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NobleFool

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Everything posted by NobleFool

  1. Do you mean ground tech and then just get hit by the 5D? Never actually tried that, but I kinda assumed since it's +65 on block, on hit he should be able to loop back into it if the player reaction is on point. . . Will have to do some testing there. Kinda figured as much, that thing comes out fast and has a gigantic hitbox. . . Although, one option that does open up is a long range buffalo hammer setup to try to force a jump. Speaking of which, I still need to test how well the SB buffalo cuts into being stuck in one of his blockstrings. Seems like it should be decently reliable if the input is fast and clean, but it's definitely something that requires testing. . . I don't really know his blockstrings well enough to determine where the IB holes are in it, other than basically the Sweep and 5C/2C.
  2. Hrm, can't he confirm a j.B off of you getting hit by the 5D into another sweep knockdown? It felt like the same setup, but I don't know much about this matchup (Most of the Yu's I've played are really bad). The only thing that kind of concerned me was that there doesn't seem to be holes in his setup strings unless he tries very specific things (All out attack, Any version of Lion, evasive action/frametrap 5DD). Other than that, I felt like I was mostly just stuck blocking and looking to tech throws. I found that the only redeeming part of this matchup is that we have some really great antiair options against him. Starting up 2B when he's used up all of his air options/committed to an air normal in your headspace completely and utterly ruins his jump in options. None of his hitboxes are disjointed enough to tag you from outside of 2B range (Cross up or non, as his j.B is about the same spacing as our 2B, and I was finding that 2B pretty much goes straight through it). I'm not entirely sure about this, but I think 2B might also stuff all versions of Lion. I know I was catching the A Lion with it at least (Not sure about the B or SB versions). 2C did work pretty well, but I'm not sure if it's worth it in this matchup because Asterios is way more useful as a projectile barrier >.> Kinda got bodied after he stopped taking to the air though - Couldn't figure out how to deal with the ground to ground when his 5B comes out almost as fast as our 5A and has about twice the reach. (And can be cancelled into a lion or zio on block) One thing I didn't try and should have is Air to Ground though. Jumping in feels bad, but avoiding ground approaches at superjump height seems fairly decent. He doesn't really seem to have any outstanding air to airs (EDIT: If you're above him, that is) other than his BD (Which as we know is very unsafe on block).
  3. Any thoughts on beating that 5D oki off of a knockdown? Guard cancelling seems to be the only option that doesn't involve getting stuck in a long blockstring with embedded mixups.
  4. That brutal swing B laser setup is a fairly clever way out of the corner against Akihiko, I hadn't even thought of that! Can probably do a j.C counterhit combo off of it I'd imagine though, so would have to be kind of a sparing usage thing. . .
  5. This statistic works same way it works in BBCSE, right? (Basically every following hit gets multiplied by the combo rate?)
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