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blitz

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Everything posted by blitz

  1. fuck, now I got it. I have to apologize to hellmonkey =( but... air set5. im still crying over that one.
  2. there's about a million variations on pot o.O;; midscreen... S(f)-2H -> iad.H -> ADC, ad.H, land, S© etc S(f)-2H -> iad.S-H, land, 2H -> JC, j.D -> ADC, ad.K-D -> ADC, ad.D, land, 5K -> etc S(f)-2H -> JC, j.H -> 214S, j.D -> ADC, ad.K-D -> ADC, ad.D the list goes on... but here's something i found works on quite a few characters: 2H -> JC, j.K-S-H -> ADC, ad.D -> ADC, ad.D oh, and something funny, you can combo 2H into lustshaker -> 214D a couple times. Not really useful, but funny. I'm thinking maybe as a tool for knockdown like lets say on pot after the first combo i listed, which would give you a juice setup =)
  3. where's the sport in that?! =( and besides, the hitting part of the glitch is something I haven't got yet, even though I did exactly as hellmonkey suggested. There's either something else to it, or it's removed just like air set5...
  4. I managed to do one rep of the lockdown o.O OMGSOHARD It's exactly as mike said. If you have a peripheral with very little travel on the buttons, it's much easier, but with the stick I have (SFAC) it's very difficult ;_; I'm torn between the finger switching and just being quick on a single finger... being able to do it with one finger might be more beneficial/versatile. I don't know which will pan out better though, seeing as the finger switching might afford a more consistent way to rythmize it =\
  5. yeah, it's definitely harsh =\
  6. wish I still had some matches of me and stormlockes matches (rky vs buri) but my folder discarded them =(
  7. eh, just more ways people can talk shit =(
  8. ^ not unless you record the replay =\
  9. I've changed my name from keybordftl back to Blitz, just fyi.
  10. ... I use modified iad loops off of throws in #R. Preference? I dunno...
  11. dash 2P-5P-5P -> HJC, hj.K is the most general post-throw combo. Works on literally everyone, bar none. And... is good practice for getting that 5P -> hj.K to combo (since you have two 5P's, you have time to buffer the high jump much more easily).
  12. the S(f)-2H is actually easiest on axl, if you like. You don't even have to dash if you want, you can just move forward for a split second, but that's not good practice =P
  13. throw -> dash 2P-5P-5P -> HJC, hj.K-S-P-H is a really general combo... for ky, venom, roboky, and baiken: dash 2P-S(f)-2H for bridget, millia, dizzy, and slayer: dash S(f)-2H for johnny: dash 5K-S(f)-2H for jam and sol: dash 5P-5P or dash 5K-5K for eddie, pot, faust, and anji: just throw -> 2H -> iad combo. (eddie, you need to walk forward for a split second first before doing the 2H.) I forget the rest of who gets what, but yeah, generally those are what you'd use. Depending on the height, you adjust the HJ string used... If it starts from a 2H -> HJC, you can follow with S-P-S-H on some, but the most common is K-S-P-H. if S has a hard time hitting after the initial K,, you can use K-P-K-S-H, or S-P-P-H, etc. It just depends on the exact height and what you need to do to ensure knockdown from the air H, of if you want them to be high enough to relaunch as well.
  14. ontopic: 2K otg -> disc is just a precedent. It's meant to establish a pattern that can be broken in a desperation, essentially creating a mind game out of thin air to squeeze out an advantage every once in awhile that might not otherwise exist. Your opponent might be ~55 life, in which case, 2K to airthrow to otg string just might do the trick, while 2K -> disc, mixup might actually not, as your opponent will attempt to read you or might just guess right to boot. There's also a different way to OTG someone for disc oki that also has its uses. 6H -> 236H -> FRC, 2K otg into mixup. A nifty way to get them to wake up into a meaty H disc. They might even tech into it =D A lot of confusion can be caused in this scenario. A good mixup off this is after 2K, iad.P(whiff), then either low airdash K-P-K(or just low airdash S), or land 2K. The whiff punch is to catch the tech and keep them in the mixup (or start a combo off that and the disck if they didn't FD out of the tech, and other things of the same nature).
  15. shounen, yukinose, sharon, imo, RF, n otoko, buppa, koichi, saku, sigihara, ogawa... that page is made of win and god, props to whoever is hosting it.
  16. blitz

    Bridget Q & A

    if I'm doing 5K-6S, I'll do it 5K-896S 29
  17. should we have a seperate thread for funny replays? Like, matches where weird shit or hilarious shit happened?
  18. yes there's a chart for every characters get up times, both for prone and supine knockdown. It was on the GCC website... i don't know where you can find it now.
  19. ditto. We migrated to nehle server, but now everything is NO RESPONSE!
  20. blitz

