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DaiAndOh

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Everything posted by DaiAndOh

  1. Huh, when I met 2GB at FR, he was playing only Millia. Interesting.
  2. This is something that's I've seen notation wise since I've started so I started writing it. It's been High Slash/Heavy Slash since forever. It doesn't hurt to do it only as H since there's no other H button, but just formed out of my old habits. This can get very situation and character dependent, but as a base, a YRC Stinger or Carcass will usually reset your pressure. You can go back in or set a ball during a YRC slowdown. Since most people escape 2S>S Carcass by jumping, try throwing out a HS Carcass. If they block it in the air, great! Depending on the height, you have a few options to follow it up. If they're too high up your best bet might be another HS carcass. Closer to the ground, 6P, 6HS, or c.S can lead into options to force out air FD (fastest way to drain opponent's tension) or even better, catch people out of the sky. QV at certain, spaced distances can help it is -4 of course so keep that in mind.
  3. So let's see here. 2K >c.S(2)> Carcass works because freeze when connecting with 2K gives you the extra frames needed to charge. c.S(1) > Carcass works because the game stores your charge for a short period of time when going from 2 to 5 (which is when you press S for c.S) to 8 In this case the way to do it is through the second method. You need to charge before doing the 2K itself. A likely way is to do 663 for dashing, holding 3 will still dash. So you run to your opponent with that method then do 3K, 5S, 8S which is essentially 2K>c.S(1)>S Carcass.
  4. Is there any reason why it's j.c j.b for the for the first part of the air combo instead of the other way around? Haven't had too much time to play much but Mu's changes do seem quite unique (for me at least) and interesting to play with...
  5. Pad is perfectly fine. Just practice! Also funny that both the Venom's of VA play on pad lol.
  6. Actually what I saw Fino doing was IBing the Dandy S, then either 2K or c.S to hit any attempts at It's Late or 2K. Not sure about it being a straight punish, but looks very useful.
  7. You should be aware of the knockdown timing regardless. Sometimes only 1 hit of 2D will work and you'll get face down. I've lost a tournament match that basically came down to me messing up a wakeup timing and getting mashed out... Never really had that issue honestly. Against which character? If it's not a hitbox issue, yeah sounds like you need to do it earlier I guess?
  8. If there's time, I should remember my laptop this time and Art said streaming from it shouldn't be a problem.
  9. Yup, Stun Dipper (and Grand Viper) can be reversal'd to go under Dark Angel, since the XX games. Frame 1 low profile... 2D goes under during low profile frames. There's less of those in Xrd compared to AC, frame data has the details.
  10. Yeah, with Dark Angel not being good and not really being a flickable super when one used it normally... ...but it was good to find out regarding Bishop though. Might make that a handy neutral tool in this matchup for closing out games, since even if Pot has one life, if he gains momentum, it's very dangerous...
  11. Is VSav going to be cab or console? Also willing to run $1 Sailor Moon tournament on my laptop. 12 entrants last tournament was a nice surprise, give the game a shot, it's simple to pick up but quite fun and unique!
  12. No it does not. Just the speed/damage/angle of the ball.
  13. It might be more universal though with the fact QV knockback is basically nill. It should work with KQV all the same. PQV was different in 1.0, but is standardized in 1.1 to the distance of the others.
  14. Sanma (Venom) VS Roi (Sol),2Rio (I-No),Maruhan (Sol),Akuroma (Zato),Azesuke (May) https://www.youtube.com/watch?v=Yw1jC6q34ys&index=9&list=PLLNrKpk47-5PYZR97RlfKbXqc3ld4F-ZY
  15. FAB (PO)/Mugen (SO) vs Fino (VE) https://youtu.be/Lh6Putl_fbk?t=392
  16. Hmmm...don't 5HS and c.S have the same attack level, with 2HS having one lower? In that case 5HS and c.S should give you the same result when pressuring...
  17. That sequence was a lot better than Zidane's gif in raw practicality and usefulness imo. Also the next match showed it works with a 2 ball setup off a QV ender (the first sequence had 3 balls in BRO due to having one placed earlier, 2 balls make it a lot more practical compared to 3).
  18. https://www.youtube.com/watch?v=SCOZVcjZnRE#t=4m10s Isa (SO)/Fumo (EL) vs Keiichi (VE)
  19. I believe 2S does hit P Ball, but it takes time for the P ball to move into position. It sadly seems you can't hit it with the fastest possible 214P > 2S timing...
  20. Sanma vs Mugen (SO)(1 game) https://www.youtube.com/watch?v=TtSaNqSw86c#t=1h11m45s
  21. BRO loop is interesting. My main gripe with it is that it's coming off of 5D (and of course, not building much in the way of meter back, but the okizeme options look great, that throw setup was dirty), and that I don't think it's doing that much damage for spending the meter. It's good to lock out reversals and finish matches, but I don't know...I guess it comes down to personal philosophy but I don't like spending meter too often on Venom's okizeme (occasionally, I'll do it when I look like I'm going for a safe jump setup that will net strong damage if it helps). Personally, I like using meter on confirms and pressure extenders the best, as well as getting in during ground or air neutral.
  22. I also saw HS ball whiff j.S safejump oki get rejected in the little footage. I got a lot of catching up to do lol. But yeah, from the tests, Venom is buffed character wise, but mechanics wise, we'll see how we get around (I don't think it's too big deal in the corner though). Anyone know the final Dark Angel changes?
  23. 1.1 is out now on console! (5/8) Only use this thread to discuss final confirmed changes!
  24. After a throw, the positioning, damage, and okizeme is generally preferred. Doing more optimal oki that will lead into pressure instead of going back to neutral is more important with this character. This all thrives even more in the corner, where a throw combo will contribute significantly to netting you. So as powerful as the the charge ball is in neutral in some cases, this is still limited compared to the throw combos. This does get better with 1.1 changes though, QV's attack level raises with charge, depending on how much it is on block, could make this a lot more viable an option, because you could at least get strong okizeme.
  25. Try Dailymotion maybe? Or Vimeo? Also 1.1 Releases in Japan on March 19th. I'll make a new thread Wednesday night etc.
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