LH621
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KSMH = kick start my heart command = 236K (when Bridget rides on his yo-yo) and no, u didnt write that notation wrong. i do it here and there (but w/ a super jump vs jumpx2 so that i can IAD afterwards). good way to delay the game and regain your composure as you plot out your next attack + roger get can catch people at random times.
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Well...that depends...cause if im glitchin the yo-yo..and most likely i am....then i could link up a combo from any spot on the screen, and all combo's tend to be the same length for me. otherwise....id just say its a tie between 6-set and 3-set in the corner. Different sets for different characters
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thats the one i do most of the time. If not that one, the alternative is: 5D, j.S, j.S, j.2S, jc j.K, j.S, j.2S, Starship or 5D, j.k, j.s, j.2S, jc j.S, j.2S , _set If i have a yo yo out/roger hug, then i would do this one 5D, j.2S, j.2S, j.2S, FDC 214K, j.2S, j.c j.S, j.2S, FDC 214K, j.S (j.2S) but...i dunno if that works. ill confirm it tomorrow if i remember! just as an aside note...i dont normally complete a dust combo and go for a setup instead....with that said, im not sure if this is a fair game for comparing dick sizes
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when you say that u cant land the 2D FRC UB setup b/c roger hits 1st, are u talking about the body slam hitting 1st or the ground slide? Zoning effectively (imo) normally includes the following: 1) the pokes....f.S, 2D, 6S, 2S, j.S 2) proper yo yo sets.... 4set, 7set (and to a lesser extent, 6 set..either in the air or on the ground) 3) Plenty of yo yo callbacks *** (w/ or w/o holding it initially) 4) Roger junk.....calling out razor roger/roger get alot, depending on the situation. Roger rush is also a decent zoning move, but its better used as a rush down move imo. Roger hug ~ FB Roger rush works much better for zoning...but i dont personally use this one very often. if it works for u, go for it 5) staying away from the opponent (via 214K FDC shenanagins, backdashes, IAD, etc.)..see next statement for more info*** You also need this mindset intact...u need to be at a distance where the opponent cant hit u, but u can hit him/her. zoning does not specifically mean your on the complete opposite side of the screen hugging the corner....but 50% of the time, it comes down to that. Glitching is something that i personally use a shit-ton during a match as a zoning tool as well (but also as a rush down gimmick if i see fit), but its by no means necessary to do. It just helps a little (if your facing someone who's never seen it, i guarantee u they will freeze up 90% of the time), so if u cant get it down 100%, there's no need to be upset about it. if u keep doing it, over time, it'll just come naturally. *aside note* depending on the character, zoning is not always the "go-to" method to get a win. Hope that helps a little bit
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air set 5 has various uses in AC...one of the main uses being unblockable setups (ex. 2D FRC, air set 5, Roger Get, 2S (unblockable), B&B...depending on the situation, you might need to IAD low before doing the 2S). Its also a pretty good keep away tool....air set 5, IAD backwards, call back for instance. There's other uses, but thats some examples. If you want a interesting combo involving air set 5: 5K JI, c.S (2), KSMH K RC, air set 5, Roger Get, IAD backwards, 2S (unblockable), 5K B&B. - if you have problems actually hitting the "unblockable" portion of the combo, just IAD backwards at various times. The opponent will have to guess whether or not bridget would cross back over them or not. About the 2S combo ability, the 2S CH, 6S jC, j.s, j.2s JC, j.s, j.2s is possible depending on how close you are (im pretty sure with some characters, distance isnt as big as a factor as it is with others). Normally if i connect a CH 2S at max distance, i 2K cancel the move and attempt to air throw the opponent...either that or AA them. But unless you air throw them, your not gonna get a knockdown off of that move ever. Hope that helps you out a little bit.
