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VR-Raiden

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Everything posted by VR-Raiden

  1. Block Punishes vs Taokaka: Guaranteed: 236CC (downswing > upswing) - dash 5A (also CH out of another downswing attempt) - IB > (dash) 5B (also CH out of another downswing attempt) Hexa Edge - dash FC 2C - During flash BK > FC 2C - Before last hit BK > FC 2C Imma Beat The Crap Outta You - in air, During flash ID© - on ground, crouch > FC 2C - on ground, During flash BK > FC 2C Almost Becoming Two - (dash) 5B Anyone let me know if something isn't true or feel free to add anything I miss.
  2. Block Punishes vs Litchi: Guaranteed: 6A[m] - IB > (dash) 5A 3C[m] - (dash) 5B crouch hit (also CH out of cancel to 2D) - IB > (dash) 5B crouch hit (also CH out of cancel to 5D) 6C[e](1) - 6A (CH out of 2nd hit) 4D[m] - IB > 5A 623D - dash FC 2C - CH 2D - CH 5C 236C - 5A - IB > 5B All Green - During flash CS - During flash BK > dash CH 5C Anyone let me know if something isn't true or feel free to add anything I miss.
  3. Tried it again and I still can't get 5A or 2A on normal block. I can only get them on IB, same for 6C(1)(DC). If it was -6 on normal block, on IB you would be able to get 5B but I'm not able to get that either.
  4. Block Punishes vs Tager: Guaranteed: j.2C (anywhere but right above ground) - (dash) 5B 236A - IB > 5A (also CH out of Hammer) 236A/B > 236A - (dash) 2C Magna Tech Wheel - FC 2C (also FC out of immediate Terra Break, barely) - During flash BK > FC 2C (also FC out of Terra Break) - Before last hit BK > FC 2C (also FC out of Terra Break) - After last hit BK > 2C (also beats Terra Break) Magna Tech Wheel > Terra Break - dash 2C - During flash BK > FC 2C Not Guaranteed but Good to Know: *3C - IB > ID© *5D - IB > ID© *Notes: IB > ID© beats cancel to any special except Voltec Charge, which will autoguard it. Anyone let me know if something isn't true or feel free to add anything I miss.
  5. Block Punishes vs Lambda: Guaranteed: 4B - dash 5A - IB > (dash) 5B Whiffed 4D/2D/6D - far, (CH on 4D) HF - closer, dash 5B/5C j.214D - (dash) 5B 236C - dash 5A - IB > (dash) 5B Calamity Sword - dash 2C - During flash BK > dash FC 2C Swords super - During flash CH CS Anyone let me know if something isn't true or feel free to add anything I miss.
  6. Block Punishes vs Hazama: Guaranteed: 6A - 5A - IB > 5B 214D~B - dash 5B Jayoku - dash FC 2C - During flash BK > FC 2C Mizuchi Rekkazan - far CH HF - closer dash 5C CH - During flash CS - During flash BK > run FC 2C Astral - dash 2C - BK > dash 2C Anyone let me know if something isn't true or feel free to add anything I miss.
  7. Block Punishes vs Tsubaki: Guaranteed: 6CC - (dash) 2C 3C - 5B crouch hit - ID© (also beats C add on) 3CC - dash 2C crouch hit 236A/B/C (blocked far listed, if blocked close she's more unsafe) - 5A - IB > 5B - ID© Notes: Can cancel these on block into 214D or 22D. Cancel to 214D, ID© hits her. Cancel to 22D, ID© hits her unless 236X was block at max range. ID© won't come out because it becomes a solid block string, unless she charges 22D. 236D - IB > CH 5A/2A (also CH her out of cancel to 22D) 22A/B/C/D - dash 5A - IB > dash 5B j.214A/B/C (only unsafe if connects high in the air) - CH 5C far hit j.214D - (dash) FC 2C Super - (dash) 2C Astral - FC 2C - after she gets changed > BK > FC 2C Not Guaranteed but Good to Know: 214A/B/C/D - (dash) 5A - IB > (dash) 5B Notes: Can cancel to 22D, solid block string if done immediately. *623A/D - (dash) 5B - ID© (also CH for canceling to j.236D>j.214D) *623B/C - (dash) 5B - ID(D) (also CH for canceling to j.236D, you can connect dash 5A after the hit) *Notes: Can cancel to j.214D, or j.236D then j.214D. Cancel to j.236D, ID(C/D) CH her. Cancel to j.214D, solid block string, unsafe. --- Anyone let me know if something isn't true or feel free to add anything I miss. Tsubaki has too many moves Note she needs meter to cancel her specials on block. It's unfortunate the ID punish for all versions of the DP isn't the same, but I'm told Tsubaki players mainly only use A and D versions outside of combos. ID© is your I Dont Give A Fuck punisher in this match.
