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ChaseRLewis

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  1. So been talking it over with some peeps on discord, They are telling me you can throw someone out of the air with a ground throw during the last frame or 2 someone is in the air, essentially they can't get hit out of the frame they pressed throw so you land and the next frame you get thrown. So it is supposedly a combination of that and Johnny's wakeup timing. You CAN also make that setup do weird pushbox stuff to make the j. HS whiff sometimes because of the spacing after the 2D isn't always the same in the recording and the 2HS can hit differently based on the speed you press the buttons, tried a few recording and finally found one where it NEVER whiffs but it can randomly crossup / not crossup even though Johnny has crossup protection. The safe jump is auto-timed so it literally can't be fucked up. Think there was some placebo due to slightly random spacing, being able to throw people out of their last airborne frame, and odd johnny pushbox quirks when waking up (he is fat).
  2. Found a glitch with Johnny he has invulnerability in his crouching to standing animation. Seems to be complete invulnerability unsure of the duration. If he has a hitbox it is too low to get hit by a jump attack that can hit every crouching character in the game and hits him when he is normally crouching. Edit: Isn't invulnerability, it is a perfect last frame safe jump and apparently in GG you can throw people out of air attacks if they hit you on the last frame before they land.
  3. Honestly other then hits in neutral only hits I'm seeing her get is because people don't respect the fairy. Too many people not giving her buttons any respect at the moment.
  4. It is a low for sure. Unclear if she has true unblockables though it definitely looks like it is a possibility.
  5. Reason raisedbyfinches is saying that is if you have a hoop or ball active then you can move in safely and if he tries to counter poke you he risks getting hit and you getting opportunities off the hit. At the least can get in if he gets hit by a ball or hoop. Also unless he does his sparrow stance he can't control full screen so there is a bit of dhalsim factor you can use against him. Ball YRC full screen if you think you'll get sniped by sparrow. Also once you hit a 2D your ball mixups are super strong against him because of his grounded dp.
  6. Yeah just thought she had the option to do raw meaty 6K like dolphin also. That is character specific : (
  7. Still new to May, literally picked her up last week so that was meant as a legitimate question : P hadn't thought of back dashes. So i just started looking into the mixups I was doing in ball and realized they are character specific. Basically, only on Elphelt, Chipp, and Venom can you do the same dolphin style low/overhead mixup on wakeup and get the ball combos with a dash. These work on Millia, Ramlethal, and Zato also but you must be point blank with the timing for the meaty 6K combo is literally ASAP which is frankly impractical. Bedman & Faust also work but the extended ball combos don't work on them midscreen so there is no point going for them. On Elphelt and Venom ball seems to have more options, but after doing some testing over the rest of the cast I'm realizing the options I found messing around with Elphelt in training aren't universal like I thought they were : (. Extended ball combo off 2D is just meaty move->2K->2D->Ball Hit->IAD->j.S->j.H->land->j.H->jD->djc->j.H->j.D->Ensengna. Got that from one the japanese may's and didn't realize for meaty overhead into that it was character specific : ( Off a meaty overhead combo deals about 180 to Elphelt off an overhead which is a lot more than anything from dolphin. Low is over 200 damage meterless. Found this interesting in combination with the death combo I posted the other day so decided to test it out. So 6P doesn't seem to punish a dead angle on block (too slow) my god i wish it did. So you have to use it late to get the dead angle to whiff or it has to be a dead angle that hits only the upper half of her body so 6P goes through it. I couldn't get 6P to ever hit counter-hit against a dead angle though. It beats through mashing, jab mashing, and everything else CH but dead angle doesn't seem to have any vulnerable counter hit frame. But j.S deep into slight delay 6P beats both throw mashing on instant guard and dead angle in the corner for these characters. Get a beefy corner combo from it on them. Chipp, Zato, Axl, Milia, May. Everyone else seemed pretty impractical if you did win except maybe Faust, his can be out ranged kinda easily but you'll lose if your in range. While testing this found out 6K actually beats Ky and Venom's Dead Angle. So if you have dolphin and go for a meaty->6K mixup you OS against dead angle on those 2 characters. Didn't test all the ones 6K beats because I'm hungry and after testing those last 2 things on the whole cast I'm burnt out of training mode for the day, lol.
  8. I was thinking the opposite 2D->Ball Oki midscreen against people without uppercuts and 2D->dolphin oki against those that do. . Why do you think dolphin oki is better midscreen? Dolphin can be used to pin down people with uppercuts whereas if you use a ball you have to pin them down with a meaty or it is worthless. Not only that if they block your ball mixup you get a safe dolphin summon if you went for the low mixup to continue pressure with. Also midscreen ball combo's are higher damage and will guarantee a corner knockdown whereas if you get a dolphin mixup you really just get a combo into 2D and repeat the mixup. If you have the meter Ball YRC is strong against everyone but Leo.