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My vote is for you to do the May write-up..but thats just me About the write-ups, im personally not expecting you to mark things that bridget just flats out lose too. Things can get pretty complicated as it is and for that information to be mentioned = . I think in my write-ups, the most i did in regards to giving info about the other character is what clashes with what (but id have to re-read them, which i cant do atm) or what gets beat out, but unless that information is passed, sometimes people wont notice that (myself included). (*aside note* i havent personally heard of trillion so ill look into it, or take my chances and IM you over AIM when i see you again).
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...I still have flashes of dolphins hitting me at 2:15am... Seriously...i got raped hard by May...really...really hard.
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I shouldve written that as "Bridget VS May" . regardless, thanks! P.S i might be IM'ing you in the (very) near future. Talk strats and the like.
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Does someone wanna give some insight on that Bridget/May match? cause that'd be awesome..
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http://www.dustloop.com/forums/showthread.php?t=2883 start there
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I was watching the recent batch of KY's ranbat videos and i noticed that it happened to u against slayer twice. In both instances, Slayer FD'd right before you threw him...im not sure if that says anything, but it might be something to look out for. http://www.youtube.com/watch?v=6PbZBmQPueM It happens at 0:57 and 4:18 Edit: when i looked back at the SE-R match video against zappa, he didnt FD...or it didnt look like he did but if u look closely, there's some odd outline that looks like something was attempted....about 10 or so seconds later when you throw him again after calling Razor Roger, that effect didnt show up.
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Blitz and Frank basically covered everything but just to add on to that list: - If baiken IAD's from a distance (and it isnt followed with a tatami), dont be afraid to use 6P rather then trying to either air throw her or beat her out with j.S or j.P. - Id stray away from too much air setting against Baiken. Baiken can get a free knockdown with a j.S j.D combo if they expect it coming. I didnt see it getting punished much in that video but you would throw the yo yo when baiken was relatively close to u. - You did really good at attempting to bait out alpha counters (as was already mentioned) but if you notice that the player just stops using them for a moment in order to trick you into not running in when roger is on her, u can counter that by doing more tick throws. lastly - i noticed u got hit by a lot of baiken's lows as though u were expecting to have to block a overhead. the only 2 overheads that baiken has on the ground is 5D (which is pretty easy to see and react to) and TK Youzansen, and its more for your benefit to get hit with TK youzansen then a low combo that causes u to lose about 25-40% health . If i think of anything else, ill let you know
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Personally ive only seen that bug on the console version. Out of all the japanese videos ive seen, it never seems to happen. The throw itself seems to be very character specific. Ive had it happen against... Ky Slayer Eddie Baiken And i think HoS There's also the instance with testament if u throw him where a net is placed but that's been around since XX. I havent had it happen in quite a while so i cant say how i personally had it happen but ill keep an eye out for it.
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Edit: i deleted the 1st post of this write-up in order to successfully be able to edit some stuff that i initially said and add the Misc part...since i couldnt successfully just edit the 1st one Guess ill take a stab at doing a Pot write up. Its mainly gonna be a generic approach (sorta) vs very specific things like i did testy/baiken. It'll definately need some adding on/corrections so sorry in advance , i sorta did this write-up on a spur of the moment. Stat ????? Openers- their usual opening moves and how to counter win by first move. His move ---- your counter Hammerfall ---- 2S 2K (if close enough), Super jump (he whiffs), Block and punish (either f.S 6S IAD mixup or a simple 2D) 2S ---- IAD back (if your low to the ground, he'll get heat for free after 2S lands), 5S Block ---- react Backdash --- react 6P ---- 2S (it'll either clash or beat him out for a CH) For a more situational/risky/possible opener....... Slide Head ---- KSMH trades and you end up stuck in OTG status (unless you do KSMH P at the earliest possible time).....Jump or 2D if close enough..or 3P Punishes- Ways