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fogelstrom

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Everything posted by fogelstrom

  1. Thanks man. I dislike the mirror because CWH, 6P and 2D is broken aganst eachother xD But it's good to see/feel what others are doing to get tips/inspiration to up your own play at least. Too bad about the 5F connection.
  2. Why not use 5HS after RC in both cases instead? Walk slightly forward after RC and then 5HS. Since it's RC combos the hitstun scaling is affected so it should be same as when doing Mappa RC combos. I rarely do 2D RC but I know both 2D and Throw RC in corner is a bit iffy with pushback. But you should be able to do 5HS, j.SHD, j.2K, j.PK, dj.KD on basically everyone.
  3. CWH is punishable on block so there's really no reason to do it on oki..
  4. I use both P and K Dandy when calling people out with Pilebunker. Depends a bit on what characer I'm playing if they have good moves with alot of active frames. Like Bedman 2K and Axl 2K. Against these you'll have to do 214K instead and it's usally safer to just do Under Pressure since they most likely have recovered already. I'm a bit of an elitist and always think of high level play and almost always dictate everything after that. As Loli says BDC Mappa is invaluable to blow up mashers and condition people to stop mashing after Mappa. I really dislike the kind of X beats Y beats Z play that comes after K Mappa and I should REALLY use P Mappa alot more. Also I think IAD j.S(X), j.K should be used alot more offensive after like 5K, 5K, on block and c.s, f.S, 2K. It's really good and let's you keep pressure without having to resolve to Dandy ALL the time. After a while people will figure out where you do Dandy and punish you for it. It's not that fun to get CH'd by Sol 2D all the time if you are too obvious about it.
  5. And the last clips I care to edit out to YT from last night. vs Faust https://www.youtube.com/watch?v=m48DIbX8mRo vs Sin https://www.youtube.com/watch?v=8jSbkWY315E
  6. I do "complicated" combos online e.g. 5K, 236K, CWH, c.S, j.SHD, j.2K, j.PK, dj.KD. Even with 5F delay these days. But obviously it's far from consistent but I always go for it. I also personally prefer to call out people with Pilebunker after Mappa to stop them from mashing (if I have meter to spend for RC ofc). I tend to get alot more respect these days but it all comes down to reading your opponent on what to do after Mappa. 2D has lowered hitbox so you can slide under Elphelt 5HS and get CH. (to my understanding) However Elphelt can YRC ANY of her 6 shots because they are all counted as individual inputs so she can YRC 5HS at 6 different points. So she can 5HHH, YRC, 2S and get CH for stagger and combo. It's ridiculous. If the Elph knows and does this you can't do anything vs 5HS if she has meter. Eventually they will stop using YRC and get free 5HS shots when you only stand around doing nothing.
  7. You left out quite a bit of stuff, mostly damage. I don't see the point in putting such emphasis on more advanced stuff like BDC over actually getting damage. Imo it's easier and best to learn combos first and then gameplay and not the other way around. But maybe that's just me. Also Dust in general is really viable since you can always gatling into it. Just because it doesn't give oki isn't reason enough to leave it out of your game. 2K, 5D is good on block and you get some 150dmg. The write-up seem kinda lacking and like a flowchart, your online flowchart? But I don't really see how it's beneficial for anyone.
  8. vs I-No https://www.youtube.com/watch?v=zsg2qLUECl4 vs Leo https://www.youtube.com/watch?v=WRPCARoiOSM
  9. Nice Robo. Makes 6K have some use! Just doing YRC fake to grab gives a bit of extra sting!
  10. Finally got some footage albeit crappy footage. Playing vs Bedman that obviously you barely know what he does. I also notice alot of my faults/flowchart but yeah. Just to get the ball going http://www.twitch.tv/inputlag/b/600931588
  11. It has already been said but this time around Slayer isn't his 'overpowered' AC/+R version. He had a HUGE amount of stuff in the latest installments but this time around he's simplified and more fundamental and footsie based. Even with all the nerfs he received, in this entierly new game, he still has a bag of goodies to use. It's just not as big and you can't rely on BBU for absolutely everything. Played some good matches online yesterday (finally) and even though I couldn't check my own lobby record I'm sure I had some 80%+ win ratio. As soon as you get respect and people blocking you can have alot of fun with the stuff he has.
