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Loli Bacon

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Everything posted by Loli Bacon

  1. It's a one player game if you guess wrong, in which case, Tao is just mixing you up. She has OPTIONS which is what most Blaz players aren't used to characters having. She can do more than 1 or 2 things from any given move, which, combined with her tricky movement options, means that you have to guess on how to escape. She has ways to bait bursts/DPs/Anti-airs with her movement options, yes, but they aren't necessarily free; the Tao could guess wrong and use an option that doesn't bait those things. She's no different than Chie in that aspect. A one-player character would be CT Rachel, CT Nu, CS1 Litchi, Arcana 1 Liese, F/UC everyone etc... She doesn't have unreversable pressure (it's hard to reversal out of) and she doesn't have unblockable setups that let her win the game (CT Rachel, CT Arakune, Kokonoe) that can't be gotten out of. The opposing player just has to guess right.
  2. I know, but your post implied heavily that you were siding with Erik, in which I admit she's good, but she's not what Erik stated. =P
  3. I don't have to admit that, everyone knows. Speaking of which: https://twitter.com/LoliBacon/status/407636105362563072/photo/1
  4. Being good doesn't mean she's a one player character. xD I know she's good, but she's not broken.
  5. So how are they getting hit by dash? Are they throwing out a move full screen?
  6. How is she one-player? She doesn't have unblockable setups and she doesn't have DP-proof oki. If players are getting rocked by her, it's because they guessed wrong.
  7. So I'm learning Tao. Bitch is awkward.
  8. So, how do I deal with people who refuse to tech? I'm having issues because people will refuse to tech 3C > 22B oki, so to punish them, what should I do? I'm doing 2B > 6A, but it's just blue beating, and then I'm done with the combo. I'm thinking of doing 2B > 2C > 6C > j.5D > j.236D |> 6B > 236B oki, but I'm not sure if this works. Having the same problem in the corner off 236B > 5C > 22B oki. They're not teching, so the 22B is just blue beating them. Thoughts? However, I found that if I do 236B midscreen and they don't tech, I get a fat, juicy combo with 6D > IAD > j.B(2) |> 6A > j.B(2)> JC > j.B(2) > j.2C > j.236D |> 6B > 236B.
  9. Being completely honest, I never get that far. If they're letting themselves get hit by 22B, they usually just burst the followup combo. Try doing 22B > 3C > 2C > 6C > JC > j.C > j.5D > j.236D |> 6[A] > 22B > 5B > 5C > 236B > 5C > oki. Cutting out j.B and 6B might be enough. This isn't tested though. Let me know your results.
  10. Thank you all for your feedback! =D I'll see what I can do with this information.
  11. So the answer is to bait it and punish it with a combo? That's not my problem with DPs, as baiting is fine. The problem is more indepth than just getting hit by DPs. If I were to bait a DP, that gives the opponent the chance to chicken block out or to apply their own pressure. If I try to meaty to stop the chicken block, I get DPd. If I'm pressuring and there's even the slightest hole, these players will mash DP. However, if I start baiting these reversals in the middle of my blockstrings, they get the opportunity to jump out or to mash out. The threat of the DP is where most of the low risk comes from, as it forces me to constantly play like I'm playing against someone with downs, which gives them the upper hand. Landing a DP may not give them damage, but instead of resetting to neutral (as it should; you get benefit enough from getting out of pressure + damage) it gives them field advantage and allows them to rush in. Baiting a DP and dealing tons of damage is nice, but I can't keep momentum afterwards because if I were to do things on oki, that RPS is still there. How do you deal with this RPS and how do you get players to not DP during blockstrings/frametraps?
