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TITANIUM BEAST!!!

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Everything posted by TITANIUM BEAST!!!

  1. The whole idea of TKing after a JCable hit works in the same way that Slayer's BDC cancels work, you are jumping but the startup of the jump animation is cancelled by the special. You can even use this to JI specials, though HOS has a hard time making practical use of it.
  2. Other characters you can't hit 2D -> CC 5K are Potemkin and maybe Robo-Ky. But yeah, what the guy above me said. Not very practical.
  3. Never said it was easy, but it works. Overall, 2D CC combos aren't that practical anyway.
  4. It works. You're just too slow.
  5. Sweep -> RI is a horrible combo anyway, unless you intend to RC at midscreen and take your opponent to the corner. And K doesn't combo off of sweep on anyone unless you CC or it CHs...in which case it will combo on Ky either way.
  6. versus Ky, you would use the same combos you would use on pretty much anyone else.
  7. Swap out the last j.S for a j.HS and you get 216 on standard-stamina opponents.
  8. HI GUYS PLEASE STOP POSTING IN THIS THREAD! Posts moved to appropriate discussion thread.
  9. These two are the same vid.
  10. *sigh* Yes, but would you say it applies to them to the same degree that it applies to the other characters? I picked Jam as an example because one place that she definitely seems to lack in is the ability to control space, at least as far as how much range she has. She makes up for it with her speed and safety, but still not quite good enough to keep up with characters like Testament or Eddie, who just completely dominate sections of real estate on the screen.
  11. Um, I-no can do a shitload of damage. Damage is definitely NOT her weakpoint. I would say mixup does end up being somewhat irrelevant at the highest levels of play because those players have seen all the mixups and have become pretty adept at either blocking them or simply avoiding them. After that, it ends up coming down to how else a character can get their damage. One thing that all three of the characters you mentioned have in common is that they don't require any kind of setup to access their big-time damage. All Slayer needs is 75% Tension and an opening...ANY opening. You make one miniscule fuckup and you just might die. Testament completely controls the screen, so you're gonna get hit with something at one point or another...and pretty much everything goes into Badlands loop. Eddie is the same, just give him one opening and he can rape your lifebar easily...it's not so much mixup as it is that SO MUCH is coming at you that something is bound to hit you. They just exert too much control over the playing field. 2D fighters are rarely dominated by overpowered mixups. It always comes down to control. The other characters just don't have the same tools. Jam does MASSIVE damage if she can hit you, but ask any Jam player and they'll tell you that landing that hit is more difficult than you think it is when you're fighting someone good.
  12. I see Slashback get used a decent bit in some matches, it's more likely that Japanese players avoid doing moves/patterns that would result in easy Slashbacks. What prevents it from becoming a huge part of the game is the high risk involved. It requires great execution and if you guess wrong you get hurt really badly. In addition, the way Slashback works, simply Slashbacking something doesn't guarantee you anything in some situations. This is in sharp contrast to a game like 3S where parrying gives you a free punish in almost every situation. You also cannot SB on wakeup, which means the system mechanic has no effect on characters with strong oki.
  13. Just wanted to mention that this is shakeable.
  14. BR knocking down backwards is really not a huge deal. Ideally you want the knockdown that puts them closest in the corner, but you can still do oki on them if they fly behind your head after a BR. Key thing is to get the knockdown.
  15. "One match" is not a match-proven example, especially when it's a match you never played, featuring players you've never faced or talked to! Just because Isa didn't punish it in that one situation doesn't mean it's "impossible". If it works for you, fine, but I don't see it working more than once or twice. Certainly not a cure-all. If you backdash a command grab attempt, that is free Fafnir. If you backdash it in the corner, you have many more options, but backdashing in the corner is generally a bad idea. If you're in the air, you can airdash forward to punish. Sol whiffing a comand grab = bad for Sol, good for you. BTW, what I said was bullshit? You base entire strategies off of being able to SV out of everything and being apparently psychic, which is some real bullshit. I swear, impossible to have any kind of discussion with you at all.
  16. It is a lot easier (and safer!) to attempt to guard/escape mixup via defensive techniques, rather than SVing which is an all-or-nothing gamble that has low return and very high risk. Note that if you successfully defend against Sol's mixups, he usually leaves himself open and you'll probably get a knockdown or a damaging punish. Risk/reward is much better if you opt to face the mixup rather than trying to SV out of everything and dying because of it. Sol is one character that has a very easy way to bait SV, so this makes attempting it against him a pretty bad idea. BTW stop basing your arguments off of match videos and go play some matches.
  17. If this works for you, your opponents are sleeping. FD to the ground = you get airthrown by anyone halfway competent. Even if he attacks and you FD, you get pulled to the groud by your blockstun and he can still pressure you by throwing out a GF FRC which you won't be able to jump out of due to air FD blockstun. SV against Sol is a horrible idea because all he has to do to bait it on offense is to throw out a sweep during his frame traps and then you die.
  18. They didn't fix it in X+, it's still quite intact. They may have fixed it in 1.5 but that was basically a test of the Atomiswave hardware and not meant to be taken seriously. In any case, we're getting incredibly off-topic here so this is my last post on the subject in this thread.
  19. qwerty: Millia/Dizzy were better than Johnny, Johnny was just shit easy to use. GGX glitch was FDC (Faultless Defense Cancel). The way it worked in that game was that you could cancel a normal into sweep and then FD to cancel the sweep within two frames, this gave the impression of cancelling the previous normal with FD. Example would be doing 2HS with Sol, cancelling into 2S+HS and then quickly inputting FD to cancel the move, Sol would recover very quickly from the 2HS and be at a large advantage. End result was like having free RCs for certain normals, creating massive pressure and stupid combos. A more advanced application was FCD (Faultless Cancel Dash). What you did here was you would do a normal, cancel to sweep, hold P+K and input 646 very quickly. The 4 counts as a guard input, but 646 done quickly results in a dash, so if done fast enough, you would FDC the normal and immediately dash. This created a BUNCH of infinites, Jam's being the easiest and most abusable. It also created much more airtight pressure. Generally speaking, this pretty much ruined the game.
  20. Axl was awful, but he did have an infinite in his Bomber loop (yep, true infinite, ridiculously hard though). Only problem was he had no way of setting it up and everything else about him was terrible.
  21. yeah Millia/Johnny/Dizzy were tops. I would venture that Jam was better than Sol. Anji was like, lower-mid tier. That game was really stupid though, it was ruled almost entirely by one glitch.
  22. Sol's not going up anytime soon. Pretty much nothing new for him at this point.
  23. lol Talbain is mindless. I find him much more annoying than Sas simply on character design. And I play Talbain. I remember hearing that he was hated on the level of ST Claw in Japan. Same basic character design where he is super simple to play and yet horribly overpowered.
  24. Fafnir is -10 when IBed. BBU impacts on frame 10, so it's free, though an extremely tight punish since it's a 1-frame punish. DOT impacts in 7 so that's an easy punish and much better payoff if it's a CH. Note that even if Fafnir is blocked normally, it's -6, so were you to try another Fafnir and the Slayer player did either BBU or DOT, you'd eat it.
  25. Fafnir only beats 2HS if you do 2HS first such that your lower body invincibility runs out before it becomes active (thus his lower body inv. will still be intact and keep him from being hit by 2HS and you get hit by Fafnir). If the characters do their moves at the same time or you do 2HS after Fafnir start up, you will beat it out. More later on this, might copy/paste some stuff from the HOS forum. I hate this matchup, btw.
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