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VR-Raiden

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Everything posted by VR-Raiden

  1. ok I see what you're saying. What I'm doing is pretty much listing what the best combo is off any starter, but that is making the list pretty long. but first of all, what combos are "far from optimal?" I'll update any that are.
  2. I have gotten away with it to restart pressure after getting my initial 5D mix up blocked, but I don't know if there's a way to do it without there being a gap, so I've been DP'd out of it before too.
  3. Yeah every time I've tried 5A after it, it wins unless they DP. I think it's a good move to use on occasion, maybe more in certain match ups. The reward on hit is great, especially CH, and it's even good on block. But obviously they can react to it in some situations and DP/dodge/whatever so it's not to be used excessively. that reminds me, you can use it up close after 5D as a lol cross up 5DD, I haven't really done this much in matches so I can't say how effective it is. But in theory it does cross over pretty quick and maybe they would think it was a short dive at first.
  4. Something else I've seen work a few times lately, doing a j.A very low to the ground to fake empty jump 2A. You can do it at a height where even j.B(1) doesn't connect. Anyone have any problems with how I'm listing combos in the wiki? I feel like they might be easier to learn them the way I put it, but the only problem is it's not easy to copy/paste combos.
  5. ok so ignore the fact that it says our monthly is happening today in the upcoming events, I was dumb and didn't set the date the first time I put it on the calendar. Should be getting deleted soon.
  6. double post but more random stuff :/ After sweep > 5D, if you jump in and they have meter they have the option of reversal Bufudyne which is air unblockable (why ASW, why). So be careful if they start to do that. Psychic 214A apparently goes over Droits with the right timing and CH's her. Also can go over her sweep and 4/6B for a CH.
  7. Thanks I'll have to try this.
  8. Haven't gotten around to adding FC 2C combos in the wiki, but I'll add them soon. They're gonna be corner or close to corner only, and probly at least you can do the same combo you would do from midscreen-to-corner FC 214B. FC 214B > dash 5B (JC) > j.C > j.214B > 5B > 5C > 2C > 2A+B - (3413) or FC 214B > dash 5B (JC) > j.C > j.214B > 2B (JC) > j.C > j.214B > 2B (JC) > j.C > j.214A > 5AAA/j.236236C/214214C - (3944)/(4516)/(4895) FC 2C is the main FC option but they need to be near corner for it to be worth using usually. 236D is so slow it punishes hardly moves in the game. CH 214A or 5C are the strongest punishers at midscreen.
  9. While we're on the topic, is the "HDE Playstation 2/3 to Xbox360 Controller Adapter" another option? Wondering if anyone knows if it lags or something.
  10. If he has meter, run under him before he lands to avoid cancels to supers, then punish the same ways.
  11. GGs everyone I played earlier.
  12. When comboing and you don't have meter to super/OMC/OMB into damage, you should be ending with 214C, it gives much better oki. But if you're in sweep range that's what you should be doing most of the time. 214C is also a lot safer on block, but still unsafe. Use it sparingly on it's own, same for 214D. Both are good on block if you OMC but it has to connect for that. and as for the second question, it depends on what you're starting with. You shouldn't really be using j.A much in air combos though, that might be causing j.C or j.214A to whiff when they wouldn't normally.
  13. The oki isn't great but if you didn't already use an air dash/double jump, you can do a low airdash towards them as they tech to sorta high-low mixup/apply pressure.
  14. air hit of 5C seems to be the strongest punish. In corner you do 5C > 2C combo, midscreen you do 5C (JC) > air combo. Apparently you can also use it to start the usual OMB combos as well if you hit it close enough. Honestly have no idea, it's safer than C version but it's really slow. C version has invulnerability too, so D version seems useless.
  15. First NEC that I won't be studying for finals during in a long time. Planning to go, probly be there with Tiamat.
  16. I made a vid of some 5D sandwich combos: http://www.youtube.com/watch?v=jh5ahqXtSZA
  17. From that combo to sweep you're starting with, you want to be dash jumping immediately after setting 5D. The midscreen combo off empty jump 2A is dependent on how close you hit the 2A, if you aren't getting close enough just omit either the 2B or 5B in the combo to create less pushback (I think 5B pushes back more). Or if you're just running in with 2A after the 5D, be careful not to push them back while they're blocking 5D, I think that's what Kikuichimonji is saying. Izanagi won't move forward at all after setting 5D so you have to keep them within range of 5DD. and yes, those two are the only characters with air unblockable DPs, on the first hit of them only.