  8. lol, this is what happens when I have crap internet. Training modo. I'm actually finding some things I never knew in doing this too. On this match up specifically, I didn't know the gaps between the 6C stuff was so huge. I'm never sitting through that move again, mash 5B after blocking the first one (assuming you aren't cursed). But for that matter that's probably why you don't see Arakunes do it outside of curse ever.
  9. Block Punishes vs Hakumen: Guaranteed: 6B - IB > 5A/2A 3C - IB > 2A crouch hit 4C - 5B - IB > CH 5C Zantetsu (overhead>low) - IB low > (dash) 5A Shippu - dash 2C Mugen - full screen > During flash CS - mid screen > During flash CH HF - closer > CH 5C - point blank > FC 2C Not Guaranteed but Good to Know: *2C - (dash) 2C crouch hit *4C (safe at max range) - (dash) 5B - IB > CH 5C *Notes: Can special cancel on block. 6C (safe at long range) - (dash) 5A - IB > (dash) 5B Notes: Can cancel to Shippu on block. --- Anyone let me know if something isn't true or feel free to add anything I miss.
  10. Block Punishes vs Arakune: Guaranteed: 2C - FC 2C 3C - (dash) 2C crouch hit 6C - 5B (also CH him out of 5C add on) 6C > 5C - dash 6A (also CH him out of 2C add on) - IB > 5B (also CH him out of 2C add on) 6C > 5C > 2C - (dash) 2C j.2A/B/C - (dash) 5B j.236C - (dash) 5B Spider laser super - dash FC 2C (wait until it's ending) - CH DS (any time during super) - BK > FC 2C/CH DS Air super - dash FC 2C - During flash BK > dash FC 2C --- Anyone let me know if something isn't true or feel free to add anything I miss. Also keep in mind some of these would be suicide to go for when cursed.
  11. Block Punishes vs Rachel: Guaranteed: 2C - dash FC 2C - CH DS crouch hit - BK > dash 5B crouch hit Anyone let me know if something isn't true or feel free to add anything I miss. (Yeah this one is real insightful)
  12. Block Punishes vs Ragna: Guaranteed: 6C (DC) - IB > CH 5A - IB > CH B+C 5D (DC) - IB > CH 5A 5D(1) (DC) - FC 2C 214A - IB > 5A/2A - IB > ID© (also beats delay 214D) 214A>214D - dash FC 2C 214B/j.214B - (dash) 5B - ID© (also beats delay 214D) 214B/j.214B>214D - (dash) 2C 623C/D - dash FC 2C - BK > 5B/FC 2C Carnage Scissors(1) - dash FC 2C - During flash BK > FC 2C Black Onslaught - (dash) 5B - During flash BK > 2C Anyone let me know if something isn't true or feel free to add anything I miss.
  13. Block Punishes vs Jin: Guaranteed: 6C - IB > CH 5A - IB > CH B+C 5D (DC) - IB > CH 5A - IB > CH B+C 623A/B/C/D - dash FC 2C 214A - IB > 5A - IB > ID© 214B/C - (dash) 5B - IB(1) > ID© - IB(1) > BK > 5B 214D - NB > (dash) 5B - IB > FC 2C - IB(1) > ID© Touga Hyojin - During flash CS (delay if full screen) Hiyoku Getsumei - dash FC 2C Anyone let me know if something isn't true or feel free to add anything I miss.
  14. About punishing Ashura super (explode one). Since it's normally only -7, you can only get 2A/5A and sometimes you'll get pushed out too far and have to dash. On IB you can get a dash 5B. But here' a nifty way of punishing it a lot harder that could work if the Bang player doesn't know about it. If you ID© during the super flash, it will clash with his super. After the clash, you can FC 2C if bang doesn't cancel to something himself. I'm gonna start doing this for every character, here's a list of block punishes for this match up. Anyone let me know if something isn't true or feel free to add anything I miss. Block Punishes vs Bang: Guaranteed: 3C - 5B crouch hit 6C (whiff over crouch) - FC 2C 5D - (dash) 5B - IB > ID© (also beats cancel to 623B) j.D - 5B 623B - (dash) 5A/2A - IB > (dash) 5B Ashura - (dash) 5A/2A - IB > (dash) 5B - During flash BK > 2C Daifunka - FC 2C - During flash BK (block) > FC 2C Steel Rain - During flash B+C (close) - During flash CH HF (far) Not Guaranteed but Good to Know: Ashura - During flash ID© clash > FC 2C (fails if Bang cancels from clash with certain moves)
  15. That topic already exists, though the title doesn't explicitly indicate it. http://www.dustloop.com/forums/showthread.php?12309-The-Funny-Things-I-Do-With-Ragna
  16. Well we did used to have a blockstrings/mix-up thread, so I don't see a problem with it. I think mix-ups are fine in the Funny Things thread but we don't have a specific thread for blockstrings or neutral game. If match up threads were more organized and useful info was compiled in the first post a lot of that could be covered there since it is often specific to who you're fighting. But it couldn't hurt imo.
