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VR-Raiden

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Everything posted by VR-Raiden

  1. I could definitely use work here. I'll list some stuff. Match start - f.S and 5H can CH her 2D, but lose to disc (need to verify). Neutral - seems like "catch her if you can." She dances around you easily with her fast ground movement, fast/high jumps and air options. - I like j.P in the air-to-air game, seems good for catching her coupled with airdashes. - Always keep track of her pin. It has extra cool down in +R before she can retrieve it. Trying to antiair 5K when she has it is asking to get hit. Dashing HVV can counter it, but this is risky so use sparingly. The best way of dealing with it is trying to avoid it entirely since even on block she can often pressure you after. Jumping/super jumping straight up or IAD over it, or running forward under it if close enough can avoid it. Once it is grounded, you can defend the pin and try keeping her from retrieving it. She is way easier to handle without pin. - Stand-alone or canceled from far normals BR seems better than usual. It can catch her flying around in air and knocks down. - GF seems worse than usual at neutral. She isn't typically going to be trying to win a poking game on the ground since she can dance around so easily in air. She can easily avoid GF and IAD punish or pin. - good f.S use can discourage her from using 2D as much to tag you at neutral into a knockdown. More later probably
  2. As for some general stuff in this match... Neutral - I don't like being air-to-air anywhere near him, his j.P is faster than ours. And on clashes he seems to either win the exchange or trade favorably for him. - Always be mindful of his FB Fafnir. Remember it is invulnerable to lows so it can stuff 2D attempts. Be careful with far range GF, Fafnir can CH it, then you're in for pain and almost if not stunned. - 5K is not good for anti-airing his j.H. VV is the only reliable option for beating it. - Due to his low jump, f.S and 5H are riskier to poke with, but should still be used in conjunction with your other stuff in neutral. 2S is good since it can recover in time to block or antiair VV. Offense - on safejump oki, deep j.S will stuff reversal Gun Blaze if timed perfectly. j.H can be used but it will not hit a Gun Blaze, so keep that in mind if they start using that. Defense - Look for 2H in pressure/oki when they have 50 tension to RC. - Him running in on oki, chances are he's gonna 6K, it is throw invulnerable. You can reversal VV/GV it, but if he does Gun Blaze, you're getting hurt. - in corner, RS can counter a Fafnir. - be wary of tick throws near corner since he can combo after it
  3. Should add some stuff in here. For offense, jump-in oki is not so great due to her parry. Low/throw oki is more reliable since she cannot parry lows. GF FRC is ok, but remember she can parry it, so jumping in after it is not good. Also keep in mind with a card she has a 3f DP. It has very short horizontal range though so spacing oki well will discourage it. I need to double check but I think it is low profile-able too from far away.
  4. This match feels pretty much like AC, the main differences are that K autoguard is +, and keep in mind red butterfly travels much faster and farther now. Thanks again for sharing more tips Orrax, I'll update the first post with stuff soon. As for match start, I'm pretty sure dash 2D is a good option, iirc it will beat Anji 6S. I need to double check but I remember having some success with 2D to start.
  5. Safe jumps are worse on him in +R. Since his K autoguard attack is now +4 on block, he can autoguard a safejump forcing you to block, then he is at frame advantage. You can do something invincible to beat it though (or slash back).
  6. It's worth noting that in +R, you can no longer throw Zappa out of 236P summon. They made it throw invulnerable. So no more WT him out of it...
  7. hmmm ok I was just going by frame data and trying it a little bit. Haven't really gotten to try in real matches that much. It says the counter activates at frame 9, so that is a pretty small window to hit it I suppose.
  8. Thanks for the info! I'll try to work it into the first post soon. But on this... I can see reacting to his backdash being doable, but from what I've found from testing/matches, dash 5K OS is totally safe to Giganter. When he gets it out you are dashing and able to block/throw it if in range. Unless I'm missing something there's no harm in using it, unless you are looking too hard for the back dash and mess up pressure when they don't do it. Nothing bad about just reacting of course but I feel like the OS just makes it easier on you outside of having to execute it properly.
  9. There's info present for Justice and Johnny matchups now. So, I can finally do GF(FRC)>WT pretty consistently. My problem has always been not letting go of the FRC buttons quickly enough (switching to stick made it way easier for me to prevent that). I'm wondering people's opinions on how useful it actually is, and when you like using it. I was trying for it a lot in matches the other day. It seems like a great trick that will catch people not expecting it but kinda hard to set up and pretty bad if you miss the FRC. Main issue I was having was sometimes I would go for it and not confirm that the normal I was starting from had hit them anyway. Doesn't seem easy to confirm if they blocked, but I need to see if it works from something on hit. Also if they FD seems like you'll have to be really deep and do it from just 1 hit.
  10. 2K > 6P is a gatling but doesn't combo in AC or +R since 6P is slower. In Xrd it's sped up back to the pre-AC speed so 2K > 6P combos. hmm can't say for sure but DI BB is pretty fast considering it combos after Kudakero so maybe that works.
  11. Marc and I can be there sometime around 7:30-8:00
  12. LOL you're never gonna let that go huh EDIT: bro wants to tag along too, gonna be a monthly without the monthly??
  13. I can bring my setup
  14. I could play tonight, but not for long since I gotta get up early. If Saturday was possible it'd be better for me too.
