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S.D.

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Everything posted by S.D.

  1. I think on top of the issue with 2C whiffing even while hit confirming at certain distances, Ouka is also an exception as far as hurtboxes go, everyone might have to adjust some combos for her (That on top of her having a very deciduous hurtbox due to the size of her cross) For instance, Homura has to adjust her grab combo from 2E, j.C, 236C, D to 2E, j.B, 236C, D. -Stubby normals, her quickest attacks being extremely hard to implement on neutral, her overall set of normals is somewhat awkward but I assume that's a trade off for his excellent mobility and being able to just hover in the air forever to avoid nasty assists like the zombies. The range of her normals is a big issue against character with long normals or good buttons. Al and Saya come to mind, the Saya match up is especially bad for her. And the slight start up of setting up 214 webs on neutral against these characters just makes neutral even harder. -While not exactly difficult, conversions are a bit on the awkward side (More often than not you'll have to use the E cancel early in the combo to aim for the ground or wall bounce, this might make hit confirming a bit hard, not to mention that sometimes Muramasa won't crossup after the E cancel (Example: Grab, 5E dash cancel, 236A, j.B, E, j.C..) and adjusting on the fly might require very very good reflexes. As matter of fact, Muramasa doesn't cross up Ouka 80% of the time (It still happens, that's the frustrating part) so at least you can be sure what route to follow against her. Overall, her combos aren't very conventional and you have to be patient and time moves in a game where everyone can just rush in and press all the buttons so she's not exactly newbie friendly. -236B is a decent tool on neutral but somewhat predictable, you can mix it up with 236A but the conversion might be a tad awkward at certain distances. -Her supers are kind of a mixed bag, 236AB can only be performed in the air so it sorta loses some utility on neutral to punish certain things. 623AB is a GREAT starter and you can punish a lot of things you might see coming a mile away, but for some reason it's not as effective as other counters in neutral (I feel like this is because of the way the buttons buffer during a super flash) so a lot of people just don't bother implementing it on their playstyle and would rather shield with E and properly punish. 421AB is... funny, it heals Muramasa and does some damage, again, unusable on neutral (Unless covered by an assist) and also awkward as a combo ender and the tiny hitbox doesn't help, there's setups (It'll always connect after a 623H if your combo is grounded or you manage to restand) and you can even cover yourself with say... Dragon, to heal the max amount of life possible, but this is also very situational, usually 236AB is just the better ender. -Speaking of supers, her Variable Rush is nothing special, which is sad because Ignis starts with a guard break and Homura with a very fast teleport cross up, she doesn't get a load of damage off the launcher variation either. Her LV3 is a strong point though, you see someone calling an assist on neutral? A projectile? Just Railgun Magatsu on reaction, even if the opponent is at full screen.
  2. I don't see what's so bad about confirming that piece of information? Sometimes stuff gets buried under pages and pages of game-related discussion. I mean the fact that it was a link was known since day one, so it wouldn't be strange to see that question being brought up here and there since Muramasa isn't beginner friendly. And it served as an opener for the rest of my post. Nothing wrong with talking out of experience and pointing out information other players might find useful since Muramasa was my first pick and I spent a sizeable amount of time on the character (Along with Ein and Homura), trying to optimize the combos from the niconico links in the wiki (Along with coming out with extra ones). I was just pointing out reasons as to why the very first BnB people usually learn is not completely reliable even in an offline environment? (At certain distance, 2A 2B connects as per usual but then 2C whiffs, leaving Muramasa completely open, it's way to easy to say "don't go for this or that" but in the heat of a match things are completely different) , again, I don't see what's wrong about pointing some things out due to personal experience so new players can be aware of them, that's what this forum is for, nor I feel like that kind of slightly condescending reply is warranted.
