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Angry Guy of DE

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Everything posted by Angry Guy of DE

  1. So apparently Elphelt's hitbox in the air makes the corner combo of 2H (non-CH) and c.S link impossible because her vertical hitbox is Faust levels of small. Yet another reason to hate Elphelt it seems.
  2. 2S AA can lead to a basic j.2K combo but no head invul. makes it unreliable when 5P can AA better. 6P in the corner can lead to respectable damage since you can link c.S > f.S > jc for a good 30% or so. honestly 6H is a better AA than 2S if for just the better horizontal range from the forward movement.
  3. Just watched some Hase play... Am I just dumb or was it always possible to link c.S from 2K when done close enough?
  4. If you are worried about the player's tendency to try wake-up throw or DP you should instead opt for set-ups that make one of the options risky for them to attempt. Wake-up throw can be stop by learning the range of throws and being just outside of that range. A spaced out 2K has the advantage of both range as well as having a low-profile. If a person relies on wake-up throw too often 5K and 2K spaced properly are invaluable since you can link another 5K into Mappa hunch for respectable damage when they are CH'd by your move. By the way it sounds you are a little unsure as to whether your own strings and set-ups are predictable enough for this Sol player to react to with throw or VV. As odd as it sounds just fake him out and test strings that can catch people pressing buttons at the wrong time. 5K > 6H is a good string as it has enough of a gap that a person can get hit by 6H and 6H can combo into pilebunker for respectable damage and corner push. Backdash is a strong tool that you need to learn against people on wake-up because you have a healthy amount of invul. combined with the option of BDC Mappa hunch or Dandy step to continue pressure. Don't get frustrated if a person is not respecting your wake-up pressure, just try to pick up on a person's habits and how often they want to rely on DP or throw.
  5. If you are timing the follow-up of under pressure correctly you are throw invul. during the start-up. upon knockdown and then starting the dandy pressure with under pressure you have a few routes you can take: 1: Meaty under pressure- This can beat out most things that aren't invincible frame 1. The other advantage is that if meaty enough you link a move into mappa hunch or potentially a sweep to start it again. If they pressed a button and it CH's them they get ground bounced which allows a combo. 2:Staggered under pressure- This will beat wake-up throw or even wild toss being of throw invul. properties on the follow-up. This can be risky due to Sol's VV and also a Sol would likely option select throw with 6K+H which will give throw or a three frame kick to come out. 3:No follow-up into a low or throw- This is used once a person is conditioned to block the overhead. Without meter to RC the most you'll get is 2K > Mappa hunch or sweep. 4:No follow-up into a backdash- This is where you expect wake-up reversals to show up that will just blow through your pressure. This is a viable option because the dandy step S is even(?) on block so your backdash will evade most dp's and grant you a good punish. If they don't try to dp you can also do BDC (Back-Dash Cancel) Mappa Hunch to evade a normal and then hit them with a mappa hunch on their recovery. Slayer is about fundamentals and making the opponent make risky guesses against things that are safe for you. If a player wants to just do wake-up DP 90% of the time, let them and punish them 100% of the time until they learn (or you win).
  6. Slayer's bite has a little blood in it. Not a whole lot... A gentleman doesn't waste.
  7. I think some character weight groups make some air combos drop on them or at the very least are not as consistent. Its a height issue where j.PK doesn't work because you are below them or are too close to the ground to jump in time. I think there's at least three air routes that can be done after c.S/5H j.H > j.2K > j.PK > jc j.S[2]KD>j.2K>j.PK > jc j.S[1]HD>j.2K>j.PK > jc I don't remember which versions are more consistent with doing only one or two hits of j.S Also remember the length of the starter can effect how long the combo can go as well.
  8. yeah knowing this throw range can neutralize his wake-up options. Sin is similar to Slayer in that his gatling chains are limited so his mixup and pressure is lacking, its just that any hit can turn into at least 100+ damage. also 6P is a good anti-air against him, his j.H and and the mixup of whether it will be hitting three times or just two into a low on landing gets stopped if predicted.
  9. Pot has bad match-ups, and the world goes on. That said Potemkin can get a lot of mileage with the YRC as well as good use of the Blitz shield in some match-ups. Obvious rushdown against an intelligent player regardless of character choice can stop it with the game mechanics. Now let's look back and laugh when Pot is allowed to Potemkin Buster Axl's chains full screen.
  10. Alright I can't refute your point on that account, if you eat the 623S then yeah you'll get hurt. With Slayer its very easy to move out of range of 623S on wakeup and I don't believe that he can cancel moves on whiff so with meter on hand it can be a good bet to do K dandy step to completely evade the wake-up move and get a CH CWH. BDC mappa hunch is also a good option on his wakeup as you can delay the mappa hunch if you expect a wake-up reversal like that. of course if you bait it really well you can get a around a 210 punish with 2H even midscreen on CH.