  18. I put a few on the Wiki for midscreen post-5D combos, still need to add a few though. Midscreen 5D oki you can do all the high low mixups or cross ups. jump j.B, jump land 2A, jump j.B(JC over) > 5DD, j.B > fuzzy j.A, j.B > roll 5DD, etc.
  19. That all sounds accurate based on my experiences too. I'm still ass at this match up, I feel like you have to play significantly different then vs other characters. A useful way to punish B+D when they have meter, you can 5A right when she lands. If they cancel to super immediately, you recover in time to block/roll/super it. If they didn't super you get a CH 5A crouching ground hit. Think I saw SKD do it. Seems really good cuz you can call them out for super canceling for a huge punish+waste of their meter, and get them for not canceling at the same time. Have to be careful you don't 5A too late though or the super hits you.
  20. Sure why not. Evenings would be best.
  21. Starting to rage, think it's time I called it a night GGs rogueyoshi, kazukifafner (aki AoA still unblockable on me), plainblane, Dias642, KOTOMI-SAN, Dolphin_Butter, and anyone else I played on ranked tonight.
  22. Yes we should, $5 sounds good to me. I'll have a PS2+GGAC with me.
  23. Quoted from SRK: Xanadu Monthly September 22nd, 2:00PM. Our standard monthly, with all the games that people want to play. This is one week before sb so, come out and get that last minute practice in. Xanadu Games 410-501-5040 3921 Suite B Vero Rd. Baltimore Md. 21227 Venue Fee: $10 Facebook: www.facebook.com/xanadugames Twitter: @xanadu_games Stream: www.Twitch.tv/vgbootcamp This is Maryland's Monthly for fighting games. All of the best players come to Xanadu to get better and to make our area stronger for all games. We will have old games and also the new ones. Main Games PS3 only 10$ Entry fee Umvc3 3/5 Sfxt 1v1 or 2v2 KOF 13 Persona 4 Arena Sf4AE2012 Side games $5 Entry Fee, ask for more details. GGAC Xanadu Games 410-501-5040 3921 Vero Rd Suite B Baltimore MD 21217 TWITTER: @xanadu_games
  24. So apparently the next monthly at Xanadu is Sep 22. I'm gonna go ahead and make threads for it on here and Mayonaka Midnight in the hopes that we get more people for P4A http://www.dustloop.com/forums/showthread.php?14984-Sep-22-2012-Xanadu-Monthly-P4A-%28Baltimore-MD%29
  25. It's not just you, that combo doesn't seem to work at all D: After the 214B the best thing you can do there is Ziodyne or j.2A. Might be able to do something fancy with TK dives though, not sure. btw I've begun updating the combo section of the wiki, if something is wrong or not the best combo for that situation, say so. Also let me know if you think the presentation should be changed somehow, it's still pretty bare bones. Some more random combos: max range, stand hit CH 5B > air dash (slight delay) j.A > j.B(1) > 5B > 2B > 2A+B = 1452 - Works on all characters except Teddie max range, stand hit CH 5B > air dash j.B > j.BB > dash 5C > 2B > 5B > 2A+B = 1991 max range, stand hit CH 5B > air dash j.B > j.BB > dash 5C > 214D (OMC) > dash 5B > j.C > j.214B > 2B > j.C > j.214A > CS = 4665 max range, stand hit CH 5C > air dash j.B > j.BB > dash 5C > 2B > 5B > 2A+B = 2670 max range, stand hit CH 5B > air dash j.B > j.BB > dash 5C > 2B > 5B > 5C > 214D (OMC) > dash 5B > j.C > j.214B > 2B > j.C > j.214A > CS = 5959 - Works on Yu, Yosuke full screen FC 2C > 214C+D > CS (goes through) > 2A > 5C > 214A > CS (goes through) > 2B > 5C > j.B > j.BB > j.B > j.C > j.214A = 6341 - Works on Yu, Chie
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