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lofo

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Everything posted by lofo

  1. I'd experimented with 623H RC combos before, and I found it really hard to link anything afterwards because of the low hitstun. I just decided it was too impractical to be worthwhile. A counterhit would be helpful I guess, but that seems too hard to reasonably confirm. Is there some trick to this? I was doing 623H RC j.P etc
  2. I'll be there with my console, though I might be a little late. Gotta get a bunch of stuff done today.
  3. I'm not sure what you mean. What is Kliff's one thing?
  4. Just noticed that Reflex Roar is not listed as a midscreen starter. It really is one, you just FRC neg edge vault and you'll still get the wall-splat. Only really matters against vs Justice because it's so damn slow to travel, but it's pretty good vs her if she does missile with no FRC because you can punish, get over to her and combo. In other cases you just confirm into the super off f.S or 2H or whatever. From starting position you can do f.S 2H R-Roar FRC vault(whiff) dash (wait) 5K 6P(partial) S-roar FRC 6H(full) vault 2S 5H 623H. IIRC that second combo does 374 damage on Justice. I've been fiddling with BOB's combo of throw 2S P-roar FRC dash 6P(partial) S-roar FRC 6H(full) S-roar FRC 6H(full) vault. I'd initially thought it was Dizzy-only so I hadn't bothered with it, but actually it seems to work more generally. I'm not actually sure because I find the motion of 23[6]S,(P+K+S)~H to be tricky. Usually when I do 6H combos I FRC with the H then hit it again quickly, but it's not fast enough for the heavier characters. Anyways, unless it stuns, this combo does less damage than just throw 2S S-roar FRC stun slap into post-stun combo, so I'm not sure it's optimal for damage against higher stun resist chars, but it seems like it might be burstproof after the initial hit, which would be very useful. Still need to experiment more with it.
  5. I'm up for GG most of the time. I'm itching to get more games in.
  6. ggs yesterday, all. shoutouts to mirror match nonsense.
  7. GGs to everyone yesterday. It was great. ^_^ Now just a few more hours before more games.
  8. Vs Dizzy corner throw dash 2S S-roar FRC stun-slap *dizzy* dash 6H (partial) S-roar FRC dash stun-slap *re-dizzy* dash 6H (partial) drill 2S 5H 623H *touch of death* More generally, 6H (partial) S-roar FRC dash stun-slap redizzies her. She's also relatively easy to stun in general, so this means you can always convert damage into meter without worrying about scaling too much. 6H (partial) S-roar FRC stun-slap also redizzies Baiken but unreliably due to the randomness of stunning. Chipp, Millia, Kliff, Bridget can all be redizzied by 2H (partial) S-roar FRC stun-slap somewhat reliably. Watch out for guts in any case. edit - A friend pointed out to me that if you have enough meter to do these you might as well just do stun-slap RC IK. I think that's technically mashable but it's really damn hard, lol.
  9. If you connect vs crouching opponent, f.S 2H drill will combo from surprisingly far away. It's not that hard to confirm and works where only a super would otherwise connect. You can then oki or OTG for a combo extension, of course. Vs Johnny you can loop S-roar FRC 6H (partial) S-roars for pretty good damage. A silly example is f.S 2H R-Roar dash 2S S-roar FRC dash 6H (partial) S-roar FRC dash 6H (partial) S-roar for 328 damage, lol. It's pretty good wherever you have a corner OTG without too much scaling, though. If you get a corner stun vs a char that the 5K 6P uber combo doesnt work on and have meter, a decent alternative is 2H(partial) S-roar FRC IAD j.H dashjump j.KS-SH-plunge [+OTG if you want]. I havn't checked all the characters it works on yet, but it seems generally viable. I'll edit this when I get around to it. Does about 300 damage. edit - Oh, another thing. You can combine the corner throw into stun combo with corner optimized damage for a better overall combo. I havn't doublechecked that this works on every char that's stunnable that way though. Example: Vs I-No you can do throw 2S vault 2S S-roar FRC dash stun-slap; 2H (partial) S-roar FRC IAD j.H dashjump j.KS-SH-plunge dash 2S S-roar for 395
  10. I'll bring mine and leave it there overnight for Thursday, that seems easiest.
  11. Great. I should bring my setup, I assume?
  12. I feel I really overrated 5H when we discussed antiair months ago. It's really good in a couple situations but it loses to so much. It rocks May's jump and I was playing against her a lot at the time. I'm not really happy with 6P usually but c.S is surprisingly good when it's niche comes up. 623H is the main go-to anti-air though. It does crap damage and you don't get a knockdown but it works and it builds good meter.
  13. Ian going for the coveted "best avatar" award