  15. Any GG going on this weekend? Gonna be in NoVA again
  16. Gathered Potemkin matchup info in the first post of his matchup thread, so if anyone has anything to add or argue, or questions, feel free to start some discussions going in there. Trying to update more of those threads. I'll probably just post in here each time I add a significant amount of info to one.
  17. Short video explanation/demonstration of the safejump OS stuff I've been looking at lately: https://www.youtube.com/watch?v=aWZoWLIOhjU
  18. There will be one, Beat is running it
  19. I'm on my way there
  20. So I'll be at the monthly but can only stay til 6pm or so. Pat were you planning to host games on Saturday (or Friday)? If so, what time?
  21. Can't YRC or PRC any part of VV as far as we've seen. Yes you can RC either hit and he is allowed air options after RCing 2nd hit. Found what should be an example from an older post I made: http://www.youtube.com/watch?v=mmhhKq8ziSg&t=14m42s
  22. Thanks that was helpful I'll definitely take it into consideration. On ABA that full screen RS was a messed up dash break. Thought I had that error totally out of my system but alas...agreed RS seems pretty bad on her in general. On Justice, curious what happens if you burst in that situation? She does some FRC or Michael Blade when you wanna burst anyway or somethin? Yeah vs Robo-ky was really ugly. Got flustered after mistakes and let it get to me. On j.P for oki I like it over j.H cause its really easy to make it safejump or at least clash with his lvl3 DP. Last I checked j.H didn't work so well against it. but I bet I did some j.P when he didn't even have meter for it though, I'll watch again.
  23. 5K > 2H will often do the trick for anti-air, but when they're too high for the 2H try to confirm to a superjump j.P to continue. 6P is also good in corner against air moves that don't hit extremely deep. I've been updating the Character Specifics thread with info on the backdash OS punishes. Going by character and listing reliable punishes and whether or not they're safe to the characters wake-up options. Looking at it though I realized a fun wake-up gold burst grab OS you can do from non-jump-cancel-able jump moves. For example, meaty safejump j.H~86H, will cause you to jump and grab their burst after you land from j.H. If you do it fast enough like the other OS stuff, you don't get anything to come out if they blocked or got hit by the j.H. Might be useful if you really smell a gold burst, possibly after already discouraging them from trying other wake-up options. Plus it looks hot of course. but on the backdash punish OS, so far it appears that any reversal 8f or slower will hit a backdash punish attempt. Unless it's a dashing punish and they did a slower overdrive, because the normal comes out later in those cases and you can block during the dash. So on characters with quick reversals, you want to use "blocking" punishes (4K, 4c.S, etc) so you block as soon as possible. On characters with only overdrive reversals, you want to use dashing punishes if possible. It's slightly more complex than that but hopefully the table makes it easy to tell what you should do on any character. It needs an explanation though, I'll add one above the table soon. So far Axl, Chipp, I-no, Johnny, Justice, Ky, Order-Sol, and Potemkin have been fully tested. It is definitely less relevant on certain characters, and it should reflect that. For example, Anji wake-up autoguard and Jam wake-up parry throw wrenches into doing jumping meaty all the time. As for the table below it, that will eventually show how to punish (if possible) if the opponent does reversal. Might generalize it to just any reversals they have instead of just overdrives.
  24. Finally got around to watching these, I haven't got much to add sadly but I hope any of this helps. Love the dustloop use btw. vs Baiken, noticed you got thrown out of your first empty jump 2K attempt, then proceeded to delay airdash j.S into pain for him mashing throw so that was satisfying. I feel like in the first vs. Testament match you looked kinda flustered after making big mistakes (something I know all too well, as you may see again from myself soon...) I guess try to work on shaking it off faster and concentrating on playing the match up. Also some of the bursts seemed panic-y? (another thing I still do in tournaments often...). Maybe you know something I don't but to me it looked like you were using FD unnecessarily a lot during his pressure after knockdowns? on Zappa, I have little exp against him in +R, but one thing I noticed was Kenji appeared to be crouching or at least avoiding a lot of your j.H attempts. I'd say j.S may have at least connected since it reaches farther down. Also I think I recall one situation in ghost where you froze up at the chance to hit him after he shot a ghost straight up and you were close. vs May, I don't have a lot against her in +R. Even though I played it a decent amount at Final Round, I can't remember that much specifically about the match up (at least not that you weren't already doing). but I did notice a couple too many BB attempts that ended up getting you hurt. I'm posting a bunch of myself too. From Final Round then Civil War. Critique away if you or anyone else cares to, I need any help I can get Orrax, particularly curious if you have any input on the Justice match since you said you've played one a good amount. Final Round: https://www.youtube.com/watch?v=G_sepFnYto4&t=9m43s vs Anji (win) https://www.youtube.com/watch?v=PGzI3-R11E8&t=2m49s vs ABA (lose) Civil War: http://www.twitch.tv/funkyp/b/519248692?t=1h47m00s vs Testament (win) http://www.twitch.tv/funkyp/b/519248692?t=2h14m30s vs Justice (lose) (wurst burst...and don't mind commentator he gives me too much credit haha) http://www.twitch.tv/funkyp/b/519248692?t=2h31m00s vs Robo-ky (LOOOOOOSE) (tried reversal GV on every one of those ground rockets on oki and failed to time it correctly...also wurst burst)
  25. I want more practice >_< I couldn't even win Civil War. MASSIVE chokes as usual... at least I'll be able to play some of you guys next weekend. Also thinking of going to ECT next month but not sure if I can yet, believe it's the May 10th weekend.
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