  3. Yes, 2C into 236B is part of one of her BnBs, it's not a cancel, it's a link and this means that you'll be dropping it a lot online, on top of a plethora of other reasons as to why it's not a very good move, using it during a mid screen combo (i.e. 2A 2B 2C, 236B) is a bad idea, mostly because she has a better starter that does more damage and 2C tends to whiff because she has awful stubby normals, on top of leaving you wiiiide open. On neutral you want to 2A, 2B 5C (wait) 214B 5BB jc and then go from there, overall it does more damage and doesn't rely on something as... unreliable as 2C. 2C is useful on certain situations though, like her corner grab combo BC, E dash cancel, 6A 5B 2C, 236B and then continue the BnB.
  4. ...Or not. https://www.facebook.com/ryanjtang/posts/10205545232644340
  5. So, for those who don't keep up with the FB group, our main venue is closing doors towards the end of May.
  6. Thanks for these. I think people tend to use j.S because of its faster startup not because of the extra damage in long combos/combos with bad starters j.K tends to drop so I'd advice everyone that outside of these optimized combos to just stick to j.S (It's great because it also connects after f.S on certain combos in case you're not close enough or drop a microdash to get cl.S)
  7. I posted a midscreen one in the last page (Zidane's video) In the corner you want to do [6H] after BT super and then S, 214S into oki, if proration is good sometimes you can add a 5S, j.S(1), j.236HS to restand. If you really need the damage and proration isn't good you can add a 2P followed by S or HS flashkick but it's risky, if they pop out you'll be at a huge disadvantage.
  8. BT Overdrive for combos or full screen punishes. H overdrive? Almost never. It's good as a reversal/wake up super to get out of sticky situations, go back to neutral with added BT pressure (Against Millia disc oki or say... if you block the first hit of a DI Tyrant Rave and you have the meter, instead of FD you can just super) or to finish certain combos that you wouldn't be able to finish otherwise, just in case you need that extra damage to kill (Pretty much anytime you end with a f.S and you're too far to 2D or they're not crouching so you can't get rekkas) Anyways you get the most mileage out of RC combos and YRC setups.
  9. So about this midscreen BT super to combo: https://www.youtube.com/watch?feature=player_embedded&v=paZa_nABAZQ#t=1365 How does Leo go in so deep with Rekka 2 after super? I'm trying the same setup with the same character and I don't reach as far, maybe microdash before/after the rekka? I'm looking at the inputs and trying the same but I'm still not very successful, oh well, getting that Rekka 2 after super is still some nice extra damage and good spacing for Leo. Edit: Microdash after the super and before Rekka 2, there we go.
  10. I brought a full setup for ASB last year, I'm willing to bring it for UNIEL, DFC and BBCP (In case you guys don't switch to CPEX), provided JoJo community or some other parties don't run an ASB side tournament.
  11. Yeah that actually does 178 damage and it's a bit easier than the second one, the first one I posted is super easy (It does practically the same damage... one more point of extra damage shouldn't even count) though, mostly because you can do the 214HS really early or really late and still do the combo jump cancel part of the combo. A small note about the 50 meter one, you have to wait a little bit before the overdrive, if they're too high you won't be able to do the follow ups.
  12. When it's low you have time to do: BT 214HS > c.S > j.K > j.S(1) > dj.K > dj.HS > 236HS (179 damage and it resets to BT corner pressure) BT S (walk forward a bit to be at the proper range, you want to hit them before they touch the ground) > 214S > (2P if they're too close to the ground) c.S > j.K > j.HS > 236HS (171 damage and it resets to BT corner pressure) Or with 50 meter: BT S > 632146S > 6[H] > S > 214S > c.S > j.K > j.HS > 236HS (238 damage and it resets to BT corner pressure) The most important part about the last two combos is to get the BT S > 214S to hit at the maximum possible height, otherwise you'll have to add a 2P before the c.S and you won't be able to finish the combo with j.236HS due to proration.
  13. Stance 214HS, RC, IK mode, IK is the only thing I've been able to do, works midscreen though.
