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zaeris

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Everything posted by zaeris

  1. Any mods left that can update this sub forum? Edit: on another note im surprise you can do so much with throw rc Throw rc dash 623p pk pk c.s 623p c.s 623p 2ppk 5ppp ectera. Always problem on light going for 2ppk but otherwise works on most.
  2. It boils down to making read,(besides millia having all the tool she needs in this matche up) due to recovery frame if you make a decent terrible read millia has the speed to close the gap and bring the neutral in her favour. Which will lead to playing footies with your back inching closer the wall.
  3. I was thinking p and k, unless there was sarcasm somewhere.
  4. Its funny how it boils down to f.s. if ram could gatling into f.s that would solve a lot of issue, including tension.
  5. I thought having a better mix up and oki is the best dumb thing, usually millia pin is a good enough get in tool and then she has agility and normals and roll thats helps in that advance. For having meter you can just confirm random hits into rc into damage. She might not have chip damage but that rose super is mighty fine also, but why go for super when millia with enought tension can use that for better mix up.
  6. Depends on your opponent if he is just sitting there blocking and testing your pressure throw a bunch of deployed swords and recall. Otherwise if unsure f.s nothing and f.s the answer is what you think your opponent is thinking.
  7. Its also the fact that f.s is deceptively not that far lol. Nyaa did post some hit box. It actually has a range thats is equal to other players far normal so there isn't much an advantage there. Even better at neutral you can backdash ram f.s make it whiff then run towards ramlethal. It is often the case that players with footise will dance around your f.s range because you really only have two range of contact f.s and 4p both are in your favour but abit outside or inside you lose those advantage easily. Even quote from ogawa says he prefer shorter combo into kd because it prevents people from building too much meter and burst. For ramlethal however it's kinda hard to shorting your combo without severely reducing damage. And besides zato can absorb most dead angle attempt via eddie while ramlethal needs to bait but even then at some point you can safely dead angle vs her. And thus, if your opponent manages to escape often the case due to burst and dead angle and a lot of resources to FD. The sword cool down puts you at a disadvantage while your opponent can convert all that tension instead into damage. So the trade off for shortening combo isnt viable enough. There are systemic issue which is something the players cant avoid. Having p or k that could gatling into f.s would be godly but playing with her current limitation, there are many inflexibility you just have to live with.
  8. Its all part of the game abuse the stuff that hurts ramlethal the most. Lol, I swear most of daiji loses comes from having less tension where players just runs at him with 100meter and turns the game already while he has little to barrier or god forbidden enough to dead angle. And sword delays are so good at stop stopping ramlethal momemtum I encourage everyone against ramlethal to dead angle at the right time and score. Or better yet attempts to win with superior AA so ram needs to burn meter to FD.
  9. It can be tricky but it varies for most character wake up timing. I prefer 4p since I wouldnt know if my opponent is using FD or not. Assuming you're talking about 2d range meaty stuff corner than a dash 4p should work also. There also 6hs j6s jd land 2d variant that daiji likes to use.
  10. I'm trying to understanding what you mean by fuzzy jk set up. If your referring to nyaa 2kk fuzzy set up I believe there is already a combo shown. General double j.k fuzzy Jk jc jk s sword hit the likely follow up is falling j.k low j.p c.s darou. Note that for any forward moment j6hs I.e 6686hs jk jc j8k required. Which would give your 8 direction a forward arc, momentum carried forward. Sword fuzzy hs sword standing guard land raising j.k s sword hit falling j.s c.s darou No sword deployed fuzzy j.k Standing block anything i.e c.s raising j.k fuzzy rc delay falling jhs (sword equip) but jk js might work also.
  11. @complexity Your statements sounds rathering conflicting. Guilty gear often favours better neutral rather than oki but of course having good neutral and oki does push into the better tier bracket. Ram currently has it harder with neutral and itself is an issue where oki still boils down to low high or throw with a bit of left and right mix up sometimes. But with a better neutral in general you gain more advantage with each kd. Even with lesser strengh in oki, a simple oki that is just low high or throw works just as effective. Its still an issue of converting random hits into kd which ramlethal needs a few condition to satisfying first where other character has that easy that easy conversion. I do beleive working harder at neutral for a strong okizeme doesnt make it unfair, since the nature of oki doesnt change being low high ectera and gg has always had okizeme being the root of game. This is why comeback can happen at the high level with just one kd.
  12. I too think its a normal jump and not a super where the flexibility lies in the second jump which could be 9 or 7 therefore making it a cross over or fake cross. The second reason for doing so allows you to first land j6hs on either a left or right side with the yrc second jump to again change sides. There was 2 occassion it happen on the left and right side of the right corner. So even if your opponent knew of the set up you can change it in the final moments much like throwing a splitter in baseball.
