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zaeris

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Everything posted by zaeris

  1. for some easy one, as BatousaiJ said you can use it with 214D to practice, however you can just skip 5c entirely and almost mash 2cc and just straight into IAD, not using 5c does make the timing issue of 2cc non-existent however there are a few character specific where 5c is needed, jin? otherwise you can do something like 6cc 236d dash 2cc IAD, I guess if you want to push your technical skills try getting 2 reps off 214d =)
  2. the IAD doesn't have much application these day, it use to be awesome in bbcs2 with mid screen dp whiff combo off a 5b starter. anyway, where IAD is applicable or needed because I don't see another other way to optimised the damage 2c AA 6b CH->5a 2cc>IAD jc CH land 5a/b/c >2cc>IAD random 236d CH does people use 214b? it must be me finding that option terrible, but 214d does happen sometimes with 236c>214d ghetto. but naked 214/b/d is a terrible piece of BS I have ever seen, how the move has fallen since cs2
  3. It does sound like pressure got to him, coming from winners to loser bracket getting it resets. He was quite devastated after his lost since he had many chance to clinch the match a few time. In the end there can only be one winner and Galileo is probably the happiest one with that comeback, as they say coming back from the brink of death 5 times, the 6match looks like Galileo had the most control in that set.
  4. Well to me the iad isn't the issue because once you get the perfect height the jcc part is quite easy with a slight link on landing. The main issue is hitting them correctly with 2cc, some combos adjust this height automatically by hitting them with 5c or 2c at the lowest falling point. Delay 2cc after 5c or naked 2cc usually helps adjust the height for perfect iAd. If you can land the perfect 2cc the iAd part is quite easy. Final note FC does make combo easier, it adds on 3+ frames advantage on every hit or something I should wiki that later. I guess if you can record a vid it might be easy to see the problem but I find iAd quite lax with timing if you have he perfect setting height ectera
  5. I haven't tried it but is there a 5a version?
  6. Guess I have been playing too much nu these day lol I should go with your train of thoughts. My ideal way of using command resets because it's the best situation: Combo from 5a because you don't get a great return anyway. 5a5a>5bb>5cc>236d problems that may occur i just tested in training mode. 5a 5b you can screw up if you can't mash fast enough lol 5cc into 236d requires first frame cancel although distance may be an issue but a first frame cancel should allow for combo so you need rymth of x2 5c into 236 d quick Problem 3 adding links after 236d eg 5b or 5a, it's doable and not too bad but you can screw up and the opponent will be able to block if you didn't link it as early as possible. So for mix up off 236d in that situation you can Command throw link using slight delay Dash 5a link into command grab no delays requires 5bb link and slight delay for command grab Or 5b 6a/6b/2b Anyway why I think a naked command grab is better off 236d probably because your opponent expect you to be able to combo off it or correcting dp motion from left to right after cross over (236d) requires some speedy hands. but really it is about conditioning so 5bb command can work, if your opponent doesn't know when your combo will end. I guess in general you should show your opponent two things that you can combo off 236d and that you can apply a reset the second time. Edit: guess I will sit in my quiet corner lol,
  7. As I said earlier for 236d ender combo where it is an smp or A starter, otherwise if got a good starter like 5b or 5c I wouldn't advise wasting a charge for a ground reset when you can get a carry combo and kd. I wouldn't advise 5bb command in hit stun to me it has an air of obvious resets attempt, maybe it's me and likely will back dash or jump but also from any A starter the combo decay will usually make 23d 5bb uncomboable. Anyway I will go with my original statement, use the resets for any A starter but you can some solid stuff with N starter.
  8. Just for reference it is better to go x>236d> straight into a command grab after a long combo because the stagger isn't that long on SMP or combo starting with 5a or s starter, adding 5bb can have complication one being they can barrier block which ruins any command grab set up, which is what people who know the tsubaki match up will do is barrier her normal and your command grab will whiff. At best you can maybe get a 5a>command grab mix up.
  9. In general there is no point in complaining about dub because it is an OPTION meaning you can turn it off or on with the point of increasing sales. If it caters for more casual fan having a dub then so be it. Like some here have said "I will leave it on the original track" great so nothing of value was lost to anyone by expanding choice. @vashimus Well if you know a bit of Japanese it's cheesy both way if you know what they're saying. Doesn't matter if it's Japanese or English since it's the same but translated.
  10. 22d unblockable combine with ct combo damage is too good, not to mention busting out that OD making it an extreme good use of burst gauge. It must be be only me but I want j236a whiff cancel into j214d back.
  11. Anyone entering with tsubaki is quite brave, lol Awell good luck
  12. Anyone have a list of character for side switching combo that it doesn't work on, Dia X>x>3c 22a> 6a4b >dash 2dd > ct It seems that it doesn't work I'm relius or I'm just failing.
