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ChaseRLewis

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Everything posted by ChaseRLewis

  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.
  15. Picking up May are all of her Safejumps manually timed? Realize all her hard knockdowns give her the opportunity, but just wasn't sure if she had something Like Ky or Ram's super easy safe jump setups that work pretty much universally.
  16. Anyone understand how to consistently do that RC where you fast fall after Horizontal HS Dolphin? Trying to figure it out as she seems to get MASSIVE damage off it, but not 100% sure how to do it and get it only sometimes and not sure why I get it . They explain it at 2:00 but I can't understand what it says.
  17. Her j.P on block is much worse than it was before and has no ability to chain them into an air unblockable setup or anything else. It's like she has more gravity when using them (best way i can explain it from a feel point of view). It is literally worthless and dangerous to do if the 1st doesn't hit. Also from my experience j.P won't even hit twice almost half the time making it inconsistent. Hm, felt like a possible hitbox nerf as it used to hit more directly above her but when chaining it doesn't hit anywhere near directly above her or slightly behind her anymore. Her neutral is crap, especially if somone has a low profile move that beats f.S. She is literally f.S and pray until you die and at high level (hell even mid-level) that hardly if ever works. Daruo also was slowed down so hit confirming crouching is now harder and f.S->Daruo is punishable super easily.
  18. Hm a hard read for Pot is 6HS you see FAB do this occassionally to try to make them stay in place and he'll go into AEGIS with followup sometimes if it hits. If Pot got a decent combo before that is very likely stun and death off 1 hard read. However, because of Pots poor knockdowns except 2D you won't always get this very meaty so it can lose to other things, but the moment you get your opponent afraid of 6HS and not spamming backdash you gain a lot of scary options for them and the mind games really get interesting.
  19. Ram just has no way to win in neutral anymore. She had to runaway and try to confirm sword hit->Daruo or use the hitbox of a sword to bait bad movement she could swat down with j.P. Now she just can't hit you in neutral without you messing up BAD and if you are in the corner wake-up burst literally kills all her damage / okizeme / and everything else 100% guaranteed because it knocks down her swords so even if she baits your burst you aren't going to eat significant punishment at all. In training mode she doesn't seem much different in match it just is hilarious how she fails to function as a character now. She needs j.P and the hurtbox on her swords reduced to JUST the balls when they are swinging as of now S sword is useless beyond reason in neutral and H one isn't much better, but watching 2H sword get 2P'd to death by someone waking up mashing when you are stand blocking at sweep distance to just to bait a DP at sweep distance and the ball falls to its sad little death ... ugh. Also not 100% sure they should disappear on block but if their hurt boxes were just the balls I imagine you could work around that fairly easily.
  20. My take, if getting out of Elphelt's unblockable really only takes a blitz shield. Local one doesn't have the setups down yet, so she could be S, but not sure. S Zato, Millia, Faust, Ramlethal A+ Elphelt, I-no, Sol A Chipp, Venom, Ky B May, Slayer, Axl, Bedman, Potemkin May has a really solid overhead into RC combos but I never seen anyone use them, could be better but just haven't seen anyone develop tech with her. Personally with the slayer changes I think he is just bad, same level as Axl, Bedman, and Pot. Bedman doesn't do enough damage for this high damage game. Pot & Axl are just limited, but 1 correct guess with 6HS or 2HS can win the round for Pot at least. Pot is probably closer to Ky then he is the rest of those in that tier just because he can be scary whereas the others just are super limited in their gameplan. Ky just has a hard time opening up people as he lost a lot of his crossup shenanigans that resulted in him not having the worst mixup ever in AC.
  21. Well you can do the j.2C low enough you are still safe and still get the mixup but then yeah you could be anti-aired much more easily and if you get barriered your going to be on the defensive unless you do it even lower then that and don't go for the mixup option. Also it beats low barrier if you do it at the peak of your jump if they barrier after your whiff cancel expecting a cr. C. Yeah, but shielding in itself is baitable with throws and if you do a low to the ground j.2C but you are safe. Just a mixup option and if they are shielding you as you mentioned that sets up grab attempts which are awesome. Also if they do a barrier in time to leave the ground to punish the instant j.2C their barrier tends to run out before you land. Something I've been working in and it has been getting me some mileage if you actually keep it fresh. Generally in the corner after ending with 5B w5A so I'm +/-0 I either do 1. step back cr. C 2. nj. C catches jumps and people often try to move in on it and it will catch them trying to poke me when I land. 3. instant j.2C to get the pressure back in while beating mashing. 4. j.2C double overhead option 5. j.2[C] throw option 6. redash throw. 7. 7 j.236A Personally I think if someone is purple barriering in a situation where someone is with dash throw distance and they are guessing its a good thing for yuzu.
  22. Been labbing her a bit only legit mixup situation I've seemed to find is a full jump 2C getting blocked. You can late cancel into j.A for an overhead or land for a 5A/Throw. Honestly, given how early you can do the jump in. You can actually do the j.2C on the way up if you just want to get in and they are forced to crouch block it but it will beat counter low mashing but then use the j.A as an overhead or hell even do j.C if you do it on the way up. They can fuzzy but still not a terrible option for setting up a throw mixup and catching people unaware. Also when you do the j. 2C a lot of non-DP anti-airs don't work and given the speed really the only way to dp is to do the old buffer just in case trick, but that opens them up to rebeat strings and redash throw mixups. Nothing gdlk but it is helping me out.
  23. So been looking into that safe jump setup. It actually is pretty good current way I do it is Gatling -> 2C -> 5[C] -> 421B -> 6 -> (whiff) 2A -> 5C -> j. grab (very small delay) -> 6D -> j.B I let them hit the ground for the 5C. I like it largely against vatista as if you do it right it beats ALL her reversals and pretty much wins you the round if you bait even a single one with meter. Now it only works against teching as soon as possible but it still hits 2800-3000 depending on the exact combo. If they late tech you have all your standard wakeup options still at your disposal. Seems the only trick is you want the combo to end consistently for timing so you should hit them off the ground with some normals then air grab. Also because of the delay if you can train your opponent it opens up empty jump low / throw mixups. Honestly it seems from my testing it works against just about everything except EX Command grabs (you can beat those by delaying it) and EX uppercut from Sion. It beats everyone elses uppercuts ALL versions. Never made a youtube vid before but might do it if time permits tomorrow evening.
  24. Ah they have a facebook group, that's what it is. Thanks pozer.
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