    Bridget Unblocks

    yup, ruu abuses the fuck out of that =)
  21. blitz

    Bridget Q & A

    1. If you have a hitbox within throw range on the first frame they can throw while waking up, they definitely can do so. Being mindful of spacing is not just a correct vs. incorrect thing though, it's an overall refining of your playstyle. when doing a jump in though, you are not restricted to ONE friggin move. You can gatling p-k-p-k... and land into a move without the opponent ever leaving blockstun. You can also use it against them, like doing enough blockstun to be safe on landing, and then punishing them for mashing on throw or whatever incase they were. There is also the matter of pushback, which IB decreases, and FD increases. If you are (well)out of throw range when you land, the opponent is less likely to be spamming throw, so that is a great opportunity to get tick throw in, and likewise, a yoyo set. Sometimes i'd do some rolling type stuff with safe double jump lockdown, and land out of throw range, set4/7, 3P, and then go to town if they fell for it. Also a good point to bait stuff, as they feel an imperative to punish you when they see you got away with that yoyo set. 2. roger hug is something you CAN do as a follow up to a blockstring that would otherwise have a dead end. People try and get away from it, so it actually has the effect of HERDING the opponent in whichever way you want depending on where the yoyo is placed when you execute roger hug. It's also something that can mess with characters whose goal is keep away, like faust or axl (mind your spacing!). 3. after hugging, any whiffed move on their part makes them lose life or be put on defense (yoyo return, roger rush, MAMKM), so it makes people cautious when they are low on life (if they aren't... just show them why they should be). You can also use rolling in interesting ways and get in from angles with timings they might have trouble dealing with, character wise. If they make large mistakes (like going into a move with huge start up, or whiffing a move with huge recovery), you can roger rush for damage and knockdown in the corner... from any distance. Certain actions can trap them into blocking one roger/yoyo move or the other as well, which puts you at advantage. plus, it's hard for some characters to jump out of a cancel into rush/MAMKM from a normal like S(f) or 6S. Sometimes I'll nail them with a 6S(CH) into roger rush or super (for a combo or airthrow reset opportunity) after the hug catches them in air and they tech (which will be great in ac, since you can do the string -> HSB, 6S trick and cancel the HSR into roger rush for an aircombo or airthrow reset). It's a tool of annoyance and reach, and is really key in some matches where the opponent can keep you out and get in on you on his own terms (as it can stifle that sort of gameplan).
  22. ken, give us the name you are under on the server =)
  23. blitz

    Bridget Q & A

    if you get a CH butt, there are actually quite a few damaging or useful options, especially on taller characters... (note: {} denotes "situational" or "optional") on tall characters: 3P(CH) -> yoyo set6, {2P-}S(f){-6S} -> yoyo return, iad.K-S-2S, land, S© -> 236K~P on anyone: 3P(CH) -> yoyo set6, S(f) -> yoyo return (may have to buffer slightly depending on the distance), dash 2K/5K-S©(2) -> 236K~P 3P(CH) -> set 6, yoyo return, dash 2K-S©-6P-S© -> 236K~P 3P(CH) -> yoyo set3, {2P/S(f)-}2D, easy roger rush oki 3P(CH) -> yoyo set7, {2P/S(f)-}2D, easy roger get setup with the yoyo already in the end of a set3 position; in the corner: (well, any dash splitting loves this situation) 3P(CH) -> HSB, S(f)-6S -> iad(HSR).{S-}2S, land, S© -> 236K~P 3P(CH) -> HSB, S(f)-6S -> 236(HSR)K~P on tall: 3P(CH) -> roll -> {K-}j.S-2S, land, {S©-}S(f)-6S -> yoyo return, iad.K-S-2S, land, S© -> 236K~P 3P(CH) -> roll -> early j.2S -> yoyo return, ad.K-P-2S, land, S© -> 236K~P if they have some guard gauge built up: 3P(CH) -> roger rush, S(f)-6S -> iad.K-S-2S, land, 2D -> maintenance super -> aircombo =O oh snap! against airborne opponents: 3P(CH) -> set6, S(f){-6S} -> yoyo return, dash {6S ->}j.{K-}S-2S -> dj.S-2S (though sometimes SJI options are best, depending on the situation) just a ton of options, really... especially in slash. 3P destroying lots o moves o.O: testament's 2H, venom 2S, may 3K (after blocking it), anji 2S, ky 236K, eddie 2S, etc... abou MAMKM: you aren't spamming it, you are using it to create a situation where you can break their guard and get damage and a good knockdown in the corner out of it. And trust me, it's VERY effective, especially since the little characters next to the life bar are only faces, our mixups while behind the shroud are almost completely invisible. It is SO effective, that sometimes you DO drop whatever you are doing and just gatling into the super when you notice you have the tension and the yoyo is right on them. It's also really good at racking up the damage if they have a bit of gaurd gauge built up (though maintenance super is better for this purpose on ease of use alone). There are ways to maximize damage off of a MAMKM super without losing knockdown... Once it connects, iad.2S, land, iad.2S. This also helps push them to the corner. Depending on how much of the super is left, you can add S before any of those 2S's, or 6S before any iad's. If you see a fall off, like it's going to drop them and end up otging them, you can 236K~delayK to keep them in the air till you and the super hit the corner, or in some cases get the super to pick them up and go the other way by switching sides quickly with a 236K (no followup). 236K~K can also be used to add damage (the K followup is what, 50 damage?) during MAMKM as well, so you can things on an opponent caught in a low MAMKM with S(f)-2S-6S -> 236K(whiff)~K or just S(f)-6S -> iad.2S, land, 6S -> 236K~K Remember that MAMKM will still knock down from a fair height, so if you use hits like this, it might afford you enough time to get a yoyo out after it's gone for an unblockable. oh, and one more thing: 2D -> FRC, 5K-6S is just more efficient than the 2D -> 236K -> RC, 6S setup. When the aircombo did massive damage back in XX, you wanted to do the BnB and forego knockdown (since you could just take out a HUGE chunk of life with one aircombo, your tactics could be broadened to include less damaging or momentum driven results, like random TK starships and set -> pull's). In #R this was less so, and in slash, even less. In slash, it's a very careful economy. So if you can put them at a sliver of life, would you rather pay 25% or 50%? because either way, the difference in damage isn't big enough to matter like it used to. And it works on everyone(granted some character specifics), so it IS a good option.
  24. keybordftl | Irvine, CA | Delay 4
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