crimsonstardust
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Everything posted by crimsonstardust
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So I was talking with one of my local players today about troubles I seem to have in any game universally, he pointed out that I get stuck playing in patterns all the time. I was kind of aware of it but at the same time didn't realize how predictable I was. We basically talked about each button press should be about pressing buttons to get information on things like patterns or habits players have and I seem to have trouble adapting to situations and learning from what's going on. Any advise on how I can break away from playing in patterns and actually start to slowly improve on the "reading opponent" aspect as well?
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Anyone got a solid DID FC combo for mid screen and corner?
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I was afraid to hear footsies are gonna be tough in this match up. Ok I'll keep in mind what you said about 5A.
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New to playing Tsubaki, can she challenge Jin's 5B at all? A lot of what I've been reading here addresses how to deal with his 5C but not much on 5B, cause I always seem to get beaten in the footsies department in this match.
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Ragna the Bloodedge Q&A and FAQ
crimsonstardust replied to Fistmaster049's topic in Ragna the Bloodedge
Having trouble understanding how to get combos using Belial edge to get the bounce. Is there a specific part of Belial edge you need to aim for? -
1.1 Izayoi Combo Theory and Optimal Confirms [W.I.P]
crimsonstardust replied to skd's topic in Archive
I haven't been on lately so I missed this. Are we talking 3C GA as a starter with no fatals? -
Well even if that is true doesn't help that we wouldn't know the ranges for CP new characters, cause that's what I'm mostly looking for, oh well I guess I'm gonna have to guess work.
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Has there been any hitbox and hurtbox data out for CP in general? I haven't seen anything on the wiki pages for it.
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Good find, really liking the overdrive combos shown in this, even more excited to play 2.0 Izayoi.
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I forgot 236B had its start up speed buffed making it possible to do off 5B. I'm glad she can still do good damage mid screen. EDIT: Wait did it get buffed? I know in 1.1 you can combo 236B off 5B counter hit and looking at the footage again it was counter hit.
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I should of done this earlier, so for any stranglers that live in/near Portland and is looking for a group to play these games with, I do run Airdasher sessions at my home every Wednesday, we mostly play BB but we always have a set up for GGXRD, if you are interested in attending, you can contact me here on Dustloop, and I usually will post information about the session on the PDX airdasher facebook group. https://www.facebook.com/groups/PDX.Airdashers/ Our group is a mixed bag of casuals, beginners and veterans, we are a pretty friendly group of people that get pretty hyped over all sorts of stuff, and we always welcome additional players, the sessions are not strictly limited to BB and GGXRD, we do have the occasional Uniel and P4A, we usually will bring those out whenever people want to play them. Because we are such a small group of players, it would help a lot if anyone new can bring set ups.
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It might be a combination of both from what I heard, if I remember right I think she did lose poration here and there combo wise. Does anyone know the frame number on Izayoi doing GA 2C(1) stance cancel is on block? I know she's has more frame advantage when just doing both hits but just curious cause I'm trying to work on what I can do with 2C on block.
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I get what Ichipoo is saying about having DP, I think just the fact a character has one makes an opponent think twice about how they are gonna approach pressuring and such. When I play characters without a reversal (and having no meter) a lot more people seem to go more ham and really looking for the right holes makes it harder to get out of situations. I definitely get that also comes with playing the character without one and you have to make do with what they can do. I know for myself when I play Izayoi I'm looking for moments to throw in 6A/phorizer or try to fly out of the corner when I'm under pressure. I rarely find the right moment to disrespect by sticking a normal cause I feel like messing up once doesn't leave much room room for error, I guess there's also a part of me afraid to hit buttons cause I know a good portions of her normals are a tad slow but that might be just be me not braving the storm. One of these days I'll have to record my match with Izayoi against characters I have trouble with.