  13. I assume you need s sword in close position
  14. I don't think its dumb since it's only there for final damage if your opponent not being aware since a good read means you just hold back more when you see a projectile first. Beside when there are true unblockable that spends less tension or no tension. And then there is bacon if she ever comes out. I hope you're not calling things cheap awe on twisted morality without looking at the entire context.
  15. You need to add cavet that it is character specific where jk jc jk works on few standing characters and works on people with good reaction that can switch block early.
  16. from my point of view it if your comparing option what about the margin of error. Like for example assuming often the case where people dont press button at the same time at neuttal. With 6p you at least have more freedom to make delay guess because of upper body invul or does 5hs has the same property. If it was me anyway i would take into account margin of error. Same with wake up reversal dp, its doable but you can misstime. Apply that to 6p and 5hs where i might not press my button on perfect frame but i still got that flexibility when im guessing a f.s anyway. On last point I on concur that faust f.s isnt the only game.
  17. Using the 6p against faust f.s is a gamble but it is something top players will use because if succeed it will give you oki and corner carry, almost your win condition since you will be getting a clean hit dauro. Now there are risk but the idea is yomi, the ability to read your opponent and of course it is a guess, much like predicting a dp. In the end it is an option much like everything else you can.... in a way it is valid. Since as a player you should consider all option and since there isnt a single solution to everything, there nothing wrong with trying either route.
  18. You need sword equip because it has the less amount recovery for any 2kk meaty set up.
  19. Im trying to find the meaty timing for j2s although its easier using j2hs meaty instead 4 frame faster start up or something and use j2s to combo after fuzzy instead. The idea is to make the opponent block j.2s/j.2hs high because you made them block jk with the next frame for sword meaty. Im still under the assumption people cant change block position from 4 to 1input faster enough ( direction input) and the next part after blocking meaty swords high is landing for a raising j.k does work on more characters believe. Was on a vid i saw on youtube. Still working I will get more testing later when possible. Anyway, any improvement to ramlethal oki is a plus. Edit: timing requires for jk to land during j2hs/jhs active frames for tighter block switch. Otherwise it does have a weakness in general if they opponent knows the oki which is switch block and easiest is to ib the first j.k and go to position 2 quickly. Just re-read it lol. Try ppp dash 5s 5hs jc j2hs land j2s yrc instead. I use the other way because of the way i configure my controller where j2hs yrc is easier to hit.
  20. Fuzzy guard is quite a common concept where you retain your opponent original hitbox on block and land another j.k that would hit standing however on a crouching opponent instead. How it works, when your opponent blocks something high it keeps that standing position even if they are crouching during that blockstun. Raising jk whiff on crouching except under fuzzy. Problem is ramlethal cannot natural create fuzzy by herself because her air normals do not have enough blockstun or recovery to enable thus unlike dizzy jhs raising jp. Rather you use a meaty setup instead e.g swords and ramlethal j.k. the other method is deep j.k jc j.k works on some characters. However since you dont land youre sorta givng away that info that yiu keep block high till you see them land. Like zato unblockable its just a high and low but humanly you cannot switch block in one frame. And the player takes priority in this case then the sword. I guess you just think it if jk and j2s both meaty at the same time what happens. J.k hits frame 1 then j2s frame 2, this first part satisfy fuzzy because your opponent block something standing and allows you to connect a raising j.k during that block stun. Why is it useful? Its an unreactable mix up in a sense because raising j.k plus start up is less than something you can react, something like 13 frames. Where you could opt to go low instead which is another yomi for the opponent to consider.
  21. I do more test to see and enable switch block on 2nd hit while crouching status is on. Edit. Still at work but im wondering if test should be done in such a manner considering if its humanly possible to switch block in a rapid succession. Rather using replay and test but still a valid point.
  22. Howdo i explain this. The j2s seems to add to the jk blockstun often i did get fuzzy with test in training mode and replay and blocking low after blocking the over head to see if fuzzy works. I will post a vid later although i could be wrong.
  23. I dont know if its tension spent wisely. PPP wall stick dash 5.s 5.hs jc j2s land j.2hs yrc j.k land raising j.k/2d/2k.
  24. This happens often when the opponent buffers a forward motion often the case of a forward dp motion. Basically he move and realistically trying to attempt this is basicly gambking your oppoenet will either mash dp usually after a block sword or something isnt practical
  25. I cant tell how much of this is troling or stupidity or even maybe self entitlement of just wanting stuff. You know i too want to be like the pro starcraft 2 player but shit can be hard. Anyway its bold making a statement that "reversal on wake is a fundamental" when not every fighting game has that system and not every character has a dp to begin with. We are looking at risk and reward for kd here which is the fundamental of gg where kd gives younan advanatage. But how do you argue you have a right to be able to perform wake up reversal easily when not every character has a dp in this game.
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