simply won't work in a way that will place you in an advantageous position, since you need to wait for Hemi-jack to finish summoning to begin teleporting (if you opt not to RRC).
  15. I'm also curious about this set-up, because most situations will not have you get a knockdown with a Task A' symbol placed far enough for that to work reliably. DV Task A and Task A' do not go away when Hemi-Jack is summoned, but normal Task A and Task A' will disappear (since Bedman requires the ball head for some reason to summon Hemi-Jack).
  16. He's considered top tier right now.
  17. All webs set by Byakuya during Caccoon is invincible. Webs don't have timers, never did I believe. Nerk's explanation makes the most sense where webs would disappear after attempting a hit. You can use DP's invincibility to move through it.
  18. Then do cS, jK, air dash downforward, jP, Task B. Generally is very reliable. Example for Pot: cS, 5H(2), 1H, jump forward, jS, air dash downforward, jS, Task C, 2P, cS, jump forward, jK, air dash downforward jP, Air Task B. Task B will be low enough to hit crouchers. This applies to most characters outside of pot.
  19. You can still do the Task B ender off of the more optimized combo. The hard part is at the beginning with the delayed jS and cS. After Task C, you can opt for either another Task C route or go for air Task B one.
  20. damage and meter gain since it has an additional cS for more damage, but the problem with that combo is the the delay between the 1H and the jS. Furthermore, you may get crossed up cS when you land, which drops the combo. I don't recommend attempting the optimized one outside of the corner and even then, just go with the 100% combo.
  21. Chipp's optimal route: - cS, 5H(2), 1H, super jump forward, jK, air dash downforward, jS, Task C, cS, jump forward, jK, air dash forward, jK, jS, Task C Potemkin's consistent route: - cS, 5H(2), 1H, jump forward, jS, air dash downforward, jS, Task C, 2P, cS, Task C. Alternative option (using air task B ender to have double seals) - cS, 5H(2), 1H, jump forward, jS, air dash downforward, jS, Task C, 2P, cS, jump forward, jP, Air Task B. Optimized but difficult/inconsistent route: - cS, 5H(2), 1H, jump neutral or backwards, (delay, jS, air dash forward, jS, cS, Task C, 2P, cS, Task C. Not trying to sound "Mod-y" or anything, but you I think this question better fits the combo thread.
  22. Amazing. I really need to do more meaty Task A YRC set-ups.
  23. I discovered that you can fuzzy people with jK if you catch them blocking something high. Will need to find applications and confirms later.
  24. First hit of Task C DV will hit crouching Pot and Bedman. Doing JD after that will end the combo. Either Task C DV has to be spaced far away (not very realistic or likely). Fortunately, you have alternatives. jK will IOH Pot and Bed (have to neutral jump for Bedman). There are branching combos based on if the first hit of Task C DV connects or not, but I believe you can confirm regardless. The only character this completely fails on is Faust.
  25. you have a lot of indicators whether or not 5H is going to hit twice or not. The combo I listed above should mainly be used for either punishes, or empty air dash downforward into 2K (because you'll be right next to her after an empty air dash down forward). Otherwise, cS, 5H(1) into Task B or 2D is a very safe bet. Also note her crouching hitbox is huge horizontally, making 2H combos pretty reliable on her. Keep track whether or not she's crouching to chain 2S into 2H (or just chain it anyways since it's a blockstring/frametrap). 5H (1) -> 2H works well on her.
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