crimsonstardust
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Everything posted by crimsonstardust
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If you mean after a j236C that strike fall doesn't connect, you have do it immediately or they will fall out. As for the RC combo, it sounds situational to me, I usually don't try to start playing more aggressive unless I'm in GA mode mostly cause that's where most of my damage comes from, cause GA mode has just as many ways to open people up without meter. Though I guess if you feel like you need to open people up with it and have a oki set up right after it can work, I'm not sure what you can get off of it, might be something interesting to hit the lab with.
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Izayoi can hold her own against most of the cast, she's mostly on the lower end cause she can't deal with things like constant pressure unless she has meter to super out or counter assault out, nor does't she have a anti air normal that's reliable. Izayoi is generally easier to work with online cause its harder to punish things like raw teleports to people tend to have near zero patience online so its pretty easy to lame people out with her if they don't have an answer to a fireball poke style play. She has a lot of ways to keep safe pressure with lot of her normals and things like sonic sabre and 236C, and she has a fair number of good oki set ups too. There's also the fact that not a whole lot of people play the character, at least when I've gone online I haven't seen that many Izayoi players but I don't play to frequently online too so I could be wrong.
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It wasn't mentioned here cause we discussed this in the combo thread sometime back, its pretty hard to do on Noel consistently so if you can do it on her 70% of the time you probably have it down pretty well.
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I just tried this out in the lab just now and this is surprisingly a pretty safe set up I tried mashing 2A to see if it was possible to see if it was possible to catch her but there's enough time to block. Though I think your gonna have to watch your strike fall height also before setting trying this. I would think if your opponent starts blocking this you probably could start mixing in 214A also to throw them off. Despite being a safe oki, it can be escaped if they delay their tech and roll away from you, you might be able to catch them with 5B but I haven't found a reliable way to test that right now. Its a little gimmicky to use so if your opponent always holds a button to tech then yeah you probably can catch them with it. Though my recommended oki set up in the corner would be to dash back (assuming your still in GA) and do 236D cause that catches forward teching also, mid screen I would just do safe jump set ups, fake safe jump throw or go low, you can use these corner also but I feel like for a lot of these set ups is really conditioning your opponent to make them think twice about blocking high.
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Questions about using online play to learn a game
crimsonstardust replied to crimsonstardust's topic in Beginner Mode
Ok noted, I guess I'll take what I can learn from online and apply it offline as well as I can and just see if I have trouble with a specific overhead or something I can react against to practice those instances in training mode. -
Questions about using online play to learn a game
crimsonstardust replied to crimsonstardust's topic in Beginner Mode
So using something like BB for example, what would a 2 frame delay connection be? A connection of 4? -
I don't play online to often but when I do go in with a grain of salt and try to factor lag in to the equation when I'm trying to learn a match. When I play offline I know for a fact that I can react pretty well to throws and over heads, online I feel like I can't really do that even with a 3 bar connection, so often I get stuck in this odd rut about if I lost because the connection was hindering my reactions and have to make guesses instead, or if I lost cause of my own skill level. Often times I find myself in situations like where my opponent is mashing something like 2A on wakeup and I get hit by that and loose momentum, and I don't know a lot of times if A, my oki wasn't air tight, or B it wasn't air tight cause of minor delays from net play. I guess my bottom line question is how do you really distinguish loosing cause it was "online" to knowing you won/lost cause of your own skill level?
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Pros: have the tools to keep some of her attempts to tao's drive honest have to use meter to escape pressure reliably Cons: much stronger movement lots of ways to get in and out of range strong pressure crawl avoids some of her key tools (listed bellow) Well Tao's crawl can avoid GA dash jC, 5B and ground sonic sabres, using air dash back jB catches some of her drive attacks if you do it early. Zoning her is pretty hard to do and the fact we don't have a reliable anti airs so it really hard to keep Tao honest, Tao's butt flop overhead avoids lows so if you are pressing a button in reaction make sure to do it standing. This match I feel like you have to prance around a lot just to not get hurt and throwing air sonic sabres from double jump height is not a great idea as Tao can run under them. using 5B -> 236C can be a little iffy, a lot of Taos like to be in the air so you might tag one in the air and not get a conversion. If your doing 214D raw, really keep an eye out on where she is on the screen, this can really change if you are grounded or not just cause Tao moves a lot in the air. I also recommend in general in the Tao match if they are waking up stay on the ground cause some Tao players will try and use the command throw leap super, this will catch anyone that is standing or jumping, you probably can safe jump against this but I'll have to test it in the lab. I dunno I played this a match a few times and this is some of the stuff I picked up, I never liked playing against Tao, insane movement and constant pressure, ugh. Feel free to chime in about the match.
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I didn't do all the challenges so that might explain why I didn't know about that one. Still can't micro dash after the 5D. /: Is it character dependent besides not being able to do it on Tagar like Tari mentioned?
