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Loli Bacon

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Everything posted by Loli Bacon

  1. Doesn't work if you aren't point blank when you try it against Narukami. Better, more consistent route is 5AA > 2B > 5B > 5C > 22B > 5A > 5C(1) > 236C > 5AAA > 214A
  2. She's like Yukiko without the unblocks, the zoning, or the oki.
  3. Playing Rise a bunch. She's a bad character. I don't expect to win with her in this game. xD
  4. I honestly think this character is bad, unless some serious new tech is found. She feels like P4U Yukiko, without the amazing setups, unblocks and zoning. That is to say, she's heavily momentum based, being both strong at a distance (against non-zoners) and being a nuisance up close. She has some hilariously fun gimmicks like stuff > 2C > 5[D] > mixup of choice > ]D[, but against other zoners she has to take pretty large risks to do anything. Honestly, I think her saving grace is 214214C+D as a reversal during blockstrings, since it will make slower moves whiff and punishes for 6k (kills a LOT of characters after 1-2 random hits). I don't expect to win much with this character, honestly. DP is bad. Like, really REALLY bad. Shields are also bad, but they're useful as a way to set up trickier mixups. I like doing stuff > 236C+D > microdash 5C > 22A > microdash 5C > 5D > 214A/B > Shield and then pressure with stuff. It's pretty solid, and the shield covers stuff like AoA and stances while calling the Himiko. Still think she's REALLY bad, though.
  5. UGH. This character. Go try this against Narukami in the corner, standing. 5AA > 2A+B > 22A Now delay the 22A slightly. Now do dash > 5AA. If you do 22A as fast as possible, only one hit connects against Narukami if he doesn't block. Delayed, none of them do. dash 5AA > 2A+B > 22A as fast as possible yields 3 hits when he gets up. This character is so damn finnicky.
  6. I.... don't know how I feel about the character. Seems a lot of her stuff can be disrespected and she lacks any semblance of midscreen blockstrings.
  7. A lot of those combos are really inconsistent omg. I can barely do them. My arms hurt. :< 5AA > 2A+B > 236C+D > microdash 5C(1) > 22A > microdash 2C > 5D > microdash 5AA > 2A+B > 214A 5AA > 2A+B > 236C+D > microdash 5C(1) > 22B > microdash 5AA > 236C > microdash 2A > 5AA > 2A+B > 236A Those are HARD
  8. Messing with her a bit. She's hard. My challenge 25 combo: 5C > 2B > 5B > 2A+B > 214A > 236236C (3 hits) > 5C > 214214C+D max damage.
  9. You can combo into it with Risette Field > stuff > DDR Super
  10. MARGARET'S AOA IS FULL SCREEN HNNNGGGG
  11. Do you mean 214C?
  12. Gah I've been sick for like 2 weeks now. Can I just be dead instead?
  13. If you're playing Yuzu as well, I have some stuff I've been doing that made my win rate go up a bit. 421B (hold A) > 5C > 236B~D > 236A > 421C > j.214B~D > 2C > 4C > j.B > j.2C > j.C > 66B > ender Cross up 421A > 236B~D > 236A > 421C > j.214B~D > 2C > 4C > j.B > j.2C > j.C > 66B > ender Non-cross up variant 421A (hold C) > 421A > 236B~D > Combo Double non cross up variant 421A (hold B) > 421C > j.236A > j.214B+D > combo Non-cross up > cross up variant 421B (hold B) > 421C > j.236A > j.214B+D > combo Double Cross up variant 421B (hold C) > 421A > 236B~D > combo Cross up > non-cross up variant And mix them up accordingly. Also add in single cross up/non-cross up variants (just 421A/B/C variants)
  14. j.2C > j.214B doesn't combo. j.2C > j.214A does. You're gonna have to guess whether they get hit by j.2C or if they'll block it, as that'll affect which follow up you do.
  15. What a shitty video. It pretty much is just like "Hey, Gordeau has a lot of options that beat a lot of your options. Guess right and you get out."