  13. I'm trying to lessen my meter usage more. But that 2dd ct is always tempting me lol. I feel like when I start off big my opponent is going to burst anyway which is why I think I should save meter until they burst the. Use everything to deal an overall larger damage.
  14. It might have application against those with a good dp or dp that trade in their favour if j236a hits at a later point. Of course if your opponent can recognized it they should be able to delay tech and roll. edit: going along the line of baiting certain kinds of reversal that beats j236 such as hakumen 2d, I tried it along with azrael assumption that he will wake up and uses 623b? lol I have no idea what his dp inputs are. anyway the theory is you can use 2cc j8c j236a jd then j214d to bait and punish his dp on whiff assuming he does it on wake up, you cant do much to punish it once it absorb a projectile but you can do it before it absorbs a projectile, well I don't know if creating a bait is practical. other theory is j236a jd j214a, there might be enough block stun for j236a to land after you make them block with j214a giving you a quasi positive advantage on a negative move.
  15. It's probably better if it was midscreen or near corner the extra orb time is good for those situation although I should watch that vids to see lol After seeing the vid, it has two purpose against hakumen, One it's easier to do, where general tk7236a method doesn't work against him, I believe it was written as step back 5c or 5b can't remember And function 2 was to make hakumen miss timing on wake up 2d reversal, since it's not a meaty in a sense with large gaps and 2d active frames are like 2 frames or something it whiff and got punish instead probably timing and counter for him would had been harder. The hakumen player probably didn't know it was different from. Normal set up and thought 2 d would work as a wake up reversal. Think its fine as a anti hakumen tech lol.
  16. If your talking about me i meant any safe jump set up since it gives you the deepest jc point on block so it should be able to go into fuzzy set up. Eg any 3cc corner ender. Also to me the orb oki is a way to replenish stocks and allows for mix up, I probably won't sacrifice my charging time. I'm curious but in your scenario how much charge time do you get? Since my tsubaki theory is she wins by charging lol since stock is everything to her and safe charging is the way to play her.
  17. Interesting guess I will try a jd jc 623c combo route
  18. guess i will just ask but is spending meter a good way to approach playing nu or should i conserve more, i find myself using gravity or ct. often because it so easy to use them but sometimes i think my mix up might be weaken because i lose rc option, and when my opponent can react to 4b in string i see myself with less option to open them up.
  19. it can probably add more damage if you add rc or charges to fuzzy guard. how about a safe jump fuzzy guard would that be a better alternative? btw i have trouble seeing the above combo since adding jd and landing into special seem either tight or not human. or does special ignore the landing recover of j.d
  20. well it used to be awesome when tsuabki had j236a/b/c giving you cross over option now shes plain and easy to read. I still cry thinking when about her lost option. beside it being a decent mix up you sorta forgo damage potential because you covert any hit into a carry or damage combo.
  21. I was going to say do more 214d 236 d into command grab lol you can get back your two stock. Too bad i don't know a good combo for it. Edit was thinking that you can use 236d to punish roll mid screen from 22b full charge, then again the only character that would roll backwards are zoning character.
  22. well it says you need one charge but i just have 2 question how easy is it to confirm 6bch and follow it up and lastly does that one charge comes from the od or do you need one charge before hand which is the most important one lol.
  23. As Errol say's: BBCP is Time base on proration the quick answer is "BEFORE 22D connects" the maximum hit/action/normal what ever you want to call it is 4 for that combo. I trying to simplify it so people understand that while having optimal damage is nice in real matches it is whatever you use for mix up to get that hit and often it wont start with 5bb or 5cc but we still want to end the combo in the same way for the same KD and oki pressure. There are a few normal that are exception because they have longer start up + active frames. ( did I say after I wonder? lol, guess I will check what I wrote, I will try to be more clear) this should give you an idea of what is possible in matches
  24. Guess I might have added something confusing when I meant 4 hits it refer to the number or action before going into 22d. Eg 5bb 5cc = 4 or 5b2bb5c = 4 or jbjc 5cc = 4. You can land all hits of 6c or you can shorten it to make the combo easier in general, however 6c has good proration an will be make a big difference landing all of it. Although I prioritise oki over damage, so all xx>xx 22d can become xx>xx>22d > 6cc 236b 214b 22b charged > 5d 5c 2cc> 7j236a corner oki. The damage is the same as normal damage route minus the ct damage so that way you have bar and charges to continue your pressure and mix up option. @chzchan There is no reason in general because the 25% ct route gives a good max at 4.4 k damage adding in another 25% doesnt add much plus not counting the stock you use from mugen. It's just bad bad lol only using OD during a 3cc Fch makes a difference since landing that super with 5 charges is the best way to max your damage up.
  25. I guess you could space your 2c to auto correct by forward one step then hit 2c, other AA with j.a
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