Jump to content
Dustloop Forums

bullet ballet

Members
  • Posts

    11
  • Joined

  • Last visited

  1. The difference between a kara cancel on frames 1 and 2 is striking. Doing it on frame 2 covers about double the distance. Visually, at least. I believe that its usefulness isn't dubious. It's a good tool to have in range specific set-ups, and when dashing where the additional input time is practically irrelevant.
  2. This kara throw works well off of the 2A-2B-6D-j.D blockstring. You can time the j.D to hit or whiff, and on whiff this kara throw has the range to connect where regular throw doesn't.
  3. This isn't true. The timing is tight, but you do not need to "charge" to hit dash 6A into HJC j.C. Whether or not I hold D I can still perform the combo. In fact, from midscreen, the CPU techs at the same point no matter where I am in relation to him whether or not I hold D. I am left to conclude that there is no charge or any need to hold D unless you want to cancel the second hit. I haven't tried with the game set to Arcade mode, so I won't make any claims about that mode. I doubt this is different, though.
  4. I'm surprised no one has gone through the trouble of being the first to post an "approaching" comprehensive CH C list.
  5. In my experience, 2C is an excellent choice as it seems to counter most of his pokes, which is a free stagger. HF is a good choice midrange, just make sure to add a throw escape early in the recovery. I think 11F there will cover you even if he IB and throws. A couple of ways I close in from B range are with B-C > iad j.c-d or HF-RC, or just D or 214D to be safe and stay outside. If you come in with j.d, I like to add a throw escape in right before landing to protect against the throw. I also add the TE to 2C since I dash and poke with it a lot: 2C~B+C.
  6. In addition to 6A, I use 2C a good bit. I don't know her moves well enough to say what it counters, but I've gotten a lot of CHs at around B range. I also use HF on an aggressive Tao at beyond this range if I know she's going to do any ground move. It beats 'em all out as far as I can tell.
  7. I believe I have found something that can be useful. Ragna's j.B has a huge hitbox, which makes it a good cross-up. It also hits completely backwards. So you can dash jump over the opponent, then air dash backwards and do something like j.B, land, 2A... Now, after 22C, you have plenty of time to move around, so while they are falling you can dash jump over, then air dash backwards for an ambiguous cross-up. You can time which side you'll be one and thus, which way j.B will hit. 66~9 and 66~8 work well, the latter catching quick risers. It doesn't seem too hard to modify for front roll, back roll yomi. As for quick recovery, I don't know. I have only played training mode thus far, so I can't attest to how pragmatic this technique is. Either way, I'll use it sporadically 'cuz it looks stylish.
  8. ..., 3C, 22C (RC), dash 3C, 5D, 22C, 5B, 5C, 214A -> 214D ..., 3C, 22C (RC), dash 6A, 6B, 22C, 5B, 5C, 214A -> 214D Have either of these been confirmed to work in full? With the bottom one, the final 214A~ doesn't combo. With the top combo, I can't seem to get 22C to connect after D, even in the corner; it just whiffs.
  9. In general, any advancing move with disadvantage on block leads into one. Sol's BR, for instance. Spacing, or course, matters with these. The contrived cases of guaranteed throws are staggers and whiffed uppercuts.
  10. While they can't burst out of it, they can burst over it and punish. It is not good when Jam does this.
  11. It's IAD forward, I assure you. A tip to get it more consistently is to 1) make sure you hit 2C as soon as you can after that second boost. It'll give you more time to hit the IAD j.B before they start falling from wall stick. Then, 2) hit B+E after you start to normal IAD. I find that if I 967+B+E I get a jump boost more often. If I do 967~B+E I get the IAD boost much more consistently. Might help you out. What I have problems with is the TK 214D. It's hard for me. Given that it requires a minimum height (funkin' Arc and their height limits) I can't do that sucker consistently. Does anyone have any tips on doing it reliably?
×
×
  • Create New...