to punish their unsafe moves Hammerfall ---- Jump and Punish, Block and punish...or hit pot 2 times before he hits you Judge Gauntlet --- wait for it to finish, then rape him for doing it Whiffed Pot buster (this shouldnt be happening to begin with unless you jumped) --- f.S 6S B&B or 2D into oki Blocked Slide Head --- f.S 6S or 5k 2D Counters- Ways to nail CHs. Hammerfall - Pot is in a CH state during its duration so if u happen to hit him twice before he hits you, the 2nd hit is a CH Judge Gauntlet - Hit pot right after he shoots his fist out Slide Head - 3P Anti airing- PROPER anti-airing, 6P is not a catch all. Pot in the air is not exactly a go-to strat for most pot players that ive watched...but...when they do...know that just about every move beats out every option bridget has....by beat out, i mean you'll either trade hits (normally not in your favor...but sometimes your forced to settle with this option) or he wins. Pot's j.D clashes with 6S, beats 5P, and (most) times, will beat (or clash) 6P....i think it trades with starship as well..otherwise they'll just clash....most of pot's air stuff will be done via oki, which ill touch on later. Zoning- What character shave a hard time dealing with. Keep away can be your best friend if u actually do it right...mindless yo yo placements will have you eating pot busters/heat/6HS/etc f.S and 6S are relatively great go to pokes, however both can be stuffed with pot's 6P. Pot cant exactly get around roger attacks even while crouching most of the time so definately abuse those. Unblockables are generally ok to do on Pot given that he's big and all...however know that (depending on the setup), he could just backdash out, or Judge Gauntlet thru everything Their game plan- Enemy strats. Slide head for a potential OTG combo Pot buster at a moment's notice (case in point, backdashing then doing PB to punish your whiff) Oki game consists of either j.D/j.S (you block) 50/50 mixup or Megafist (again you block) 50/50 mixup...hammerfall (cancel) into PB...*note* starship will trade hits with megafist every time unless pot screws up his timing, in which case, you win....other oki options include - meaty 6HS ~ Slide Head (unless you IB or SB the 6HS, slide head is guaranteed...starship beats out or trades with 6HS ) ..meaty 5k/2s (starship trades but he's knocked down)..or just doing Slide head immediately (backdash/jump/or 3P to avoid it) Put up a stone wall and turtle until you make a wrong move Stay on top of you the moment they knock you down Strategy-Your strats. DONT GET KNOCKED DOWN AND DONT MINDLESSLY RUSH POT WITHOUT A SOLID DEFENSE FROM ROGER...and even then, i wouldnt recommend it unless your absolutely sure your mixup is gonna land. If you can, get pot into a corner and abuse FB roger to lock him down. In any situation where your forced into a 50/50 mixup, if the frames are available, do 3P. 3P shuts out PB and wont get caught by Heat Extend, thus covering any possiblity of a guessing game...if this isnt possible, u can either 1) backdash ....2) just try to guess right or ..3) eliminate the need to guess by trying to poke pot at the earliest possible time...id stray away from that particular choice though For oki, if you believe pot will try to PB you on wakeup, do a yo yo 6set and 3P him...if he doesnt PB and blocks your 3P, call the yo yo back so that your safe. Dont rely on starship as a means of avoiding Pot's oki...if anything, you'll get punished harder for trying it.....especially if baited Delayed yo yo getups are ok 50% of the time....its very situational in this fight Roll canceling and taking to the skies is ok to do to create space and kill time/annoy pot...if/when he tries to catch you via his "heavenly potemkin buster" (the overdrive)...if you know he'll reach you....you have 2 choices....1) starship and hope the invul frames save you (if you do it too early, he'll grab thru the starship/the moment its done) or 2) burst... Misc Stuff: Slide head has upper body invul frames in its animation so spamming f.S and 6S could have you eating a OTG combo. Tick throws arent smart to do for this fight unless you got pot in some really heavy pressure simply b/c if he sees it coming, thats a PB. If you IAD to pot without cover...which shouldnt happen without a very good reason behind it, know that his 6P will win the fight almost all the time. a distant j.p and a high 2S will clash with 6P at best...j,K, j.S, j.D all lose....IAD starship wins though for a CH If the pot player tries to do the heat ~ aegis/slide head loop , 1F jump to get outta it....starship loses, delayed yo yo get up loses (unless you SB the aegis the moment you get up)...a delayed DAA works but it needs to be done as late as possible. When your in the corner, if pot hasnt created space, you can block the slide head so your forced into a 50/50 most of the time....however you should have enough frames to successfully pull off a 3P.
