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VR-Raiden

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Everything posted by VR-Raiden

  1. Really? Maybe I just haven't tested it on people with good throw range. Are you saying anyone would still be in throw range after blocking 2P > 2P? or just people with farther throw range? cause I know at least vs. Sol, blocking 2P > 2P pushes him too far to throw your WT. I tested/use this from running in after a gunflame FRC btw.
  2. Hmm lets see... 2p > 2p blocked is a good set up for Wild Throw. It puts them at a range that they can't throw you and you can throw them. However that set up is best for people that try to throw you out of wild throw of course. If they try to backdash or jump after blocking a 2p, if you do a 2K it will hit. This can go into 2D > BR, or if you only did 1 2p, they're closer so you can get 2k > 2H > GV combo. Or you can do 2P straight into 6P to try for a CH. Sometimes c.S (delay) > 6P/5H/2H can work too, all are pretty mean on CH. I've caught people with 6P (blocked) > wild throw before. I know that may sound silly but it's just another thing to confuse them with XD 2p set ups are probably the most solid though. That's all i got for now
  3. I only really hit with BB if it catches a backdash, or jumps over a projectile or something with bad recovery.
  4. Yeah Wild Throw seems especially good here. As for punishes, you can punish the Sword's 236S, H (sword stab > pull back move) IB or not, (but IB makes it hella easier) with a CH 6H (first hit) > GV but you usually have to dash forward a little before doing 6H. And the CH 6H (first hit) combos into GV on level 3 stun recover so its pretty much guaranteed.
  5. then mash buttons + directions to make it a max of 8 hits.
  6. Be aware of his 6K > autoguard K when using GF as oki or in block strings. Unless you FRC or do the GF from far away enough, he gets it free. If you are able to block it by FRC'ing or using it from far away enough, you can punish with a CH Fefnir.
  7. If the Ky player decides to do 6P > 6H in a block string, the 6H can be GV'd on reaction pretty easily. Also, reversal GV goes right under his charge stun edge as oki, but just be careful if they are aware of it/become aware of it. If they think you're going to reversal GV, and you don't, they might try jumping in with air attacks, or air dashing in on you as you block CSE. Sometimes you can get a free VV/other anti-air if you IB the hits of CSE if he tries this. The other option the Ky player has is staying on the ground to block/hit you out of it. But if he's baiting and you don't do it, he loses his pressure I guess.
  8. Ummm...I meant burst out when Sol's comboing you...hence the "GV in combos." Not when she's in a block string :blue:
  9. yes... just saying it's risky >_>
  10. I'm sure this has been said already but just a random note vs Jam. you have to be VERY careful when choosing to do GV in combos if she has a Burst. If she bursts (making the GV miss) she can rape you with a puffball of course it sucks when any character bursts over your GV, but from my experience it's especially painful vs Jam.
  11. well from my experience of this match up, I can say DON'T use 5K as anti air...her j.H will rape you :8/: Even if it's possible to hit her out with it, I wouldn't say it's worth the risk. but this is also true against other characters. (like Slayer)
  12. sometimes it can hit people out when they run in to punish but it's really dangerous. Usually not a good idea unless you know they aren't ready for it. They'll probably catch on pretty fast and get CH. for example, if Sol sees a VV whiff or blocks it and waits for the KD kick, he can punish with CH GF for massive damage
  13. All-around Poke: the combos I was doing work on all medium weight people (all males except bridget, and Dizzy and Aba). Robo ky and Potemkin you can do the same basic combos you just have to alter the timing. That wild throw combo works on robo ky, but on potemkin just do j.D SW repeated. As for light weights (females minus Dizzy, Aba) you'll need to change the combos up. Like CH 2D>GF FRC instead of CH 2D>GF>Fefnir. Or because they are higher up, 2H JC SW where you would normally j.S SW. In other cases, like if they're knocked all the way across the screen or after CH 2D> GF FRC or BR RC> SW (as long as you dont hit them really close the the corner), you can do jump, SW. and as you can see, I don't do all the "official" combos such as j. D after GV or 66j.D for Wild throw (unless I'm feeling extra confident). I mess them up too much for it to be worth trying. j.S for those is a LOT easier, for me anyway. ShinBlade: Thanks, dunno if I can make it to FRXI. It's doubtful :8/:
  14. Got some more vids up now, if anyone cares http://www.youtube.com/profile_videos?user=CursedTiamat&p=r
  15. hey guys, I think its about time i show some of my vids http://www.youtube.com/watch?v=cfj3bqWgphk thats just one match vs Shazay's slayer. There's a lot more vids under that account (Tiamat's), all casuals so far. Grand viper combos were hating me for the most part
  16. well I play on pad, what I do is kind of slide around the buttons/directions in a circular motion really fast. Sometimes crazy random stuff comes out when it clashes but thankfully thats rare
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