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crimsonstardust

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Everything posted by crimsonstardust

  1. So if Azrael is waking up with back dash to escape pressure, does that mean I need to time my meatys better or try and chase it down with something like BS?
  2. I'm surprised you can get 6C to counter mashing, everytime I've tried that I got mashed out of it, are you spacing it so that she moves in close enough to launch oppose to doing it near them?
  3. This might be an odd question to ask as a follow up, so if you know your opponent likes to quick rise, would you have to time your meaty attacks earlier to counter quick rise? I ran into a situation where I ran into quick rise 5A and lost and chance to oki cause of it.
  4. So basically, IB things that are punishable, IBB/Barrier Block is used to ease the pressure simply put?
  5. So generally how many frames are added or however it gets included when you IB? When I look at frame data on the wiki most of the information mentioned are on regular block, I do know that some moves are safe even with IB.
  6. Can someone explain to me what the cons of quick rise are in this game? I had this mechanic constantly abused on me and it really threw me off cause I always forget it is a recovery option in this game, I can see what the benefits are but I have a harder time seeing why you wouldn't use it.
  7. I didn't know how to word the topic to address the thing I'd like to get advise on. So I've known for while that I have a tendency to block attacks like a wall and try not to push buttons cause I've been conditioned in a lot of games not to mash out of situations unless I feel like taking the risk or can minimize my risks. I noticed the last time I was playing online I felt like my ability to block and throw tech was cut in half and I had to try and make reads and my reads are terrible, so I normally would count on my reactions to react to how people want to try and open me up. This made me think that maybe I'm blocking way more then I should, often when I do try to do something like mash 2A in BB, works on some occasions but I feel like that's asking to lose a round if I get baited into that. A friend of mine was also telling that I tend to let people pressure me to much and that's what usually leads to my defense crumpling, though as I mentioned before I'm to afraid to mash. I guess the bottom line question is when is it ok to try and mash out of a situation when your force to keep blocking or a way to turn the situation around? Cause I realize no matter how good my defense is, at some point it just takes one opening for all that effort to be wasted and I can't block the full 99 seconds in a round. Any advise on common situations or general mind set would be great.
  8. Alright I got my hands in this match finally, sheesh this is button heaven for Bang or I just suck at playing online, the only way I could find to disrespect Bang's pressure was look for his 5C and 6A that button, other wise I just blocked for days and eventually got opened up with something. Even when I read a dash 5A and had that 6A ready, I got met with a guard point attack. /: So any suggestions on getting him off you or hope to get 50 meter and counter assault out of there?
  9. Wells there's things like hover dash D SS which I don't use unless I am absolutely sure it will hit, other wise I stick to the A version. There's a lot of matches where your better off setting up a oki into GA, I feel like GA neutral is weaker then NM neutral, mostly cause you can't do regular dashes for footsies and such. Some matches it's better to stay in GA anyway like against some zoners for example. GA neutral I feel like its gonna come down to how well you move and be able to take that chance to punish a mistake. Keeping pressure with her is pretty tough, she has ways to keep herself safe to try again later, don't forget during a hover dash jC you can jump cancel it and do stuff like bait reversals, tick throws, falling cross up (this is kinda slow but you can train your opponent to block it and do stuff like tick throws and such). Hover dash jA at your opponent keeps you in the air long enough to follow up any SS moves. But as I mentioned before, it's really easy to disrespect her so keep things like that in mind when you try to open people up.
  10. So if you have a 2A starter and your opponent is crouching to be able to combo in 6C would you still be able to pick it up after 236B?
  11. It can depending on things like your starter and the spacing. I say starter cause if you start with 2A for example it can push your opponent just far away so 2B misses.
  12. So something's that didn't get mentioned, stance cancels is a great way to keep her safe as well and let's you keep the pressure going in either mode. Do not blindly try to yolo hover dash jC in GA mode, it will not end well cause just about anything will swat her out of it. She's got a pretty decent air throw game as a lot of people like to chicken block, you can snatch people like that during a hover dash. One thing you want to get down with her is being able to move with get in GA cause her movement options are quite different from the cast. It's also pretty easy to miss hover dash jC -> 5B ->5C cause 5C has short range so try to get a good grasp on spacing or you can just use 2B -> 5B for less damage. Normal mode it's pretty good to know jump loops and there are variations on them that work better then some depending on the character. Neutral the go to poke is 5B due to its range but it can get low profiled by some characters. A few other that are good is 6C in either mode, the normal one has pretty good range and score you a fatal counter and can be kept safe with sonic saber or stance cancel, and if you wanna get tricky you can crush trigger. The GA one is a a bit slow but launches people and is safe on block. In a nutshell you want to play footsies, and go to town once you are in and keeping an eye on stars.