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Wait I'm a little confused, are we talking about the mode change combo that was posted sometime earlier in the thread or has something new pop up recently?
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Well I would say some bread and butters to start and get use to moving around in GA mode cause it will feel weird. Also get a good feel for her normals cause the C normals change in GA mode and its easy to whiff 5C in GA if your not used to her normals. For block strings get used to stance canceling to keep your strings safe. If your gonna learn to do the jump loop in normal practice on Noel cause she's the hardest to do it on, if you feel frustrated with that Ragna is a decent one to practice on too (jump loop info should be on the first post of the combo thread). During GA mode you can jump or air dash out of the dash she does in that mode, nearly forgot to mention that.
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Gonna have to practice that, I haven't been up against someone that knows what their doing with Kokonoe yet this will be good to know.
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Does anyone know how many frames you have to D teleport during Justice Phorizer? It feels like a small window cause I could never pull it off online and I can do it consistently offline.
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[CP] Noel Vermillion - Combo Thread (Work In Progress)
crimsonstardust replied to LunaKage's topic in Archive
I haven't been able to land this combo on Hakumen. [OD Required] (5B/2B/2C) > 5C > OD Cancel > 5C > 5D > 623D > 66C > j.D > d.6B > d.6C > d.2D > d.6B > 22C~66 > 6C > 6B > 22B (3.3k-4.1k, 24%-30%) Hakumen falls out whenever I try d.6C in this combo, I just tried it on Jin and got it to land. Just pointing that out cause I thought it was me dropping it. -
This might be an odd way to do TK BS during a combo but I found this to be more consistent, during a jump cancel able normal I usually slide to 9 and do 63217D, I'm not sure why this works but I usually get a TK BS pretty quick like this during combos.
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Well its gonna depend on the developer, cause the option is there but the developer has to ok it so to say. Source: http://blog.us.playstation.com/2013/10/30/ps4-the-ultimate-faq-north-america/#sect5 Anyone know if the Gundams that where DLC in the last version are gonna be included with the Full boost or do you have to buy the DLC Gundams to use them in Full boost? Cause I only bought like 2 DLC Gundams cause I wasn't sure if Full Boost was gonna get a console port or not at the time.
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Pros -easy to keep pressure on him he needs meter to get out really. -Terumi has to use j2D to overhead you in a pressure situation so keep an eye on jump cancelable normals -no full screen presence so its possible to zone him -possible to bait wake up distortions cons -builds a crap load of meter -6A is a ridiculous anti air so careful with your air neutral game and approaches -he runs pretty freaking fast so if you air sonic sabre from a super jump height he can run under it from full screen... -he pressures pretty hard -easy to get cornered carried Ok this match I think is gonna be pretty common cause people like characters that ca go ham, and Terumi does that really well. So things to be careful with, it's a little hard to play neutral with him cause he runs to freaking fast, but its still possible to play a fireball anti air game against him, just have to be a lot mindful about when to throw sonic sabres. The easiest spot to play neutral against him is full screen, mid screen its a little tricky but possible, its a little risky cause he has strong jump in options if your still in early frames of recovery. Air Sonic sabre is kinda risky from super jump height, I suggest playing a grounded game against him if possible cause 5B into 236C is a good string in this match. Its not gonna be easy to approach him in GA mode cause 6A is just god like as an anti air, so try to set up for it. If he does 6C (that 3 hit rushing attack) instant block the last hit, its possible to punish it. A few moves to be wary of is 5C cause the first hit is jump cancelable, 2C is also jump cancelable, these are usually the normals people will use to use j2D as an overhead. Overall I'd say it could be even but I feel like Terumi has a much stronger pressure game then Izayoi. Common habits -So far I've seen a lot of people open the match with 5D, but using 5B beats it pretty clean. -if you see j2D chances are people are going to try and do double overheads, so just react to it if you see another j2D -some people will try to use 2D as a block string but you can jump out of it if you see it as a block string, a good Terumi player will use it as an oki tool usually.
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What's this deadzone with her DP? I got near zero knowledge on how Tsubaki works.
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Well it helps not to play a lot when you hit this kind of wall and just kind of think about what went wrong or watch replays (if available) of your matches and see why you lost/won. The reason why I say not to play to much at this stage is mostly cause your brain needs a break from just playing constantly, and it helps to refresh your mind about that game, cause you end up auto piloting a lot. I have a similar problem with my local community, my scene mostly plays SF and I'm the weakest player, it felt like that I wasn't leveling up but after taking about 2-3 weeks away from the game, I saw that the gap closed a lot more then I realized, we pretty much are the harshest judge to ourselves so take it a little easy cause your probably leveling up with out realizing it.
