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zaeris

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Everything posted by zaeris

  1. no need to feed to the troll..... 360 are command grab hence untechable using throw tech in normal situation. You can't do anything about it but predict/anticipate and jump which is throw invul. 360 pink grab is the same as any other pink throws, learn to react, with training it should be reactable enough given the same time frame as reacting to slow overheads but hitting B+C instead to escape.
  2. Skye post sounded like sarcasm to me~~ or a really bad troll bait.
  3. part of them problem is with the lambda player thinking they are gods creature and have this right to beat tager without thinking..... ideally if you set baits 5d or 6d you can create situation to make tager fall into a trap. if using 6d makes tager crouch it is still your favour even if it whiffs because he is not moving forward and stationary and also he has no dash. This is an advantage since tagers only has a few way getting in but stoping his movement is a faourable advantage, The same can be said about hakumen that 6d stops him from moving since his dash puts in air hit leading to damage but at the same time he is no threat if he cant move holding a crouching position. Just bait it and AA with 6a/2d/5a/6d/air throw.
  4. I knew it was too good to be true that it was a rumour started. Beside that expect nerf tomorrow lambda isn't top tier but high top. I'm bracing myself for the worst.
  5. within relative context. Since my fun with tsubaki started at a scrub lvl -> competive. overall she's a fun casual characters with pretty colours but at a competitive level she a sad basket. hopefully I can play my rush down rachel again. 5dd ib dash through 4dd without nu old 236d it its going to hurt lol, but either way I did enjoy the unlimited nu combo maybe we can get a 236b special cancel into 236a.
  6. I would just prefer to have a ground combo that does moderate damage without gravity. That is really all lambda needs, 4dd? jc I don't know whats broken about it awell that's what happens when people can't IB and eat slow moves, hopefully its more of a jc on hit and not block which would make a ton more sense. waiting for more news but 4dd sounds kinda fishy but not a bad additional. EDIT: looks like rachel and tsubaki might be fun again to play... o the good times.
  7. it could be your (5cx 8) or (6c) lol.... there a multitude of problems that could arise. common problems: A)your dash input after 6c is too slow meaning you dont have proper spacing. B) you hit them with 6c but they were too high at that point making them bounce higher causing tk to whiff C) you 5c too slow cause them to float high making your 6c conect too high. D) TK is not done low enough for shortest recover E) 2dd too early and too late ectera ectera........ you just need to optimised the combo from the first hit making sure everything is perfect...
  8. It works but you will need to be in a corner situation and score a Ch while putting yourself at risk being too close to allow a 6a to hit on landing but yes it works.... If a corner Tk work without Ch people would be more willing to use it.
  9. If you bait something like DP by definition all dp are bad and baitable >.< so the point is moot if you're baiting shrug ............ however Lambda dp is weighted better since it goes into damage itself where other cast dp is just a one hit attack and sends people flying instead people fly away. worst DP goes to tsubaki if it wasn't the fact it had projectile property making it ineffective to more attacks and invul which isn't around active frames beside B version but that has no start up invul.. yada yada... isn't this suppose to be a video discussion thread? Why are people posting here about lambda general without a single mention of any vid or vid included.
  10. 5D (noel) doesn't beat lambda 2c start up 14 frames active frames 6,2,2 = something around 22 frames of animation plus active frames data. noel 5d invul frames are 5-19 frames invul and active on the 25frames of start up meaning it is not invul on active frame so it can be beaten out by by highly active moves. If you want to delay your invul to beat something out that isn't a definition of cleanly beating something just timing an attack to make it work which is the same with using DP/SRk/gravity well time to beat other invul attacks. It will beat 3c since that moves is around 19 frames of start up + invul. 6c is the same as lambda 2c in terms that it will win if both moves are use at the same time with 22+8 frames however the attack is rather slow enough to react to during animation to counter instead. with 2c you're not reacting to anything though. act B is dependent on distance since 18 frames (fastest ) start up in block string using a lvl 3+ attacks give you around 3frames or so gap since 5d is invul from 5-19 the lambda players will score counter hit which goes into 5dd->236c combo but with anything like noel shenanigan she can use 2d instead...... which doesn't beat act c in block string hence you have a mind game. but in most cases lambda players shouldn't be putting themselves in risky situation. the correct way is just to zone your way with swords and 214d.
  11. thats iffy like sometimes it works and sometimes it doesn since the range on 6a isn't super but it will beat out air attack but during cross over your 6a might become 5a if you time it wrong. 4b is fine because you're baiting tao doing low normal... you don't use 4b because people bait it you use it to beat spammy 2a tao which most of them uses. if they start baiting than yes stop using it as logic will tell you but if you know and read a low 2a pressure use it because it works and in the corner you can switch position and put them in the corner for tk loops.
