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VR-Raiden

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Everything posted by VR-Raiden

  1. How so? Because it punishes more attacks? Or is it just flat out always better? Like punishing a CID on block, is 5C still better than FC DID somehow?
  2. I just do 623D and hold the 3 now. Have to concentrate on not letting yourself get to 6 again before hitting D.
  3. Watch out for Azraels j2C, the divekick. It's often used as an anti anti-air, since he lingers in the air it can whiff punish a 6A or even CID attempt if he's high up enough. To punish it you can always just wait til he begins his descent then CID. A risky but more rewarding punish is FC DID(2nd hit) to catch him out of it's startup. You can even combo on trades. But this is purely anticipation, doing DID too late will just lose. so you better have meter to RC if they block, if not say bye to your life.
  4. I was trying realistic reactionary punishes to ground BS in training. Depending on spacing, Ragna will either remain on the same side or cross behind before it connects. If you know the spacing, it becomes easier to punish correctly. The strongest, probably realistic punish is FC DID(2nd hit). This only works at ranges where BS won't crossup. It has to be done pretty soon after startup otherwise it trades and you can't get anything after. This punish probly only gonna happen when you really anticipate a BS. Back jump FC DID can work if the BS would crossup (or in corner), but to get it out in time you pretty much have to start doing it right when he does BS so it seems less realistic. Slightly easier punish is CH airthrow. Neutral jump for non-crossup BS, back jump for crossup BS. Doing it too late gets you FC out of the air. 6A works but only on non-crossup BS, it's a non CH 6A. CID is by far the easiest punish. As long as you know which side it will come down on, it's easy to get since you have as long as possible to react.
  5. Yes do it as 2147D, doing it otherwise can mess up certain combos it seems, causes them to go behind more often. What's happening when it doesn't work? If you get ground BS you pressed D too early, if you get j.D you pressed D too late. And if you get the tkBS and it just doesn't combo, either you have to do it faster or it doesn't work there.
  6. Yeah to get a FC you either hit the opponent out of some attack (risky to go for without meter unless its some guaranteed on reaction thing), or punish an attack on block/whiff that puts the opponent in CH state during their recovery. In corner I found this to be stable: FC DID > 2B > 5D(1) > DS DC > 3C > 22C DC > 5B > 5C > j.C dj.C BE > 5D(2) HF ender - 4.3k(?)
  7. http://www.dustloop.com/wiki/index.php?title=Attack_Attributes_(BBCP)#Fatal_Counter and FC DID is untechable til they hit the ground.
  8. Strongest midscreen meterless FC DID combo with j.BS knockdown? FC DID > (dash) delay 5B > delay 5C > 5D(1) > GH(1) > 5B > delay 5C > 5D(1) > delay HF > 5B > delay 5C > j.C dj.C dj.D j.BS - 4.2k
  9. For punishes, FC DID is the strongest(?) meterless punisher now for a blocked/whiffed ID.
  10. For offense section: (not really new to CP(?) but worth noting) j.C blocked very low > fuzzy dj.A > j.C j.D etc combos on Tager. Works off normal and instant blocked j.C.
  11. so I really like j.BS knockdown, leaves you at way more advantage than any other knockdowns. I'm not sure when it would be worth it, but to end with it you have to cut combos shorter. I'm inclined to do that for the better oki but I need to play more/watch more vids, and hear other opinions. At the very least it has to be worth it off midscreen air-to-air confirms that couldn't make use of BE. Midscreen you can get airdash/dash jump safejump j.B/j.C. j.B is active longer so it catches wake-up backdash better but doesn't reach wake-up back roll like j.C does. Against forward roll they seem to get away if you already dash jumped/airdashed forward. Doing a normal jump safejump j.C catches front roll, but can't reach back roll. So they have a couple ways out depending on what you do at midscreen. They can also delay neutral tech so your safejump whiffs but you can still do stuff after they tech, just watch out for reversals. In corner this seems pretty good. Corner j.BS knockdown > backjump safejump j.C catches either forward or back rolls, which combos into air hit 5B into stuff. They can delay neutral tech here too but you're still at advantage to dash up and do things. They can wake-up backdash, but if you call that out you can airdash jC after your backjump to punish (probably depends on character what punish you can get). If you get them to respect it enough, you might then be able to get away with neutral jump > delay airdash/low mix-up. Sorry if this is old news, I haven't been keeping up enough on match vids tested on Ragna btw
  12. I got it to be at least +8 after the DC, from very far block in corner. DS DC 5B was an airtight blockstring in that situation. How likely it is to set that up is another question though. I am still getting used to the range at which it actually hits crossup. If it connects too early after you go behind, crossup protection kicks in. One string I was messing with yesterday that got it to crossup pretty often is blocked airdash jC jD jBS. But of course there is some variability there too. As for comboing after the RC, waiting to land into dash 5B seems most consistent. I don't know optimized combos off it yet though.