  11. Testing out some potential combos from 2H CH. Truth be told I was drawing inspiration from the video with Nasu and how some things link. 2H CH > 6H > K Mappa Hunch (towards the later active frames) > c.S... At this point the combos changes depending on character weight. The air combo used is then based on having the j.2K hit properly to then allow j.D or j.214K for damage. I've noticed on some characters the hitbox in the air makes it difficult midscreen (Elphelt is the number one culprit with her damn dress) that you can't hit the mappa hunch deep enough so that you are close enough to link a c.S. In the corner you can give up a little damage and have it be easy by doing this instead. 2H CH > 6H > 214PS > c.S I'll have to double check what my combo is but I've managed to do 184 on Potemkin and as high as 210 on Sin midscreen. Some characters seem to require 5P instead of c.S because of hitboxes pushes Slayer out of c.S range.
  12. Against Sin knowing how to do BDC mappa hunch is really good because after a blocked mappa hunch some of Sin's pokes will go right through you during the backdash. Also practice doing blitz shield, Sin's overhead is easy to reject if done in strings and depending on distance you can do a K dandy step into CWH. Sin's only special move that is plus on block is his slide, everything else is minus or punishable on block. Slayer's mappa hunch K is a good tool to try and catch attempted eats after blocked strings that normally push you back a certain distance. Once you have Sin under pressure his only meterless reversal is pretty weak so you only need to be mindful of wake-up throw attempts.
  13. I can't speak for Potemkin but Slayer lost a couple of tools in this version. I can't recall what gatling options were removed but most of Slayer's moves only have two or three gatling options at best so he is heavily reliant on some frame traps that can be disrespected or unusable in some match-ups. His unblockable attack Undertow is pretty garbage because it doesn't lead into anything meterless and it's animation just begs for people to mash against it. A far cry from the armored version in +R. His 6HS can fail to catch people in the air despite them passing through his foot during the animation. Damage-wise Slayer is pretty good with confirms as any 236 P/K can be YRC for at least 35-40%. Mappa Hunch feint would help his mixups since Mappa Hunch is only slightly minus and people expect to block it (or IB) and expect the backdash afterwards.
  14. Don't forget in the corner Shizou can do 5A > 5B > 5C > 5AB > 236AB > Power Blast for the 2 Bar gain power up Bonuses. 236AB has pretty good untech time so even midscreen 5AB into 236AB works.
  15. Horo's 5S is only really useful when you have a trump gauge active so you can call it while jumping in. Her cooldown is rather short so you can get a good amount of pressure with trump gauge active. Her 6S has a hit on entry to you might be able to learn a combo that offers an extension from it as well as being able to get as much healing and meter gain from the first use in a round. After the first use the rewards are diminished greatly.
  16. I'd say its moreover her 5S since it has pretty respectable tracking and on hit launches the opponent up. Combine that with the fact that its cooldown starts even while continuing a combo that used it and you have rather busted assist that just adds damage in any situation. Her 6S is also really good with any hard knockdown to protect her, we've already been shown was Selvaria can achieve with it and unlike other oki assists the 5S assist is also really good. Any future update will fix the 5S bug (hopefully) and even then it will be a solid assist.
  17. Alicia's assist is pretty solid, even not considering the fact that its cool down is bugged. Leafa and Kino kind of have the universal utility of beam assist in mvc games. They aren't really flashy but they do their job well. Koko is an assist I like as well with the blockstun as well as the heart applies a status effect that drains the opponent's meter, its not a huge amount but less meter is better. Enju works with so many characters for damage, confirms into blasts, and to get a hard knockdown. in neutral she isn't as hot because her dive kick can not track too well on jumping characters. Kojou is solid, but you need to cover him when he's doing 5S. Dokuro's 5S is a good combo extender and her 6S can catch people because of the speed. The priority of Excaliborg is the same as Kino's bullet so they can cancel each other out. Accelerator...I'm not a huge fan of counter assists but I'll admit its pretty strong. The kind of issue with assists is that Kino's and Leafa's start-up is faster than everything else by a huge margin. Wilhelmina would see more use if Leafa's plain wasn't faster with more range. Its kind of like why use Ironman assist when you can just use Doom assist instead. If this game gets more updates assist start-ups will probably change as well as giving more of the cast ways to convert air hits into a knockdown. More than a couple characters have a blank QCF or QCB in the air that could be used for something.