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Yeah after i read back on the write up, i did probably understated everything about 2HS. It wasnt intentional, i just personally dont deal with that move as often as i should, so i didnt put much emphasis on it. The only other character write-ups i could possibly do is Potemkin and Faust....maybe touch on Jam and Johnny since i have some experience with those fights. If the week works out right, i could also do a full Venom write-up since i might possibly drive 2hrs to where Mr. Titan44 lives and figure out what to do edit: Whats the stat with the Bridget/testament fight? Just outta curiosity...
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sorry in advance for the double post but..... write-up. Openers- their usual opening moves and how to counter win by first move. Testament's openers...(how you can counter it) For an offensive opening 5S...(5S...KSMH P trade hits but knocks him down) Exe beast (foward version)...(everything will trade hits with this except a well timed dash~starship.....5S just hits him for a CH but you get knocked down, 6S for a CH on both sides [he can tech the wall bounce], KSMH P for a CH on both sides and both are knocked down) 6K, 6HS...(havent actually found one to beat this out yet...maybe 5S?) 2S....(2D) 2HS...(KSMH..Starship trades) For defensive openings... 214K Counter...(throw, 2P/2K trigger it and block) 2HS...(KSMH) block..(react) backwards IAD Dust...(6S for a CH/clash..dependant on your timing) Punishes- Ways to punish their unsafe moves. Exe Beast is pretty easy to spot on reaction....IAD BnB if your close enough, otherwise 6S for a CH for either call....for a backwards summon - dash~5K combo works as well. Punish random skull summons with 5S, 6S (or if your able to and are close enough, dash~5K combo works as well). Tree summons - 5S, 6S (if fast enough) Nets - 5S, 6S (again, if your fast enough, otherwise, just react accordingly) Badlands - 5S,6S or 2D (note: 2D is more likely to whiff if you FD due to pushback). (2nd note: If you SB the 2nd hit of badlands = 5K BnB combo) Counter - any low attack, throw, or trigger it using a safe move (either roger/yo-yo call, 2k, 2p) then punish it Counters- Ways to nail CHs. Testament is in a CH state while still in the animation of a summon (tree, net, exe beast, skull) During a counter - 2K or 2D Anti airing- PROPER anti-airing, 6P is not a catch all. A testament using IAD methods isnt commonly seen (unless combo'ing) but...if he does...then all this applies: Testament has a fairly huge hitbox so 6S is a little bit more reliable in this match then usual but use it sparingly. 6P only beats j.S, j.P, j.K. it'll usually clash with j.D, and j.HS (at times). 2K will cause bridget to go under stuff except j.HS. Zoning- What character shave a hard time dealing with. HE CANT DEAL WITH PRESSURE VERY WELL 4set and 7 set = All roger calls are very useful for this match Yo Yo call backs/razor roger trigger nets and stay active....roger rush/roger get absorbs the hit then goes away. Their game plan- Enemy strats. - Playing keep away via setting out nets/trees - Spamming Exe beast when under enough cover from nets/trees - Landing a skull to add raven pressure - Ending combo's with either 2D~skull (if close enough) or Badlands - Using badlands to get their specials in - FRC S Exe Beast ~ 2K/6P/throw pressure - his 5D animation (leaning backwards) will cause some moves to whiff (5S, 5K, 6S) Strategy-Your strats. - Take to the skies...testament's only "true" counter to this is proper net placement...which u can just block while coming down. - Roll canceling - IAD to the opposite side of the screen is useful for setting off trees. - Pressure testament as early as possible. - Running behind roger get will allow roger to absorb a tree if you set it off - Roger is able to take the hit on any exe beast summon - If testy sets out poison trees via le key special, you can only trigger them by going over them. For all other traps, nets have to go off manually (any bridget attack, roger, yo yo) or the timer runs out...trees go away if testy is hit/you trigger it/time runs out. You get rid of the skull via hitting testy or running