  14. Coins are pretty annoying. Kliff's extremely wide hurtboxes mean they trade with drill, f.S, sweep, and can beat out IADs or jump-ins. I don't really find it practical to play in a way that does not do those things because then I can't pressure him at all, so I just accept that sometimes I'll get hit by coins. I'm not sure if this is a great idea but it's been working out better than playing defensively. IADing at him is generally strong, even if it does lose to coin. Also due to his hitbox, you can get more out of guardbar against him than against most characters, because S-roar FRC dash 6H (partial charge) S-roar will connect even reasonably far away, so you can loop it for great damage. For anti-air, 5H is bad and I would never use it against him. His j.K and j.H are too good. 623H is solid but low payoff, while j.P is ideal. It converts into big damage if you have meter and tears through his options.
  15. I wish j.H would just launch every time. Trying to do overhead combos on Justice like dashjump j.KSH, it seems so precise whether it launches or not that it just feels random. It has a very bad feel and I don't like it.
  16. So far I feel this is Kliff's easiest matchup. You dominate her really hard in normal form, can compete with her moroha form, knock down off everything, can loop 50/50s once you get a first knockdown, and are really hard for her to combo into a knockdown. While she's in normal form, your main concern is keeping her close enough to punish any transformation attempt. This is relatively easy because your fast and long pokes can punish her common transform strings. Drill punishes her 5H-bloodpack, vault can catch her if she tries to run away. It's not too tough to stay on her. As long as you do that, you can get away with pretty much whatever, though if you go for P-roar traps be aware that they are the exact range of her FB slide, so I recommend going for IAD-based pressure when she has meter. While she's in moroha, your main ground pokes are f.S (when she's far), 2D (when she's a bit closer), 5P (when she's close and leaving a gap) and not much else. Focus on defense and be patient, she is pretty limited in her methods of approach. Stance-slap can be worthwhile if she's in your face and you don't have a lot of damage on you. She might choose to come in by air because her j.H is hard to beat ground to air. 623H can work there, but jumping up to air-to-air with j.P or j.S feels more reliable and can go into a knockdown if you have meter. Once you get a hit, always confirm into a knockdown, ideally with corner push. You get a perfect deep safejump off a vault knockdown, a looser safejump off corner S-roar. After the vault, do a deep j.S for a fuzzy, after the S-roar go for j.KS-KSH for fuzzy or a delayed j.S. The vault gives her less room to mess with your setups but the S-roar combos do more damage and the vault ender is not always possible. Once you hit the fuzzy, a decent combo is KSH plunge dash 2S vault (+2S S-roar in the corner). ABA's long knockdown time means vault into 2S S-roar is usually possible if you want to do it. Combos like f.S drill 2S S-roar FRC dash vault (hits) 2S S-roar are often worthwhile for the setup they give. You can't safejump after a sweep, so comboing into P-roar FRC j.S j.drill or just going for a meaty taunt are worthwhile. It's also possible to link a 2S after sweep if you're close. I havn't figured out a good setup after D-roar yet unfortunately. After her bar is depleted, I usually step back a bit and go for a fully charged 6H. It does good damage and is protected against her bursting the knockdown since you can just let it go early to punish. Punish-wise, if she does danzai, you can sweep punish, or IB the second hit and f.S punish, or 5P between the hits, or ideally dodge between the hits and D-slap her for a stun. It really depends what you feel comfortable with and how close you are. If she goes for a goku moroha activate and you're close, you can dodge through in the 2f gap after the super flash and P-slap. In theory a D-slap might be possible but I havn't got it to work. If someone manages it, let me know. If you're really close when she does it (say during a safejump), you can straight up throw her during the 2f gap. Sample throw combo is throw dash 2S vault, then add on 2S S-roar in the corner. If she's throwing out rekkas you can punish the second and third hits with 5P, just don't get tricked. Once she enters goku moroha, everything you whiff can be punished from extremely far away for enormous damage, so act conservatively. You can't safejump against GM FB danzai off an S-roar knockdown, it's a bit too fast and it has enough armour to break through the j.KS chain. Fortunately that's a rare situation, but play around it. Note that you can often punish a far GM activate with drill, so she has to be careful with it. In general this match comes down to whoever can control the pace. If you force her to burst tons of resources to transform and stay transformed, you'll win. Kliff is pretty well equipped to do that. edit - Be careful about being above her in general. Moroha 2S beats j.S and j.H clean and clashes with plunge and can cancel into danzai. Goku moroha 2S is even scarier since it moves like a chainsaw and goes into bigger damage. It's wise to FD down if you find yourself in that situation.
  17. lofo

