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NecroTheReaper

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    NecroTheReaper

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  1. Task C is a combo tool, you should never really use it outside of that. If youre sure theyll respect, you can use ball returns to try and get a C seal out, but its risky regardless. 6H is also not bad at all on block. Its incredibly hard to punish (6H is -3 from my testing and 6HH is -1) even on IB as long as you use it outside of point blank range. Even then, theres only a few characters with the tools to get a proper punish. (Stun dipper doesnt even punish correctly, either too far away and recover in time or too close and the 2nd hit cant connect)
  2. Is there a reason to do this on crouching opponents? Usually the mix-up happens after the j.D, if you already hit them with the j.K, you should just confirm with j.P/2P, especially on those characters
  3. I'd honestly just do f.S>j.P/K/S>task B just to get the knockdown. It also gives you decent task placement instead of putting it way over your head.
  4. I don't play Haehyun but a local one was able to do 6H CH>623[K] for instant corner from round start .
  5. For the most part, he has to hard call out blitz. Reversal Helios will CH him of he goes for air dash mix-up but can be beat by his command grab. Backdash can get you out of the orb midscreen, but it gets beaten by his air dash. Also, get use to the face down wake up time for this MU, cuz most of his moves do it.
  6. X>5H>1H>sj.PP>slight delay j.S>j.236H is what you wanna do on Jam if close enough
  7. There's two different timings for both El and May. With El it's pretty lenient and you can do it with almost no timing. May you have to delay the 993j.P a pretty good amount.
  8. j.D doesn't give anything outside of specific setups that either require meter or only work on certain characters. Also, because of how fast 883j.K and 883j.H (wiff) 2K are, this is still overhead/low mix-up. Grab also gives nerveless reward and good damage (130+ dmg corner combos is really good especially since you can boost that by cranking RISC).
  9. I had actually posted that combo with the tk input included (2369) but thanks for clearing that up for me xD. Another good combo I did lately which is kinda hard off dust is 5D>6>1H>1H>2369K>c.S>5H>1H>2369S/236H Some characters you can still pick up for a triple seal combo for up to 150 dmg, but it's character specific
  10. You can go for double/triple seal combos using the following: 5D>c.S>f.S>c.S>2369K>c.S>5H>1H>2369S>(2P>c.S>236H) Or (Sylint showed me this) 5D>j.D>j.D>j.236H>2H>236H Occasionally you can pick up with 2P on the second combo with a few characters. Second one does the most damage, but only nets you 1 seal.
  11. Revelator had no balance changes from Xrd, so everything should work the same with the exception of dust combos.
  12. Should probably make a Johnny CD Badman MU thread in the Match-up section. There are gaps in his pressure since his mix-up thrives on him using his jump, otherwise he pushes himself out of range quickly. On OK, you're gonna have to block extremely well, there's nothing else you can do but reversal/burst/daa/blitz.
  13. So... What's the combo for Jam? I hear everyone has some combo issues for her, and I havnt gotten any bnb to work on her. I know if you can hit her high up with task C that 2P pickups are possible, but 883 j.P doesn't seem to work on her
  14. A' for oki has limited setups compared to other seals imo, and depending on the MU and how the opponent is reacting, it's neutral use can be dangerous. Task B seal gives the best in way of mix-up opportunities, C gives the best damage in a high-low setting, and A is great for strengthening either of the other two. Only time I use A' is after a Helios or dust combo, since you can combo sweep into DV A' and give you some sneaky mix-ups
  15. Yes, they both make you land faster if doing a downward air dash. FDing is used more for baiting DP's while wiff j.H is used for mix-ups between 883j.P/K and 883j.H wiff>2K/grab. FDing is also a good way to extend your air grab range cuz you can air dash FD and air grab, which can beat some A2As
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