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I looked into what you might be able to do with the fast fall air grab during a GA dash, I was hoping you could do a ghetto high low mix up with it but its still possible to just react to her whiffing a throw and just block low, though I think that in itself could create a mix up cause you do fall fast enough to dash again right away and use jC and possibly catch them still blocking low. I think it could work if you trained your opponent to block high against her and then low right away. You can sneak a ground throw in after you land from the whiff throw, so I guess it can create some mix ups.
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I tested that out just now for yea, it seems like as their are falling down from a jump and are around the height of her head it tracks to the ground.
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News to me that throw whiffing makes you fall faster, gives me a few ideas I wanna test out later.
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What do you guys feel about using Trans-am? I don't like the meter trade off but being able to combo off 6B doesn't sound bad either, though I suppose you can just RC it.
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Has anyone been able to do the mode change combo consistently? I'm having trouble doing micro dash 5A in the earlier posted vid.
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Updated 2/3/14 broke it down to 3 sections so its not one huge wall of text. Pros -your movement is better -can bait his "get of me move" Cons -has a number of ways to escape pressure (growler and dashes) -has good overall normals -strong pressure -has a strong high low mix up game -can absorb fireballs and use his fireballs to beat yours out Neutral Try to give yourself some space against this guy, your gonna be playing footsies in this match and if he gets in its gonna be a tough fight. At the start of the round if you know opponent likes to twitch you can open with a 236C to give yourself stocks and create space but it can be risky as they can just jump of it at the start. Use your sonic sabres sparingly as he can absorb them on reaction from full screen, mid screen its still possible but he creates the risk of you getting in for free. In the event he does absorb a fireball you still get 1 stock from it and his fireball will beat both variations of sonic sabre. Using 5B and 236C are gonna be your poking tools in this match and 6C isn't a bad one either and can be made safe with stance cancels or a sonic sabre and the GA counter part is pretty safe to throw out also and is pretty good for whiff punishing, and use 523B/C accordingly as well. During midscreen neutrals this is where he's got advantages on you, his 5C has some huge range and if he does a Gustaf its really safe even with an instant block, if you see 6C (the wheel kick move) you can stuff this with 623B and if your not feeling as confident with your timing using 6A is another viable way to stuff that attack and create space agan. When your in GA mode this is where it can be hard to approach cause using a Sonic Sabre to D teleport approach becomes pretty risky cause he can growler it on reaction. Your gonna be weaving in and out a lot to look for an opening as it is really easy to swat her out of the air during her hover dash if you are not careful. Careful with his dive kick as the paused start up will mess with anti air spacing and timing, better to avoid it if you can cause its safe on block also. Azrael's jB can stuff a lot of Izayoi's air normals, jA has a pretty good chance to trade or beat it, just depends on when its done. Defense This is where its gonna suck, hes got a lot of safe normals and a really annoying high low mix up game, on top of that he has his teleport dashes for cross ups too. The things to keep in mind with this match is to try and react to the overheads and the one fake one that goes low, there's no easy answer to this as he has two drives that have identical start up animations and they only have a 2 frame difference in speed, the over head variation is sightly slower so try to react to him doing an axe kick on you. Another thing to note is his drives only go high or low. This part of his mix up if you can instant block them more power to you can they are much more punishable if you score one. In the event he tries to cross you up with dashes and delayed 1A+B+C barrier throw tech option select will catch him low with a option selected 2B. Waking up with Justice Phorizer has 3 risks to consider, if he isn't pressing buttons against your wake up, he can 6A through this move and that move has invisibility on it, the second is I do believe he can growler the move and absorb it, and the last one is if he teleport dashes on you its a full punish. If you have thoughts to use mashing 2A as a way to get out be somewhat careful with that as his 5D he does a small hop that avoids lows. His 3C (drop kick) is pretty safe at max range so watch for his spacing and try to punish that move as best as you can, even better if you can instant block it. Be sure you have 50 meter on you as much as you can cause if you are marked high and low the only way to escape his unblockable set up with 5C into black hawk stinger is to counter assault out. There are instances where you may have to gamble using 6A or 6B against his drive mix ups to disrupt the high low game. You can avoid some low normals with backdash but it will not help as much against some mid normals. Offence Your most likely in GA mode if your ready to get in his face. As usual stay on him and bait wake ups and really vary your pressure on him. Unless Azrael is mashing for growler in between strings that are not air tight, you can use Sonic Saber A to keep strings safe and use the D version to get pressure going. On a meaty wake up using the air version of D sonic sabre he will not be able to growler out of it as its already hitting him so he has to block it or eat it. In the event you are in normal mode you best bet to open him up is trying to frame trap him with moves like 236B, which is a little risky to use cause its not as safe as the C version, don't forget to stance cancel also. You probably can sneak in some throws and get stocks like that too. Useful tools 6A 5B 236C 623B/C 236C/D Ratio 4/6 Azrael's favor