  12. Hey guys, topic title. Some issues I have with this in Arcsys games. 1) to bait a reversal, you have to either A) force it to whiff or B)block it. Some issues with this that I'm having. 2) Blocking a reversal means they can Rapid or Roman cancel it if they see it was blocked. Therefore, they then switch from defense to applying pressure. Best to force it to whiff. 3) Forcing a DP to whiff (being spaced correctly) means they can just jump away and get out for free. Thus to beat this, it's best to poke to keep them in place. 4) If you poke and they DP, they not only stop your pressure, but they get damage and get to apply their own. DPs are too low risk/high reward. Sure, the player can make a mistake and do it when it would whiff, but good players don't usually do that. How do you beat this? Because of this RPS on offense that's NOT in my favor, a lot of the times I find myself winning more if I just stay away and zone. How do you beat this mindset of "They're near me. Use a reversal"? No matter how much I bait, I can never get them to NOT either A) DP, B) Chicken block if I baited a DP or C) Backdash oki because I tried to force a DP to whiff, so they're too far to punish. Thoughts? This shit makes these games extremely boring and tedious to play. I don't mind DPs, but being able to rapid cancel them is retarded.
  13. Watching Tsujikawa's videos, will post them here: Midscreen: 6B > 4D > 5B > 236A > 66 > 5C > IAD > j.B(1)> j.C > j.6D > j.236D |> 6B > 236B > 5C > oki 6B > 4D > 5B > 5C > IAD > j.B(2) > j.C |> 236B > 66 > 2C > 6C > 9D > j.236D |> 5C > 236B > 5C > oki (crouching) j.B > 2A > 5B > 5C > 2C > 4D > 5B > 5C > 6A > 5C > 6A > 236A 6C > JC > j.B(2) > j.C > j.6D > j.236D |> 6[A] > 22B > 5B > 5C > 6[A] > 5C > 236B > 5C > oki (4701/34) Corner: j.C > j.236D |> 5B > 2C > 6C > JC > j.C > 5D > j.C > 214D > j.C |> 6[A] > 22B > 5B > 5C > 6B > 236B > 5C > oki More to be added later. Things under here are my own tweaks: Corner Side-swap combo: 6B > 4D > 5B > 5C > IAD > j.B(2) |> 6A > j.B(2) > JC > j.B(2) > j.C > j.6D > j.236D |> 66 > 6B > 22A > 5C > 236B > 5C > oki (3457/24)
  14. Yes, in a sense. There's a spacing that catches every roll attempt and forces the lightning to hit meaty, but there are character specific setups (Hakumen/Jin specifically) where the lightning activates JUST to keep them from moving out, but doesn't force them to block it so they can't yukikaze it. Maybe if someone were to do this setup on Bullet, you could 41236x out of it, but I think the recovery on that move (miquelet capture, if I remember correctly?) is so much that you'd just get sucked into blackhole anyway. I can test it out today if you'd like. EDIT: Doing Hakumen setup on bullet allows her to delay neutral tech SJ out.
  15. Bunker > Blackhole loses to forward roll > IB > Jump out.
  16. Rooby-chan. Darell and I are coming by. Prepare your anus.
  17. Doesn't mean Satsuki won't reach for it...
  18. So Rooby-chan is hosting on Friday? I'll see if we can come up. I need more Koko matches.
  19. Why not just dash forward super jump out?
  20. Just getting a head count to see what characters I won't see here in AZ. xD
  21. Can we get a list of who everyone's playing? I think that would be interesting. EDIT: Chumaralupa: Izayoi, Noel Ryuuka: Terumi, Hakumen, Arakune Rath: Azrael Zeromus: Mu, Tsubaki Orrax: Tsubaki Upstreamer: Amane, Litchi, Bullet Valthazeryus: Tager
  22. You hit with 5B while 22B is still hitting them.
  23. As a Kokonoe player, I must say I don't understand why Kokonoe would EVER use 236C (ice spray) after overhead. Her 6B is -2 on block, and can be cancelled (instead) into 22A, which is + on block. Try testing getting out of 6B 22A instead. I'm sure you can DP the space between the two, but be wary because if she just blocks, you're eating a CH combo.
  24. The person setting up the blackhole for Kokonoe mis-spaced the setup. Done properly, it can't be rolled.
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