  17. I'm not 100% positive I can go now, but I'm gonna do my best. Will enter BB and KoF if I can make it. I hope BB gets good numbers, was kinda disappointed at the BB numbers at Final Round. Oh and BB didn't happen at Charlottesville, only entrants were me and 1 other guy from Blacksburg lol. To be fair it was extremely small overall though.
  18. Cross up j.C from a normal forward jump up close. You can connect 5A afterwards (5B on Tager) on everyone except: Jin, Lambda, Litchi, Tao, Noel, Mu Jump over > air back dash j.B > j.C. The j.C connects if they switch to crouch block after the j.B on: Arakune*, Bang, Hakumen*, Tager*, Litchi, Tao, Relius * Best on these characters since j.C still connects if they continue stand blocking. 22C > dash j.A fuzzy guard set up. j.A hits standing hitbox for crouch attempt on: Ragna, Hazama, Tager, Relius Could be good to mix up with [22C > dash 3C > 22C~whatever] OS since fuzzy only works if they tech 22C and block low immediately. On that note, the 22C > dash 3C > 22C~whatever OS, you must delay the 22C on: Jin, Arakune, Tager, Tao 22C whiffs if done immediately after 3C when not at point blank range on these characters. normal jump high j.C (blocked) > j.D (blocked) (RC) > airdash j.C >j.D etc. Better in Extend due to lower j.C hitbox. low as possible blocked j.B/j.C > land j.A fuzzy guard set up revisited. j.A hits standing hitbox for crouch attempt on: Ragna, Hakumen, Tsubaki, Hazama, Lambda, Tager, Relius, Valk
  19. The Funny Things I Do with Ragna thread has a couple OS's in the first post. Speaking of I'll add what I found on the recent things I was messing with. I dunno about the gatlings but you could always use the wiki or training mode to figure that out.
  20. If you were getting the red ! when the j.A hit then it was working, but otherwise he can crouch it before it connects. That's what I'm getting, j.A can hit but if he crouches it whiffs over him instead of hitting his standing hitbox for the crouch attempt.
  21. I'm not getting it on Valk. Recording Ragna 3C > 22C > immediate dash j.A, player set to tech 22C. Recorded it first on Ragna to get the timing right (when timing is right CPU will block the j.A even when they aren't set to block).
  22. Ok, yeah it's a shame it only works so few. Wanted to know who it all worked on cuz I'm thinking of trying to work it into my game more after enforcing 22C techs with the dash 3C>22C+D OS thing. Until they reversal DP/super out of the tech, then I get sad.
  23. Well I tried everyone and couldn't get it on them. Tried some more and still can't. Did you get it on these three? I'm surprised it doesn't work on Litchi or Hakumen.
  24. Does 22C > (they tech immediately) > dash j.A fuzzy work on anyone besides these characters? Ragna Hazama Tager Relius Those are the only ones I got it to work on. Oh and Jin, but j.C whiffs after j.A hits him
  25. Unfortunately that isn't what I've been finding. Try it in training there's definitely only a few characters the j.C will actually connect on at all. It whiffs on any characters not listed below. This is what I got from testing it on everyone at the same height with a recording. - dash jump over > air dash back j.B > j.C j.B hit, j.C hits - Bang, Hakumen, Rachel, Tager j.B blocked, j.C is stand blocked - Hakumen, Arakune, Tager j.B blocked, j.C hits crouch attempt crouching - Hakumen, Bang, Litchi, Tao, Relius j.B blocked, j.C hits crouch attempt standing - Arakune, Tager Theory fighter mode: activate. The way I see it, this trick will hit people most often like so. When they block the j.B, they will block low thinking you don't have another air attack coming. j.C will hit the listed characters for switching to crouch block, even though it whiffs on some if they were to get hit by the j.B or continue stand blocking. It can be treated the same way on everyone it hits a crouch attempt on, but you get an actual solid block string on people the j.C never whiffs (Hakumen, Arakune, Tager). So it's a gimmick that could possibly be useful Hakumen, Bang, Litchi, Tao, Relius, Arakune, and Tager. Obvious problem with it: it relies on the opponent sticking in one place for a long time so not easy to apply. wow so much for practicing Blood Kain combos today
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