  16. I wouldn't say she's easy to pick up. She's simple, yes, but her options, routes, and confirms make her pretty -- I wouldn't say hard but she's definitely not easy. She plays like a standard Melty Blood character. I think "easy to pick up" is common in regards to Orie because she isn't executionally difficult and she doesn't have anything gimmicky that makes her mentally challenging (See: Seth for execution, Yuzu for mentally challenging). Stuff I've been doing: Raw 22C hit > 5C > 3C > 623A > 5A > 5C > 214B > 2C > ender 236 CH > 2C > 4C > j.B > C > j.214A |> 623A > 5A > 5C > 214B > 2C > ender 4C CH > 2C > 4C > j.B > j.C |> 623A > 5A > 5C > 214B > 2C > ender Question: what's a better oki option other than 214B? I've noticed it's not a hard knockdown and people can air tech forward. I've primarily been doing 2C > delayed 22B as an ender just so I get free pressure afterward. RPS/Theoery stuff: B droit is CS-able even on whiff. Against people who have DP supers, she can do stuff along the lines of stuff > 236B > stuff. If you don't have the range to poke me without dashing, she can hit a button (generally 236A) to stop you from attacking back. If they call the 236A and try to DP super, she can chain shift on reaction to the super flash and be safe. B droit on block makes a slight RPS for both parties involved. If the opponent knows I won't press a button, they'll do stuff that's slower but gives them better blockstring or advantage. If they think I'll press a button, they'll do something fast but gives a worse blockstring/advantage. Being only -6 on block, that means that unless the opponent has a move that has the range and speed to punish my poke attempt afterward, it might as well be plus on block. For throw mixups with her, I do tk.2C > 214A > 5C > 3C > 623A > 5A > 5C > 214B > 2C > ender for combo. If j.2C hits, you get a combo. If j.2C is blocked, you still get pressure. If you know they'll block the j.2C, do j.214B. j.214B is more + on block and if they try to poke after j.2C (the attack is delayed; looks like Orie is just going to land for a split second, so promotes mashing/anti-air attempt) j.214B counterhits for a delicious combo. 66B is -2 on block and on CH gives the same combo as 3C CH with slightly less damage. 3C being -3 on block doesn't really affect her pressure at all. Mix in when you do it and spaced properly, she can 2A poke attempts. Some pressure strings I've been doing: 2AA dash 2B delay 5C 4C 2A delay 2A return to neutral 5C 5A 4C 2AA delay 2C delay 3C > stuff
  17. Played Darell a lot last night. This is what I concluded: This bitch is really fun. Oh my glob. In other news, anyone here play Battle Party? :v
  18. It's still a full screen gap closer. On full charge it's -6 (just double checked). Eltnum 3C is 8f startup. You'd have to shield it to punish it, and you'd have 1f to work with. Properly spaced, 3C whiffs. I even just tested this myself in training mode. You probably had CH on and didn't have the dummy block after droit. I just tested it myself controlling both of the controllers myself; it's not punishable with 3C. Maybe 2A if close enough, but then it was misspaced. With 100 meter it's hella free though. You might have had Orie try and do another attack after dashing in and that's why you got 3C CH, but Orie is -6, she shouldn't be hitting a button after such an obvious move that can't be canceled. Orie is just within range to do stuff now, which is fine. Today I learned that j.2C > j.214A is a combo starter that does similar damage to 3C CH routes. Also CH 236B > CS > shenanigans.
  19. B droit fully charged is -7, so spaced properly it isn't punishable. If it hits, she gets 4k or so. Throw is good for another mixup option and if you have 100 meter, you shouldn't mind being full screen. In the corner, you're still able to dash up and meaty. For throw mixup, do stuff > walk forward > throw or stuff > walk forward > j.214B. j.214B is her BEST ground starter, netting her like 6k damage for 200 meter. Personally, I found that the worst part about her is that 3C is -3 on block and 214A > 214B can be interrupted. Oh, and almost all of her 22C stuff can be stopped by RUNNING at her and she has no DP without 100 meter.
  20. Is it hard knockdown? Does it hold up to back techs/delay techs? Can you be DP'd out of it?
  21. It's not unfavorable. I'll say no more. In other news, who's excite for Persona? As soon as I know if I can use a JP PSN copy of it, I'm getting it.
  22. Has this been listed yet? 236B (CH) > CS > 66B > 66B > 66B > 623A > 5A > 5C > 214B > 2C > ender
  23. I love you. This is the type of combo video I wish to make some day.
  24. Nanase's 236B > 6C is punished with 236B. Played Hilda a bunch. I think our best option is shielding her stuff > CS > use 41236C to punish pressure attempts. If Hilda does 22B, you can punish anything she does after it with 236B. She can block it, but then she's thinking twice about her pressure. If Hilda does 623B, you can punish it with 236B as well.
  25. So I'm not asking for block string stuff, and I wouldn't necessarily call them mixups, but what are you guys doing for teleport stuff/stance mixups? Some of the things I've been doing: 236B (hold C) 421A 236B - Can you do 236B (hold A) 421B 6C 236B+D as a mixup to this string? 421B (hold A) 6C 236B What are people using for air stance blockstrings? Does this work: 236B (hold A) > 9 > j.6C > j.6B > j.214A+D Will that lead into a combo? What are people doing from a j.214A starter?
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