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Been messing around with the zero frame dash or whatever it's called, man it's tough to do off of jC to 5C, I figured out the timing of 6 normals, a lot of these timings reminds me of the timing of doing just frame stuff in Tekken, oh man I'm gonna struggle figuring out the timing off of jC for awhile.
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This is a bit of an odd question, so when practicing some of these pressure/resets as show in this vid, https://www.youtube.com/watch?v=mKq0F3B6bwQ should I set the dummy to block all or something?
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Ah ok, I didn't realize the damage was a little better, I guess that's the trade off for being slightly harder to link.
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Seeing your matches kinda made me realize I may need to update my combo knowledge a bit on Izayoi, I had no idea should could score 5k without having to fatal counter off of counter hit GA 2C. Makes me wonder if I haven't been optimizing my damage, cause I still use a lot of 1.0 combos with 3C added certain places. I know 2.0 will come around at some point but doesn't change the fact I would like to know how to optimize her damage at the moment. What I would like to know is how you're able to keep the pressure going on some of these players, a lot of the locals I play with have become accustomed to just reacting to me attempting an overhead when I hover dash at them even if I try to mask it with 2A pressure and stance cancels. That and it would help if you could explain and possibly how to practice the micro dash GA 5C after GA jC too, I know you mentioned during 1.1 debut patch how it works but I could never figure it out.
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So quick question about the combos that use 2D j22C 214C, so I sometimes see people use 5B after 214C instead of 2B, what would be the advantage of using 5B over 2B in this case? Cause it seems like it would be easier to use 2B cause its easier to link but I'm curious to know why you would use 5B instead.
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Ragna the Bloodedge Q&A and FAQ
crimsonstardust replied to Fistmaster049's topic in Ragna the Bloodedge
I didn't think about using it as a shock tactic before, I just used it for some block strings or woke up with it if my opponent tried to bait a ID by backdashing. I guess I need to be less predictable with it. -
Ragna the Bloodedge Q&A and FAQ
crimsonstardust replied to Fistmaster049's topic in Ragna the Bloodedge
Is Bloodsythe (ground version) even worth using? I try to score Fatals with this every so often with players that don't deal with it very well but other then that it seems like a really good way to get myself killed for doing it. -
First you really need to learn her bnbs. Your main game plan is to build stock for her to use in gain arts, using 5B raw is generally not a good idea because its -10 on block so you want to keep this safe with either 236A (Sonic Saber), 236C(I forget the name of this move) or stance cancel (236[C]~A). Your friend isn't punishing a number of unsafe stuff you did, like 6C in normal mode is not good unless you keep it safe with stance cancel or a sonic saber at the very least, 6C can't combo off of 5B unless your opponent is crouching or counter hit 5B. During Gain arts your got away with using 3C in a block string, that is a very bad idea unless you space it and hit with the very tip of it but even then I don't suggest that either. The only time I might suggest that is if you have meter to rapid cancel it, even then I would stick to using it as a punish tool, combo filler or an escape tool (an example might be when someone is air dashing at you you can use it to slide under), 5B > 3C doesn't work either unless 5B is counter hit, I saw you try that a few times, I suggest using 5C >3C if your close enough, if you aren't just using 2B > 5B 236C~D will do the job mid screen. Do not air back dash with her in GA if you are in the corner, very bad idea cause she has on invisibility doing that, take advantage of the fact she's a little more mobile then some characters and be at super jump height and air dash the crap out of the corner if you can cause she has very poor reversal options. Overall these are the things I recommend new Izayoi players, get used to moving in GA, learn the spacing of 623B and 623C for anti air and get used to stance canceling.
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Wait I'm a little confused, so if you do cancel it you retain some invincibility before recovery or what's going on exactly?
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Much appreciated. Man I didn't think 623C being a DP would have its start up speed slower, gonna have to keep that in mind.
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Is there a overall change list for Izayoi? Aside from a few notes buffs or a nerf or two I've been wanting to know what she can and can't do now cause I don't even know if most of these Izayoi players are playing to or near her potential or just new to playing her.