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NecroTheReaper

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Everything posted by NecroTheReaper

  1. Throw>f.S>j.K>j.S>3j.S>236HS
  2. Anyone have some nice and easy tech traps? One fun one I discovered was grab>5K>f.S>j.S>j.236S>land>airgrab. I remember Tiamat talking about one using the usual throw combo, and I also experimented with OTG>air throw as well
  3. I dunno how exactly useful this is or if it can be optimized for any better effect, but just tested some weird stuff through RRC>dust combos xx>5HS>236P>RRC>walk forward>5D>9>j.DD>float 9>j.236HS
  4. That sounds amazing actually. Sadly somethin in my suspension is lose right now but I should have that fixed soon.
  5. Then also remember that YRC WILL eat your opponents inputs, so if he's waking up, throw out a YRC and make his Blitz not come out completely, giving you a free combo
  6. Typically if I do c.S>f.S, I'll throw out 2S, 2HS, or 6HS depending on the situation. 2S is neutral and extremely long range (comparatively), and also chains into 2HS. Ends your pressure still, but a lot more space built up plus just doing weird shit after a well spaced 2S catches people off guard. 6H can catch characters jumping out, honesty I use it more for this reason than crossups.
  7. Did you try jumping? j.D will CH Axl unless he DP's. Honestly I never have anyone ever blitz task A'
  8. Since it was 3 DP characters, I'm gonna say safejump every once in a while. They didn't dp alot until that second round with Nephinel, but still good to get respect for. I noticed you did 2D into walk up oki on that Axl, and j.S could've shut down his DP or empty jump 2K\grab. This is just in situations where you don't or cant use a task move. This is somethin I've tested recently, but vs Sol, backdash YRC seems to be pretty strong. A lot of his moves are kinda meh on wiff from close range, so backdash YRC can lead to punishes. If I'm wrong, someone feel free to correct me lol. Maybe this was because of the fact that they were dp characters, but you didn't go for airdash stuff unless you had a task seal. Instead it was just xx>task A. Its good to end pressure on but you probably coulda gotten a few hits more if you made them even THINK you would airdash. Ill say right now though that these might be just what make me feel comfortable playing, so its more of "try this" instead of "do this"... I really am insecure about my own advice lol
  9. Thank you. Been buggin me every time I get this MU, I could never figure out if I could move or not lol
  10. Is her sword activation startup dependant on her proximity to her swords, your proximity to her swords, or her proximity to you?
  11. I'd say go for ground enders more often, and if you see a 2P from Sol, and you're not near the corner, backdash. Even better if you can YRC your backdash. Reason why I say not near the corner is cuz of obvious Fafnir uses.
  12. If he's gonna GF, you gotta anticipate him to YRC and airthrow as well. Its not situational and works very often for him. Though sj is a very good option as well. I think the only way to guarantee your way out of the corner through the air though is sj. Task B YRC
  13. Dashing isnt THAT bad against Sol. Though if you're using it only to try and beat his next move youre probably gonna have a hard time. Dash is good specifically in the corner because it goes right under BB and maybe BR. Plus, even if you dash into Fafnir, you still have the plus of being able to backdash after you teleport. Only thing that might be bad is if they hard read your ass with WT and throw you back in the corner, otherwise I'd rather be midscreen where Sol can't reach 200+ damage. Its risk/reward, but I personally think the risk is well worth it
  14. Anyone else uelse IOH j.D>RRC>j.236HS as a combo? The damage from the combo itself isnt much, but the task seal is perfectly placed to convert 1/2HS into very high damage in the corner. Using chipp to make it sound more impressive, I got 190 damage off 2k
  15. If the El your playing likes to do round start 2S, a slightly delayed 5K will beat it. If you CH, task B will combo and hopefully get ypu enough momentum before bullshit begins. She still has other options, but 2S seems like her most rewarding.
  16. Air task C can low profile his dp... lol
  17. Pretty sure that's Mun, has all the 1.1 combos down to an art really.
  18. Does not have super armor, but it has a ton of actives and a very large hitbox. I'm assuming this was a question to AAing it, and it is possible.
  19. My training mode experience after just warming up combos shifts to exploring tick throw setups. I'll see the timing of stuff like varying j.P/K/S heights, see what I can do to make them aftaid of mashing/dping (really good with safejumps), see if I can confirm into knockdown off setups, etc. Also a very good time to work on perfect timing with task YRC's, as well as the none-too-useful-but-still-present task C JI (it does NOT auto JI). Also, I try out multiple recording for different enders to make sure I can safejump certain characters, make sure A' hits like it should, meaty YRC DV moves properly to avoid DP's. You cant recreate someone's neutral, but you can work on setting up yours. I suppose you could record doing task A into task B or C, throw in a YRC'd move in there, and try punishing it with certain characters, see what they CAN do vs these moves.
  20. Late reply to that throw combo, combo I worked up that works on elph and is highly consistent if you can do float 9 consistently. Grab>f.S>j.K>j.S>9j.K>j.S>j.236HS Very strange ender with air task C knockdown. I think you have enough time to do meaty task A' but not sure
  21. 2S, c.S and 5P (lol) are all neutral on block, so what this DOES mean is that you will beat FD into mashing. Thinking about it though, even at disadvantage, cant you frametrap if you're close enough with IOH j.D? Technically its a grab bait, but it serves the same basic purpose. And I only bring this up in this situation because I'm not referring to directly cancelling into j.D, but like 2P, walk, j.D. I dunno if the hitbox of j.D can be 2P'd and is the reason I'm bringin it up
  22. So. Fought a Ky who does NOT respect any of my tick throw setups. What are our best frametraps in a tick grab situation?
  23. Hmm... never heard of j.S shuttinf faust down. Typically j.K has a deeper hitting hitbox, though j.S does have more actives. Also, this is just some fun I like to do vs fausts since task A' oki doesnt work on him midscreen, learn the safejumps. Bedman can be scary on wakeup with safejump j.S because of how many mixups this makes the Faust have to think about (standard high-low, throw, double overhead, etc.)
  24. Since you like to use 2/3HS zoning, you really arent capitalizing off successful hit/blocked moves. If you get them to block it after a task A launch, throw out a task C every now and then, or at least empty cancel it into DV. Not doing anything leaves you with a ton of recovery to deal with. Also, too many wiffed 5HS in blockstrings. Typically I'd say this cant really be avoided, but the Faust MU demands you dont wiff this much since its just what he needs to get his game rolling with f.S. Might wanna ease off the dashes just a little. A lot of them got a successful punish, but a lot of them also got you nothing. Superjump task B YRC is another way out and away if you dont wanna deal with Faust. No punish but you could use the space more than him. For now (until we get clarification on 1.1) I wouldnt use j.S as a pressure tool even if faust is blocking a DV. j.S doesnt have many useful gatlings atm, and j.K>j.P will work on a crouching faust and combos into kd. Nice callouts on his IOH and tick grab setups. Really made your defense game more intimidating to the Faust. He tried to command grab you twice out of like 4 or 5 matches.
  25. Only consistent thing I notice is a lack of optimal corner throw combos, especially in what I'm assuming is an offline tournament. Everything else I can say is just nitpicky, but what the hell. grab>5K>f.S>j.S>6j.S>c.S>236HS is practical and consistent on Axl and Ky Grab>5K>(j.S>3j.S)x2>236HS works on faust. Personally wouldnt use j.S much against Ky, j.K I've actually used more consistently as an a2a poke against him. Also tk task A' I find more unsafe and doesnt hit meaty vs Ky. You can typically just delay tegular task A' and it'll hit first frame plus be a bit safer the closer you are.
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