the timer out. - when dealing with the raven pressure, know what the raven's patterns are since i believe they attack in a set order. Testy's ho showing up = the raven slowly moves straight to you...she spawns and attacks at the point where you were standing when she begins the animation of moving towards you. (note - testy's ho showing up = OVERHEAD) For all other raven attacks, just block it or avoid it via roll canceling. Note....if you hit testy right as the raven is fixing to do something, it'll still do the attack so be mindful of when the last time the raven did an attack. - Learn (as best as possible) to read when testy does 6P or 2K when being pressured by him since its his biggest mixup tool - Delayed yo yo get ups arent useful in this match since a testy player can put a net right above you - Feel free to use FB roger rush in the corner. Char specific details. - 6P for testament does indeed have "high" invulernabity frames attach to it now like everyone elses...however its not a very reliable anti air..just know that its still there - 2HS has invul frames as well in the middle of its animation...although its not terribly huge, it can still make you eat a CH at times examples combo’s: All regular combo's apply in this match and work well against him. IAD combo - Check SJI combo - Lift, c.S(1)~SJI~f.S~6S~sj.B&B (works) KSMH~K on Crouch - yes KSMH~K on Stand - yes
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Also adding on the Venom fight, if you get in his block string in the corner where venom does 2S, 412K(or P,S,HS,D...aka dubious curve(?)), you have to IB/SB somewhere in there to get out. LEARN WHERE TO BURST....sounds like common sense, but for this fight, it really is important. Venom's 2D will cause a burst to whiff Frank basically covered everything else. I had just as much, if not , more problems with this fight yesterday than Frank did. P.S I'll try to get around to doing a Pot/Testy write up with everything i know about those matchups tonight.
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i pretty much play the baiken match the most in my area so ill try to give as much imput as i can about the match. Do feel free to comment on anything i said (right, wrong, dumb, etc, criticism is always good so long as its in good spirits ). Openers- their usual opening moves and how to counter win by first move. Openers ive seen baiken use include: 5S, J.D, J.S, backwards IAD tatami, 63214K (invul dash), backdash Bridget's f.S will trade hits with baiken's 5S...so will KSMH P. A delayed f.S will catch baiken during a backdash. 6S will beat out/clash with J.D and J.S. 6S will also catch baiken before the IAD tatami comes out for a CH wall bounce. Punishes- Ways to punish their unsafe moves. For a blocked P counter, f.S 2D. For S counter, f.S or 2D. Unless your close, the pushback wont allow for both hits to connect. if the S counter is FRC'd, its SAFE, dont try to punish her cause she has frame advantage. Also (this needs testing), a 2k very close to baiken will cause the S counter to go over bridget if properly timed. For the superman counter, Backwards IAD j.S will smack baiken for a CH. 6P causes it to either whiff or clash if she goes right over you. 2K will sometimes make it go over you as well (pending based on distance from her)...if your 3/4 across the screen, you'll beat her out with a 6P. 6S is NOT a reliable anti counter imo against that counter. For K counter, throw her when she stops or k,f.S, 2D if you react fast enough. Punish tatami with f.S or 2D up close. Tatami is safe for her if she does it at max range and u dont either IB/SB it. Punish air 623S with the 6P B&B combo. Punish 63214K (invul dash) with a low attack or throw. Counters- Ways to nail CHs. Overall, you wont really be CH'ing baiken very often...but....ways you could....for her S super, SB the final hit and f.s 2D her. if she does the FB counter super, if u block both hits, dash and 6K (CH) B&B DURING the time when the screen is black. 6P 90% of the time will beat out j.HS (due to the timing of when bridget throws out 6P). SB S counter, dash 6K combo. Anti airing- PROPER anti-airing, 6P is not a catch all. For this particular match, 6P actually stops just about everything Baiken can do from an IAD/ariel perspective. 