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VR-Raiden

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Everything posted by VR-Raiden

  1. Made some edits to a couple moves(including that note on Ultimate Cross) and added P combo table to his frame data page.
  2. https://www.evernote.com/shard/s422/sh/6346b769-1a1f-4fe1-9f81-ce5904298afe/ee4eb744660d5b329321ea9293e71a36 Kubo's Ken guide. The last section mentions some good blockstrings. Google translate is all I have to work with but lots of stuff can be made sense of. Buckling/bending = crouch absolute = 214C/D
  3. http://www.nicovideo.jp/watch/sm24585081 In this vid, we see a ton of good pressure options. Kubo runs 236D oki in this as well. Uses it for high/low and crossups. I do wonder about some things though. I started doing 214C oki in favor of 236D because they can just take an OTG 236D and either air tech out, or if you were able to actually get a j.2B re-knockdown, you just get regular pressure. I want to know what Kubo would've been doing here if any of these players actually decided to take the OTG 236D. You can see him start to stay grounded once the Narukami started delaying his tech. I guess he would just try to reapply pressure if they took the OTG? I feel like it isn't strong if they just take an OTG 236D every time, completely eliminates any mixup Ken can use from it. I should add that it would depend on the combo before the OTG 236D how much you could convert off it, and how easily. I think if you could get a nice combo off the OTG it would be fine, but unless it was really short it seems like combos don't allow much at all if the 236D hits OTG.
  4. A.X.I.S. linked me this earlier, lots of Kubo Ken matches http://www.nicovideo.jp/watch/sm24585081
  5. Reports of it on Facebook dmv page. Calling BS now til we get pics.
  6. are you serious....
  7. Reposting this 214C tutorial here, it's essentially what's in the first post but more accurate/detailed. https://www.youtube.com/watch?v=V47sbvNZsAo Still need to update first post. I was looking at 236C+D for pressure/oki, here are some times you can use it for a high/low mixup. It acts a lot like 214C oki. Midscreen - blocked 5A~236C+D > forward super jump(cancelled from the 5A) > close-to-ground airdash j.A, or land 2A. This works the same as 214C oki, there's a gap for the airdash which they can DP, but you can block to bait. No gap for the 2A. They can jump out, but they have to do it pretty quick or 236C+D catches their jump startup. They can roll too, and that usually works, but depending on timing/spacing that get tagged at the end by 236C+D. This option would need to be used with knowledge of how to discourage jumping and rolling immediately after they block 5A (plenty of ways). - blocked 2A~236C+D > dash jump > close-to-ground airdash j.A, or land 2A Same as above but from 2A. Unfortunately it's difficult to get there to be no gap for the 2A so not quite as strong. Same deal where they can potentially jump/roll out. Corner - Above 2 options work but are stronger. 5A one is the same, 2A one makes it so you can regular jump, and the land 2A always no gap (unless they IB). - B+D hit > [1]2369C+D > close-to-ground airdash j.A, or land 2A. Normal hit B+D knockdown in corner, such as off standard damage combo routes. No gap even on IB for either 2A or airdash. Just have to take into account the last hit of 236C+D will combo after 2A (or falling j.A), so combo will be on an airborne opponent. Holding 1 before doing the tk.236C+D makes it so you don't super jump. They can't delay tech to avoid a meaty 236C+D, and it won't OTG. - B+D hit > 236236A > [1]2369C+D > close-to-ground airdash j.A, or land 2A. Same as above, but added super for damage, probably see this happen if you would've taken them into Awakening already anyway and want to get rid of more Awakening health. This does take 75SP to use though.
  8. His damage is actually pretty good I think, he gets good meterless damage. But more so when Koromaru is available, so that has to be taken into account. Koromaru may not necessarily be in position when you need him for the higher damage routes.
  9. No worries I can start adding things here and there myself too. Would be cool if Avarspike would join the conversation in here.
  10. So in the overview under play style it lists "Anti-zoning". From what I've seen and experienced so far, I don't agree. It feels like he actually struggles against heavy zoning since you can't rely on Koromaru at neutral as well. Unless I'm playing him totally wrong. I suppose it depends if the character's zoning tools hit Koromaru easily, but in certain matches it feels like you have to put him out cause he can get destroyed so easily by some moves. I think that alone makes it not accurate to call him anti-zoning.
  11. Neutral - j.C is annoying. Tested stuff on it with 2 recordings, random between j.C and j.D (they look very similar at the start). - Can't 2B her j.C on reaction reliably, if you react to her stopping in air with persona behind her it can be j.D then you get hit with lasers. 2B only works vs j.C if you do it really early. - DP seems alright, but takes quick reactions. You can't do it too late or she's able to block, our DP is really slow. And if you do it too early, you miss. If she's right above, DP will hit both j.C and j.D. Same deal with 236236A, but it's faster so you have more time to react with that, but much longer input. - Safest option looks like rolling it, as long as you aren't in range to roll into j.D lasers. If Koromaru is out, he'll get hit while you're rolling if you don't do something before rolling. I find that at the right spacing, 5C>roll as soon as you see j.C/j.D seems good, 5C will CH her j.C and you can combo after the roll with 2A/5A. 5C gets hit by j.D lasers, but after your roll you're at advantage when she lands. Just have to be sure to not be at a range where you'll roll into lasers for this. - 236C+D works, Koromaru continues to bust through j.C after you get hit out of throw, and you can pick up with 236B after that. If she did j.D, Koromaru just eats lasers though. - In Awakening, reaction 214214A works easily (or B ver for more damage, you have enough time). 236236C can also hit either if you see her do them and Koromaru is available. - As for anticipating it, dash j.A is good for countering her out of it. j.B can outrange it at the start before she starts descending. Defense - 236A/B(2 hit bag move, 2nd overhead), there is no gap on normal block, like Dopples mentioned above. On IB, there is a gap which you can DP/super. The gap is too small to roll unfortunately. Watch their meter since it seems like a common thing to OMC into a high/low mixup in which case your DP/super wouldn't necessarily hit.