  13. Another tourney loss, vs Johnny this time. I remember some stuff already, but critique away. Don't mind the pause first match http://www.youtube.com/watch?v=ZwNhYKPYx-A
  14. You want to delay the 5H/2H more on lighter characters. Some don't get hit as low as others by jD though so if the first jD is going over them you need to do the 5H/2H earlier. What starter are you having that issue from? You need a good starter and to be going into dustloop early in the combo to get a full loop. If theye teching before the knockdown kick you should end the combo earlier so it connects. Only time you shouldn't care about knockdown is if it will kill anyway. Also what character are you doing it on when that happens? If theyre too high up and the kick is just missing after the VV its probly cause theyre light and you'll need to delay more between loops and possibly use less air normals at the end.
  15. hmmm I'm trying to think if any new Sol stuff helps this matchup specifically. Only thing I can think of is added untechable time on CH 2H so you can do better stuff off it, this matchup is probably the one you'll benefit most from that change. It can work as an anticipatory anti air on Order Sol against jP spam or otherwise occasionally due to his low jump arc, and as a storm viper punish. 6H can still do that stuff too but its more risky. we have the ability to confirm off farther ground/air hits too now but that's not really specific to this matchup. Overall yeah it should be about the same just a bit harder maybe.
  16. I'm heading up now so I should be there shortly after 2
  17. I'll have my copy. Damn we almost hit page 2
  18. That link doesn't seem to work, but I went and found it on your channel http://www.youtube.com/watch?v=YQ7HSCbtPRg Good stuff as always, thanks for sharing. Updated the first post.
  19. That combo definitely seems best for midscreen. I'm gonna start using it. Using CL BB after the GF(FRC) doesn't seem worth it outside corner, damage I was getting from combos using that was either less or about the same, and the combos were much more character specific. That one you have there is universal I'm finding. Added these to the combo thread: CH 2D > GF(FRC) > fj.SW > dash 2H > tk.8SW > 2H > j.S > SW > nj.S > SW > BR - 244 dmg - Universal midscreen CH 2D combo for 25% Tension. Replacing the final nj.S SW BR with 2H tk8.SW 2H BR increases damage but fails on light weights. Works on: Everyone CH 2D > GF(FRC) > fj.SW > [fj.SW]x3 > dash j.D > sVV - 297 dmg (Baiken) - Light weight only higher damage midscreen CH 2D combo for 25% Tension. Works on: BA, BR, JA, KL, MA I'll add corner/midscreen-to-corner ones later, but for those it does seem better to go for CL BB into dustloop stuff. Awesome, glad to help. The general lack of knowledge on GV I've seen bothered me so hopefully this helps fix that.
  20. I'll be there
  21. Later this evening, I'm going to start a Skype group for Sol discussion. As long as it's related to Sol (won't be ridiculously strict on this), Sol players or anyone interested in participating is welcome to join. It would be good to have place for discussing in real time, and most likely get any questions people might have answered faster. I talk to a couple fellow Sol players currently in the Ragna chat, but with CP coming soon I figure its time to have our own group. Post your Skype info here (or you can PM it to me) if you'd like to join the group!
  22. Take out the 5K if you're close enough and it'll do more. Also j.S straight into regular SW works and will end up doing more than if you use FB SW. Replace j.S with j.H(1) if they're higher up, typically that'll happen more on lightweights. I forgot to put any CH 2D combos down, I'll do that later cause its a really common starter. CH 2D > no mash GV is the strongest and reaches far but its not easy to hit confirm if you aren't sure it'll clean hit.
  23. I'd say the most important change to get used to is cancelable Fafnir/FB Fafnir. It's a pretty huge buff, so try to get good at confirming f.S to FB Fafnir, f.S 5H Fafnir, and 2D FB Fafnir near corner. Other than that its mostly combo improvements from AC. Only things that don't work anymore are 6H GV and midscreen CH 2D GF FB Fafnir combos, but neither of those were vital. Oh, and of course remember to use FB SW for those times you think you'll miss a clean hit, or for extending combos for the kill, or making stuff burst safe, or using it for funny tricks/midscreen fuzzies.
  24. Something that occurred to me, you can use FB SW for burst safe combos when the opponent is near death, or you think they want to burst badly. Simply doing long range j.S > FB SW will outrange bursts. You can use this in pretty much any SW loops but one example is WT > bj.S FB SW > nj.S FB SW > bj.S FB SW...etc just jump in the direction that will put you far enough away from the opponent. I got WT > nj.S FB SW to be burst safe sometimes but it's more iffy.
  25. I won't be there til later Friday, but I have reserved a room for Fri+Sat night. Figured enough from MD/VA was going to need at least 2 rooms. If you want a spot in mine you can, I just reserved recently so havent figured out who's in the room yet. Speaking of I don't have ride plans either. I'm heading there after work Friday too so maybe we could work something out as long as we're coming back similar times
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