  14. Yeah, keeping the place clean is your venue fee, we tend to run tournaments and stream too but the equipment we use has been unavailable for a while. We should be back to 100% starting next year.though so get ready for that. Also we need to find a way to organize the setups so people aren't super cramped or in the corners, and clear out the center as to give people the chance to walk in and out the room without much trouble.
  15. The info is in the jp wiki so it's not exactly hidden (I think Tatsuya's 6D also does somes stuff that hasn't been documented like mess up with proration). Even if you have a hard time with Japanese, google translate does an okay job as far as giving you a basic idea of a sentence.
  16. I use Dokuro just so I can convert into a super after j.236C with her 5D. Also 6D is a fast and damaging projectile since Akira lacks those and it helps him get in.
  17. Brett posted some of these: Also, from what he was testing on stream some guard point attacks require some change of timing and they're really strict, Kirino's 2AB and Kuroyukihime's 5AB seemed to me rather problematic.
  18. All the active members post or check the facebook page anyways (I mean, they're already informed that there's the big possibility that we'll be missing yet another session this week due to the venue's power being cut)
  19. I'm checking Akira's wiki page and.. honestly? I think all the info about the way the move is used in DOA5 or VF or what follow ups are possible in a completely different game are absolutely unnecessary and just make the entries convoluted and confusing for everyone.
  20. I'm sure you can cancel a blocked corkscrew into Maziodyne since I've done the setup plenty of times (The timing is weird BUT it's possible), in fact that's what Domi does at around 15:48 in the video linked at your signature. Seriously why wouldn't you corkscrew and instead weave for that setup? Corkscrew has enough hitstun for the setup to properly work, if you weave you're leaving yourself open for a reversal. As an additional note, the setup is still possible if you do a LV5 Maziodyne for whatever reason (Like, I don't know, maybe adding a 4C before 6C as some sort of frame trap) but you have to delay the 4B a lot.
  21. Alternatively, if you land a raw S-Hold Kill Rush and it's a counter hit you can do the following combo: S-Hold Kill Rush > 4C > 4B > 8B > 4C > 4A > 8A > 4D > 6B > auto combo. It does a solid 4.1K meterless. As for the unblockable setup, I think that 4C should actually be 6A.
  22. That's not true, weave has the same invincibility even if you hold it. The move will dodge 5B arrows, point blank 2B arrows (Both normal or with charge) and her grounded 236236+A/B/AB supers, it can also dodge most arrows rebounded by Yukari's persona (The only one that homes in no matter what seems to be 2D>j5C), moves like the follow up status arrows of her 236C/D and her j.236236A/B moves can be dodged too but it's risky (If the arrow hits Akihiko's feet you'll get hit but if it his his head or torso you'll avoid it), The only ones it can't plain avoid are j2B and 236+a/b arrows.
  23. S.D.

    [UNIEL] Seth

    I don't think there's much science to it? Seth dashes and stabs, if you're close enough then the attack animation passes through enemies, he can do real cross ups (cross throughs?) if that move gets blocked. As Brett mentioned before, if you're in the middle of a combo and you realize that you're crossing up after 6C and getting the wrong input, then you have to slightly delay your follow up move (Usually 623 series) to keep facing the proper side.
  24. S.D.

    [UNIEL] Seth

    So I've realized that my usual 623C CS BnB drops on Eltnum (I should've read Brett's notes) but this seems to me a good alternative to it? https://twitter.com/UNI_combo_bot/status/521184479042224128 And actually there's quite a bit of combos that end in that 5B > 3C > 214BB > orb setup. https://twitter.com/UNI_combo_bot/status/521387264685789184 I just found these interesting because it's just a different setup for oki over the usual 6C knockdown (With the later you can almost freely dash C and setup his crossup and the former you can setup a cross under, and of course both of these options are backed up by orbs), some of these do less damage but are far easier to execute and very stable against problematic characters like Linne or Eltnum.
  25. S.D.

    [UNIEL] Seth

    I think that's a j.2C
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