6P will clash with baiken's 623S. For a baiken trying to spam j.HS, 6P will either clash or beat it out unless you start it too late, then baiken wins the CH. IAD tatami...nothing bridget has will beat it out so dont try. You have to hit her before the door hits you...generally 6S works better for countering it vs 6P. For the superman counter, 6P will usually only cause it to whiff. if your 3/4 across the screen away from her when she does it, 6P can catch her coming down for the CH. Again, i personally wouldnt rely on 6S for stopping that counter. Starship will clash with j.S and j.HS , tatami and 623S(?--needs more testing) beats starship, and starship beats out j,P, j.K. Zoning- What character shave a hard time dealing with. Zoning to bait something is your only chance at winning in this matchup, since baiken can easily get out any and all situations bridget can put her in with relative ease. f.S is not a reliable poking tool, since the superman counter will CH you. Your best bet is to actually stay in baiken's face, use alot of roger/yo yo pressure to bait counters out and punish accordingly . For non yo-yo attacks ~ 2P , 2K and JC attacks work the best. Roger Hug, Roger Rush, and yo yo call backs are your best attacks to use. A well used FB razor roger is also a decent move to sometimes incorporate if u need something to use your tension for. Their game plan- Enemy strats. Use counters to get out of pressure, IAD tatami's, J.hs lockdown, getting big dmg off of just about every option available, wait for you to make the 1st mistake, tick throw in the corner to get an easy 10-15% off of bridget, guard building pressure, getting a knockdown via j.D combos ~ IAD tatami pressure. Strategy-Your strats. BE PATIENT. Rely on roger/yo yo gimmicks to be the main bases of putting pressure on her and bait something out to punish. Tick throws = $$$$ (*note* you can throw her out of the S counter before it shoots out). Learn to realize that she tends to be safe after alot of her moves so try to punish the obvious, and for everything else, learn to just block it and wait for an opening. DONT get ansy and panic cause she causes your guard gague to flash in 5-6 hits. You do = she wins. also....truth be told, FB roger rush is a waste of tension (overall) in this match, dont bother. No smart baiken is gonna react to that move with the S counter for obvious reasons. Starship on wakeup = NO. Learn to block the oki rather than relying on starship invul frames. Starship actually trades hits with alot of baiken's junk , so be wary of that (it definately trade hits with baiken's 6K). A well timed starship will also trade hits or beat out Baiken's 3 slash super if baited out. Char specific details. examples combo’s 2D FRC 5K, 6S B&B takes a huge chunk of dmg for 25% tension (only end with starship if extremely close during the 2D FRC) All other usual combos seem to work well on her but combo's will mostly end in yo yo sets vs starship ender. IAD combo - Check or not CH 6S IAD j.S, j.2S starship wont fully connect. Most of the time, Baiken is popped up too high for j.2S will whiff SJI combo - Lift, c.S(1)~SJI~f.S~6S~sj.B&B I dont believe the combo works but id have to check KSMH~K on Crouch - details (no response) KSMH~K on Stand - details (no response)
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Sorry if this would be better in the match thread then this one If potemkin catches u in his slide head ~ OTG combo ~ Aegis on wakeup (you block this) ~ guaranteed slide head, rinse repeat Does bridget have any options he can use to get himself out of this situation that doesnt include using a burst? Delayed yo yo getup didnt seem to avoid having the aegis hit, and the aegis beats out starship
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Im new posting to this thread but ive notice that i cant get it to hit either if u just call the yo yo back and stop it again. Only way ive gotten the yo yo to actually hit someone is by either hitting then with c.S or doing some roger callout as it comes back. On the bright side, its nice that a call back ~ FB Roger Hug is a natural combo if done right