    Kliff vs May

    Played some more yesterday. Vs the j.2H, 5H is pretty ok at beating the slower crossup version and combos on trade, and 6P is better at stuffing unambiguous ones than I thought. c.S could also work there but 6P has a higher payoff.
  18. I've switched my opening mix to mostly sweep, 623H, block, with a little bit IAD j.K or f.S. I think there's no option she has that doesn't lose to one of sweep or 623H, and a bunch of stuff loses to both, so those are good to start off with, then block if you want to be cautious or IAD in if they start to get scared of your openings. I feel the opening is really important in this match because it can be the difference between getting in on meterless Justice and being pushed to fullscreen with missiles flying. other random stuff You can poke with 2H to stop missiles or even safely detonate a missile. If you poke a missile with the tip, it will detonate and you'll get hit for a tiny bit of damage but not get knocked down or otherwise harmed. It's often worth the life to break her traps like this. You can dash under missiles and stop with 2P, it's useful when you don't want to dash the full length of his dash. You can instant overhead Justice into combo. j.KSH, just be sure to delay the j.H to get it to connect.
  19. lofo

    Kliff vs May

    There's a lot I don't know about this matchup but it couldn't hurt to write some stuff down. She can low profile IAD j.KSH with her 2K so be careful to mix in IAD j.SH sometimes to scare her off it. I think the risk/reward on it sucks for her if you mix it up, but she can sneak it in if you're being predictable. Her pressure can be tough to escape with Kliff's options and due to her high damage and stun power, Kliff's stance is risky. It's also tough to anti-air her j.2H because the best move for it is 623H, but her crossups make it hard to input. 6P is too slow and 5H often gets hit, but c.S can also work if you're really quick about it. Blocking is often a wise choice there. Once she gets you blocking she can do a lot of things that aren't mixups to hold you in place. Keep your eyes open and look for the slow overheads and slow throw and you'll be fine. Look for places to put in 5P(into c.S or sweep) to keep her honest. It'll stuff horizontal dolphin and whiffed horizontal dolphin in particular, and even vertical dolphin if your timing is perfect. Vertical dolphin is unsafe unless she FBs it, so look to punish with sweep or f.S-drill. Horizontal dolphin is also unsafe but less so. A sweep is guaranteed and you can f.S-drill if you IB the dolphin or if she tries anything after the blocked dolphin. These are important to do consistently to keep her from turning the match into a circus. Be careful to know your meaties properly. If you don't have a proper meaty and try to IAD in to "just get some pressure" she can wakeup CH whale -> combo -> stun -> run to corner -> another combo -> death. It sucks to give up pressure sometimes, but it's not worth losing the round. The DC strat I'm pretty sure this strat is not legit because May has tons of ways to counter it for huge damage, but it's kind of hard for her to deal with so it can be worth a try. Basically you want to superjump j.H over and over. It beats most of her air moves unless she's pretty close, and you can sometimes combo if you get a CH, even though you're at the top of the screen. You might want to air dash forward or backwards at the top of the super jump to adjust spacing, and be careful that you don't get hit by H-VDolphin on the way up. You also need to mind you don't get CH by whale on the way down (this is big, maybe don't do this if she has meter?) and careful of her dashing into CH 6P when you land (FD or use plunge). Other than those, you can do whatever, just flop around and mash it and hope it hits. It's a really stupid strategy but for whatever reason it can work.
  20. It works in general but it really depends how high the initial j.S hits. I like it any time I feel my first hit might be too high, like vs May for example. re:PO, Yeah I was actually just thinking today that that`s really what I should do. Funny coincidence.
  21. I find the fuzzy easier with j.S jc j.K because the extra hit/blockstun you can wait a bit after the hitstop and do the jump cancel late, then "link" the jc j.K. This lets Kliff fall a bit more before the hit which makes it easier.
  22. i decided i need an avatar. i hope you all enjoy
  23. What makes you think Justice is 3-7, Braver? I've found it about even, though it takes a lot of work. I wouldn't go that far. Experienced players can block instant overheads on prediction, and it can be tough to set it up while playing around her reversal super. It's definitely in your favour once you're in, though, especially since she can't fly away the way Dizzy can.
  24. https://www.youtube.com/watch?v=FJjXR303K4o&t=10s Takuchi (KL) vs AGF (AN) [x2] https://www.youtube.com/watch?v=FJjXR303K4o&t=8m55s Takuchi (KL) vs Haaken (PO) https://www.youtube.com/watch?v=FJjXR303K4o&t=13m2s Takuchi (KL) vs Tsubu (AB) [x2] https://www.youtube.com/watch?v=FJjXR303K4o&t=22m36s Takuchi (KL) vs Satou (JO) https://www.youtube.com/watch?v=FJjXR303K4o&t=27m57s Takuchi (KL) vs Nakamura (MI) https://www.youtube.com/watch?v=FJjXR303K4o&t=32m8s Takuchi (KL) vs Ain (KY) https://www.youtube.com/watch?v=FJjXR303K4o&t=37m40s Takuchi (KL) vs AGF (AN) https://www.youtube.com/watch?v=FJjXR303K4o&t=42m40s Takuchi (KL) vs Satou (JO) [x2]
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