  12. True also, add Marie to this list apparently. 2A+B doesn't reach midscreen on her either.
  13. Ken 214C Oki Tutorial https://www.youtube.com/watch?v=V47sbvNZsAo
  14. Ky has never really been a bad matchup, and Potemkin wasn't that bad (if at all). I do think the Potemkin match got a little easier but both matchups play pretty much the same in +R. There's info on both of them in the matchup forum. That BnB is still used often (you can add a c.S in between the 5K and 2D for better blockstrings or damage, unless that will make BR not reach). But you shouldn't do BR on block frequently since it can be easily punished. As for how you play him it's pretty much the same. The main new things to make note of are new combo possibilities: - special cancellable Fafnir and FB Fafnir (f.S > 5H > Fafnir, 2D > FB Fafnir), - FB Sidewinder for converting off far air hits or correcting yourself if you didn't line up properly to regular Clean Hit Sidewinder. - Longer untechable on j.D allowing for dustloop options in corner combos. - Longer untechable on 6P (especially air hit) allowing for better/easier conversions off 6P in corner. You should look at the Dustloop +R Sol Wiki and tutorial/match videos that are gathered in the video thread. If you have questions we are happy to answer, but it really helps to be as specific as possible so we can give the best answer.
  15. welp I got sick myself earlier this week and haven't gotten better so sitting out another monthly -_- If anyone's going to TFC I'll see ya there. Nam as for NEC I'm kinda debating still but will most likely wanna go. Sounds like some JP GG players are possibly coming.
  16. ok using that, I got this for example: air hit j.A(1) > j.B(JC) > j.B(input 236D immediately after) > j.2B > 236D hits > run 2A+B > 236A~A > 236C > 236B~A(input 214C immediately after) > meaty 214C = 3012 damage if you take out ~A after 236A you lose 200 damage, but makes it a bit easier to time so that 214C is spaced just right. The 2A+B is also optional, but I think it actually helps on Sho/Labrys. Also uses ~A ender before 214C which is better for that oki. On a ground hit which you can't combo to sweep since Koromaru is unavailable immediately (but on screen), or you didn't get CH/crouch hit, this seems to work just fine for the same oki, but with 214D. 2A > 2B > 5B > 236A~A(input 214D immediately after) > meaty 214D = 1403 damage works just like 214C oki except from your dash jump you'll be at about max 2A range. Hits meaty unless they max delay tech with proper timing. Also the last hit of 214D can't connect so Koromaru is available immediately after.
  17. She can dash cancel her 5B now but it's at least -6, a 2A will CH it if done immediately. 2A or throw are probably good options if you see the dash cancel, until they start to DP or something.
  18. I've added a bunch of combos to the first post in combo thread. So far, it's 214C oki from a bunch of different starters and damage routes with meter. The routes are pretty common between multiple starters so eventually it will probably look neater and just refer to a common route rather than listing the same sequence again and again. Midscreen only so far. Also there are a couple no Koromaru and Koromaru returning ones. I haven't added any air confirms yet, but you can do things like A.X.I.S mentioned into 236D oki. It seems difficult to get 214C oki off them, but still need to look at it. Also still need to add character specific notes, biggest thing so far worth knowing is CH B+D > 2A+B probably. That glitch is interesting. Need to try recreating it later.
  19. Planning on making this monthly on the 27th, anyone going? I wanna play GG and P4U2.
  20. http://www.dustloop.com/forums/index.php?/topic/8950-players-of-south-virginia/?p=847115
  21. CH B+D > 2A+B fails on: Minazuki/Sho Kanji Junpei Have to do dash 2B on these characters into the same combos. 2A+B works on all the others.
  22. Sol has to be in so don't think I can resist myself.
  23. Persona is on the schedule, but not listed as a game choice when pre-registering, and vice versa for Guilty Gear. I will pre-reg and sign up for P4A at the venue I suppose, but wanted to point that out.
  24. Cool thanks, it doesn't look like it handles delay tech, I'm guessing they can just delay tech then there's no high-low for them to worry about. But you would have Koromaru available immediately after at least. It's definitely weaker looking for high-low than meaty 214C but you don't have to wait on Koromaru 214C recovery (assuming they didn't do max delay tech to not block it) for followup combo/pressure which is good. I'll update the first post with info on it soon.
  25. Added meaty 214C oki to the first post, this looks like his strongest oki so far. Currently adding combos to the list of how to go into it, the latest vid posted by A.X.I.S. helped in developing some of them (http://youtu.be/279gWIFzGsE) but ending in Gigantic Impact A is better than B for this so some combos in there can be modified to do that. If you have better ones than the ones listed or combos from different starters feel free to share them in here. First noticed the oki used in this vid at 4:40 http://www.nicovideo.jp/watch/sm24414242
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