  18. Don't forget that Izaya's 6S aka stomping on the da cell phones will auto kick them up for you when you do a super, no timing necessary. Celty's is pretty solid, her 6S can be tricky to use because it does different things if she hits them on entering or when she is driving off-screen. A lot of assists get better with trump gauge active, Kino becomes dumber when you can jump-in and fire a straight bullet. Probably should change the notes for Erio Towa's assist functions on the wiki: 5S : Erio runs on screen to your location on calling her and hops around. Being near her auto-guards attacks by the opponent, but throws will still occur. 6S: Erio runs at the opponent and once 1-2 character width away falls down and slides off-screen. Deals 1000 damage raw and once sliding low-profiles many moves like Kuroyukihime's 236 moves on the ground.
  19. Kino gets really good when you have the Trump gauge going since you can call her 5S version while jumping in. As far as underrated...I think Holo, Erio Towa, and Wilhelmina are underrated as a whole. Holo's 5S is pretty fast and gets a lot better with Trump gauge active since it can be with neutral jump so you can empty jump into a low. Her 6S can be used with some character's combos for extension and to get a crazy amount of meter (almost a full bar?) and seems like 1/5 to 1/4 of your max life the first time its used. Erio Towa's 5S is interesting as a wall since if you are next to her you can probably only be thrown. Her 6S isn't too bad dealing around 1000 damage raw and once she starts sliding she is harder to hit. Wilhemina is so under-rated that the wiki mixes up her 5S and 6S versions Her 5S is about as fast as Leafa's 5S in startup but doesn't launch a grounded opponent on hit, though it doesn't have the full screen range that Leafa's has. Her 6S if it catches the opponent captures them for easy Power blast confirm. It is a lot slower than her 5S version so it can be used to confirm off of some throws or moves if you spend a bar.
  20. Kojou is a very solid assist overall, I use him with Taiga since it is easy to hit-confirm from. A basic Taiga confirm with Kojou assist goes with 2A > 2B > 5C > 5AB > 6S (on second hit of 5AB) > 2AB (Before launching hit of 6S) > ABC (Power Blast) If you want to add a super instead of Power Blast after 6S do 5[C] > 236A > 41236BC. One of the main things is to make sure you have a way to efficiently combo into a Power Blast. 2 Bars along with boosted atk and health regen is invaluable when you might be using EX's or assist calls often in pressure.
  21. For most of the cast the Kino, Leafa, and Enju are good assists in neutral as well as combo set-ups into power blasts. If you have set-ups into hard knockdown Ryuuji, Koko, and Mashiro are good choices since they make the opponent have to block on wake-up (or attempt to use a trump card). Misaka's projectile game isn't as strong as you think, her 5C when held down works as a sufficient anti-air but it has a deadspot on the ground 2-3 characters away. Same thing is with her j.C when held down, it only hits a set length (2-3 characters away or so). The held version is jump cancelable on hit and block so trying to run after blocking one will get you hit. On defense Misaka is rather weak, her 2AB doesn't function well as an anti-air (if at all) so without meter all she can attempt as a reversal is her Trump Card (The hitbox is bad, not even the whole vending machine).
  22. Doing good work Seabass, just remember with assists that recover health or meter that after the first use later uses in a round have diminished gains. If possible can you also put each assist's 5S and 6S version's cooldown if you can get a number for them? Also I believe with Shana's Hien (236 A/B/C) the damage it deals decreases the further away she is. At point blank I think it does 800 raw, midscreen 600, and full screen away it's damage dropped to 400. Can someone confirm this for me?
  23. Well anytime a new version comes people have these thoughts: Is my character top-tier? I hope they don't nerf my character. Is my character low-tier? I hope they make them better. Is my character in the middle? I hope they nerf the better characters. CP2.0 kind of went like... My character was top-tier...Now nothing seems to work like it used to. My character was low-tier...Everything seems to be better but every combo in the past doesn't work. My character was in the middle...Either nothing significant has changed or I can now just face-roll on buttons and win. Is this better? I don't think people like the idea that out of the considered top three, two of them are very basic in gameplay (Ragna, Jin) and the other one is able to zone out other characters so well with little risk (Nu).
  24. That EVO champ curse still going strong. The more we hear of changes not being good and more we hear of people going to Nu is not good.
  25. Well even on IB you probably can't get 2B out to beat Raging Lion A because 2B's head invul is frames 7-23 (Based on wiki) so most likely you are getting hit within the 6 frames where your head invul isn't active on 2B's start-up. Also considering IB against Raging Lion A which is stated to be -4 on block with the A version, so with IB it is now -7. Slab's fastest normal 5A and 2A are both 7 frame start-up so he's back to neutral by the time either move becomes active. The A car move is -10 so with IB is -13 so it is able to be punished at least with 5A or 2A as the next fastest ground normal 5B is 13 frames as well...Having 5A and 5B just 1 frame faster on start-up would make this a lot better. Though that's strange...Brutal Impact shouldn't lose to D Car/Slide since from frame 1 it is unthrowable auto-guard. You might be getting hit while buffering the 214214 input.
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