  13. If you know they are DP happy then you have to take that into account and just punish accordingly. Its gonna really come down to how much your opponent is going to disrespect your oki set up. I don't have BB in front of me right now but I'd imagine you can do something like air dash behind them or maybe away from them and make them whiff the DP and punish with 3C. Well you can hover dash back to bait the DP/reversal and punish with 3C and get a fatal counter like that. This vid has an example of baiting DPs in the corner, it's not off a strike fall but I think the same ideas can apply depending on the height of the strike fall.http://youtu.be/nz4Q9vhIdX0?t=3m13s
  14. I'm not sure how your getting a stance cancel, if your holding B down during 236B it will turn into a stance. You can hold down 2B and have a 3frame buffer. Basically your doing 214A the moment 236B hits.
  15. The only time you would use 236C on your opponents block is if you spaced it so you hit with the tip of it or the tip of 5B, I usually would do that when I know I can hit with the tip of those moves cause they are safe from the tip of the move, 236B is just not good to use outside of combos, the move starts slower then the C counter part and isn't as safe in general.
  16. Well there's no real easy way to answer both questions. Normal mode it's gonna really be knowing the rages of your moves and knowing some basic understanding of fireball and footsies. A few things to know is knowing how to keep yourself safe and part of that is knowing the ranges, don't forget even on block you gain meter. Also be aware that 5B and 236C can be low profiled by some characters. For gain arts this is something I struggle with myself, a lot of it for me is setting up oki for GA cause a lot of people find it really easy to disrespect raw hover dash approaches. It's gonna be hard to approach some really lame characters like Mu12 and Nu13 simply cause that's the way they are designed and your best bet is to try and weave your way in and stay on them. Neutral in GA is pretty frustrating to get down, a lot of it is knowing your own movement options and knowing how to deal with such odd movement. You can do things like whiff jB/C or jB+C to let yourself fall faster and create some tri jumping like movement like that, you are also able to air dash and jump from hover dash as well, and if you want to get gimicky you can use 214D as well. Knowing things like your not limited to just doing instant overheads, you can special cancel your approach with either version of sonic saber to keep your approach safer but this also requires you to be spacing it correctly. In the event you get in, I like doing jB+C when faking my overheads cause if they chicken block you catch the jump back and get a free combo like that. I feel like a lot of GA mode is really setting up that knock down and creating mix ups and baiting. Moves like GA 6C is ok to throw out if you space it right cause its pretty safe on block, not sure about instant though.
  17. Well wouldn't this not work as well if they redashed in with a normal that hits low? Some characters 2A hits low so match up dependent I guess? Anti air with her has always been a little weird for me. I usually can never see when it's better to do 623C cause I usually catch people with 623B but that's usually off a preemptive read or if I see them air dash at me. I never thought of using jA as an anti air though, I'm gonna try that next time I play.
  18. Oh snap I did misread that. I did not know D swords wasn't originally, never used it like that cause the air version for me was how I set my meatys up. I'm hoping 6A is getting a hidden buff cause honestly if it just catches lows too I would be fine with it, not a stupidly good reversal but one just solid enough to use for reads against another button.
  19. I find it being a odd change they made the D version of sonic sabre not D teleport cancelable any more, kind of an odd change but I can live with that. GA air backdash sounds like an odd change to me but we'll see how that works out. It doesn't look like they addressed the common issue of GA 5B 5C whiffing a lot of times but I wonder of that's part of the 5B changes that's listed.
  20. What I'm having trouble with is getting the 66 after DS DC, there's a lot of times I'm trying to buffer 66 but I end up walking or nothing happens.
  21. Getting that 66 after a DS DC is actually much harder for me, I can't consistently get the dash right after the DC. EDIT: I figured out why I couldn't get the 5B to connect after 214B, I was too close when I was starting the combo after DID, I helped that I waked back a little as I landed, I guess this is gonna change depending on how close or far I use DID to fatal.
  22. I'm having trouble with the midscreen fatals, I'm having trouble getting 5B to connect after 214B in both the BS and DID variations, they usually tech right before I can get 5B to connect. DID fatal combo I'm trying bellow. FC 623D > (dash) delay 5B > delay 5C > 5D(1) > 214B > 5B > delay 5C > 5D(1) > delay 214A > 5B > delay 5C > jc j.C > jc j.C > j.D > j.214D
  23. Third link is near the end of the match of the second link.
  24. Ah ok, I only checked the first 2 minutes to be sure so that explains why I didn't realize that.
  25. Uh this looks like its for Tsubaki not for Izayoi.
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