  9. Was wondering that myself as I wrote that. Really i'd probably see about giving him 2S vacuum so he is a bit scarier midscreen. If your close to Potemkin you should feel more pressured to press button, backdash, or something to escape potemkin buster. Also maybe give him his old gauntlet dropping in front instead of blowing away but adjust the meter gain and damage to be even less then they are now potentially on the first hit. Without unblockable loops having them blown away is pretty unnecessary imo. I wouldn't do anything more drastic then that though. His damage is to high for giving him something like his old overhead because if he could convert that into wall loops that would be frightening. Things that would help him keep characters he has a hard time getting in against up close basically if he does manage to get in. Slayer doesn't need a lot. Just needs his mixup options to be a little stronger. Either make 6K able to combo'd from or make bite able to get a basic combo from. You can slow down 6K if you think that's too powerful a couple frames and bite just adjust the damage scaling. He'd be really good after just one of those changes. Ramlethal either needs her swords buffed to have smaller hurtboxes (like only the orbs not the whole damn sword) or her meter gain from her other normals and gatlings adjusted so she can actually hit a Daruo in neutral without her swords. Her neutral is unwinnable against an equally skilled opponent. Swords get killed unintentionally constantly if you try use them in the neutral. Ram's normals when her swords are deployed aren't strong enough to protect her swords and without swords in neutral she has no way to hit a combo outside of j.P which was also nerfed. Even with swords equipped her normals have glaring weaknesses some characters can exploit. None of her normals lead to combos at all without a crouching confirm or counter hit confirm except cl. S which good luck hitting that against anyone ever. Why can someone kill my H sword where the orb is at max jump height with a crouching jab????? What sense does that make?
  10. Honestly outside Ramlethal, Slayer, and to a lesser extent Potemkin the game really is pretty darn balanced. Tier list is way tighter than a game like AC was. At the skill levels most Americans play at player skill is a much more important factor. Buff those 3 a bit (or at least rework ramlethal ....) and the game would be pretty darn perfect balance wise. Ramlethal at least needs a complete overhaul they tried some stuff because she was so powerful in 1.04, but her changes were 2I Sean to 3S Sean level of nerfage.
  11. I hand mashed it in the video but yeah I've tried it with level 2 and it works fine. You have to be clean with activating IK mode pretty quickly after 2D recovers but it works.
  12. Says invite has expired when I try to enter it.
  13. Great Yamada whiffs when they are in the corner. TECHNICALLY if you are slightly outside of the corner it can work. If you spend 100% bar to RC Yamada you can do it quite a bit outside the corner, but not in the corner. I was imposing 50% meter requirement on myself since doing so with 100% meter is frankly child's play. Yeah you have to hit confirm on non-counterhit into a dolphin but 2 hits should be enough time to hit confirm. and a mildly charged 6P is not to bad on block from 5S so you can just hit confirm off that and only press a button afterward if you see the counter hit. Also could have dolphin followup to make you safe or keep the advantage. Would appreciate if you could test Sin for me and let me know. Still ironing out some stuff, but will PM you when I get some stuff ironed out for the Ball YRC stuff.
  14. Found a legitimate death combo on about 40% of the cast off a counter-hit 6P in the corner for 50% meter. Frame trap off of 5K (fastest timing) or 5S (slightly charged). A couple characters it will work off jabs but you have to out space their 2P or 5P mashing with your 5P, 2P, or 2K. Only can be done in the corner against Millia, Chipp, Elphelt, Axl, Bedman, Sol, and I-No. Haven't tested Sin because haven't unlocked him on this system yet. Works on Faust & Slayer but doesn't stun / kill them will with 1 more mixup though not to mention it deals a lot for little meter anyways. Super Easy 6P CH -> 2HS -> Great Yamada -> cl. S -> 2HS -> delay v-HS Dolphin -> 2HS (everyone who can be stunned is stunned by this point) -> Whiff 2D to recover quicker->Activate IK Mode->IK Video done on Elphelt counter-hit was caused by me mashing 2P after blocking the first hit. You can confirm the counter on the 6P before pressing 2HS, if you don't see it 5S instead. If you go for a raw 6P you can auto-cancel into 2HS then just cancel into super on hit or H-S Dolphin on block. Useful especially against Chipp as you can easily get around his short ranged 2P forcing respect for the command grab mixup or forcing him to uppercut. Chip gets stunned at the whale so he can even be done mid-screen or off an anti-air 6P if you hit deep, however, if you aren't near the corner you won't get the IK. Any other hit though will kill him so just pick up a new combo on him. Have OS Ball YRC mixups that beat all the DP's in the game into combo's if they try to DP so they have to respect the mixup. Some take some kinda tricky setups to maximize (Leo) but you can force respect for them. New to making video (this is my first one) will try to make a guide for them and how to get around all DP's and force respect.
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