  12. doing TK cresent is a start for mix up? As for tager/hakumen have you tried doing nothing? I mean you should guage first if he is punishing you doing random swords with sledge. or playing defensively or agressive. From my understanding tager doesn't have a solution to 5d-> gravity. throw out like 5d single x lots and see how the tager players react. Most of the time its just reading your opponents style and determining what he's trying to achieve.
  13. that depends on position, most people should be able to see/focus if your opponent is low or high or far. Both works jdd and j2dd, I find it irking calling it Tk feint since it is A not at the TK height and B there is no feint involve only canceling your attack to connect another jdd/j2dd. use it when people don't have an answer to 214d or when you dont have an answer at range ^^.
  14. You shouldn't even accidentally hit 236c after 236c that just means bad hit confirm ability and has nothing to do with abare ^^, sub-optimal ccombo are just sub-optimal~ 236c has a same move force poration of 75% the poration already kicks in when you use it more than once.
  15. You're going to have more luckw with baiting her attacks then trying to punish anything ^^, random 6a ftw
  16. practise practise practise!! the only thing you need to really look out for is jump cancel off 6a is late, meaning when you input the TK you also do it late because the jc option isn't active on earliest frame. Getting 6A to hit? not sure if anyone can help you with that, for visually cue hit 6a once your character has completely landed, actually watching her animation for recovery helps.
  17. @0.28 2DD launch them too high although the optimal combo I would had done after (5c x 8 -> 6c) x 2 -> 6a -> TK crescent-> 5dd ectera once I notice they were too high. thats about it for Tk crescent rest looked fine... although I would say to mash 5c faster since the hit stop affect keeps them bound longer in animation so they will be lower rather mashing slowly lets them float higher with each 5c hit.
  18. 3c is -8 on block do 236B anyway unless you are at a safe distance. if they IB your 3c 236b is a must or it is a guarantee punish (-13) and if done to beat mashing IB it can lead to CH 236B combo or at worst leave you at -5 if they IB or 0+/- frame being neutral. what I think about when I use 5dd. 236c = is an anti conditional reaction when you spam enough 214d to get them to jump avoiding primer breakage however by mixing it up with 236c it will beat their pre-emptive jump since it requires people to barrier to avoid getting hit. This works with chip damage too when people are low on health they will try to jump to avoid damage, it magically works more when people have low health as they try to avoid damage. 236B= plays the neutral game since on block it is zero and lambda 5a is 6 frame meaning you have an advantage vs people with no 5 frame attack meaning bang and hazama (from memory) because 5dd is a lvl 3 attack with 16 frame of block stun at 18 frame start up this attack is not mash-able hence you will get a CH more than not leading to 236b CH combo which are free and meterless. 214D = guard primer breaker, using it to safely condition opponents to jump setting extra air pressure such as 2dd, 6dd and 6a AA if you combine with dash air throw to catch people off guard. Which leads to act B and C being usable if you condition them enough.
  19. well the jc part of 6a is late meaning u can input the command fast but you need to delay it, something I use is sound when you hear 6a connect by sound you can just input TK motion as fast as you like.
  20. its only 5% difference.... lol
  21. you believe you can with a 22 frame start up attack? well its risky either way jin is in the it recoverys too quickly category while ID is a given do what you like.. However Hell fang requires 5c I believe on its follow up to fully punish however I havent tested as a punish thoroughly yet. 5c = 16 frame start up 6c= 22 frame start up using something slower is a risk itself.
  22. I meant to warp it both in CH as in 5dd/5cx1 CH. awell 6c is 90% p1 but 22 frames which is ng. side note love 5d CH into act C vs tager.... Does random sledge CH hit into large and send him hurting..
  23. For a 30 fame start up move? even on CH you will need additional property of that moves hit stun +/ hit stop plus to be able to combo off it. 5dd and 5c x1 CH goes into act C which is the more reliable attacks. I've never tested 6c but im guessing proration is larger.
  24. AA with 6c? sounds like a bad idea but anyway, 6c on Ch is more of a lol attack since it has no benifit, if you have time to CH with 6c u might as well CH with act b and go into 5dd meterless into act c into corner combo. only characters where I would use 6dd 2dd would be tager and hakumens since they have a 6c extention into optimal damage. But of course 2dd tk crescent saber is optimal highest damage which is why people do them. it is probably easier to time than 6dd which is slower >.>
  25. 6a CH into 5c x 8 -> 6c-> dash 2dd-> 2148D -> 5dd ectera basicly 6a will CH if u manage to AA tao drive, it rare does non counter since people use barrier and only get hit trying to attack in which 6a will CH it. another suggesting is air dash j.c CH land 5c x 8 which will work very tao than you have 4B CH on 2a mashy tao the annoying tao ^^.
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