  12. I don't really do anything at bursts. Unless I do a hard read if someone is saving the burst. People need to GG burst more way early in the matches overall. I also find it difficult to punish burst even when I bait then with jump cancels.
  13. During Hellfire and when catching people wiffing stuff and or baiting close to corner this is scary. I just pull out something random if it ever occurs, got nothing on the top of my head.
  14. This. GG is alot stricter so the effects of the delay is ALOT more prominent. I've actually had some good matches today but even so some things just falls between the chairs in online Xrd. It's the mix of poor netcode along with GG being so strict that makes an all together mess.
  15. I second this. Since j.S(1) is the standard I think we can omit bracketing the number of hits unless it's more than 1 and just do a * note of it
  16. As Loli said it's just a tighter link with 6K being 6F startup and 5K 7F. Hase usally does the 5K instead from what I've seen. But mostly it's such a slight difference it's not worth you randomly doing a bad drop especially if you are going to spend 50% to RC 236K and continue the combo.
  17. Everyone that think that Xrd online is anything but horrible I'm just curious do you play offline at all? Because it's like night and day. I regularly play 2F-4F matches and they're still awful. Still, alot of people in sweden playing on wired fiber connections but even then it's just plain bad and so far off offline. I can only wrap my head around anyone ever saying anything positive about Xrd online is that they can't have played offline once.
  18. Kudos for updating the Wiki. Dunno systemwise but you just have to wait out the recovery of j.2K fully since it's a link. I had troubles at first where I would press j.P/K way to early. What I did at that point was to just to it way late so I could actually visually see that the move came out and after that I pressed it slightly faster after getting somewhat of a feeling of when the recovery was done and I could start pressing buttons again. Not on the same topic but I played offline matches yesterday for a couple of hours and it's like night and day versus online for me. EVERYTHING I fail online works flawlessly offline. All links, combos, setups and just about everything. Felt great playing yesterday and I will take online for what it is. Too bad I feel like Slayer is one of the characters getting hurt the most of the poor state of online. I mean I miss c.S, f.S, c.S, f.S, 2K, 2D more than I hit it online but offline yesterday it worked 100% of the time with one exception being really at max range.
  19. Like Elk said j.K has to be CH. I missed that. I've edited and corrected my post! 6K RC... you get like nothing. I'd only use it to clutch out stuff. 6K RC~ c.S, f.S, c.S, f.S, 2K, 2D (crouch only) c.S, f.S, c.S, 2D (standing) c.S, f.S, 236K, RC, 214K-K, 5HS/c.S, j.SHD (probably not possible to add j.2K, j.PD since double RC? Better of doing more ground hits before Mappa RC I'd guess) c.S, f.S, c.S, f.S, 632146S/DoT etc. Just the simple stuff.
  20. PJS Winning has locked archives for subscribers only unfortunately. Maybe some other time down the line. *EDIT* Also regarding AA combos and stuff I've seen Slayer's doing air-to-air CH j.K, land, 6HS, 214P-P. Seems quite important to learn this confirm as well as it's a big chunk of damage and obviously if you're close enough to the corner you can continue with RC.
  21. You Tiger Knee any special move since back and forward dash are jump cancelable (spelling?). Easiest is probably BDC Mappa where as the input would be 44, 2369. The added 9 makes you tiger knee/jump cancel the Mappa out of the backdash. You add 6 frames of invul for any special move this way. Though I find it difficult to BDC much else than Mappa. You can visually see that he does a backdash then a special move straight from it, like a few startup frames are missing/blurred from the BDC. No matches to record/show Loli? Also glad your finding online play-worthy. For me it's quite shitty as I can barely do anything online. Not even K-Dandy bait a Benten from Axl and/or simple stuff getting dropped/not coming out. It's better then nothing but I feel like I just can't do any good online vs offline. Whilst playing in the same country all with wired fiber connection.
  22. However it's unfortunate that "the only times" you will apply this is after a 2D hitting on later frames and after j.D. Whilst most likely about half the damage you are doing is going to be from pokes, throws and various other stuff. I'm gonna try Loli's tactic and record a bnb with different It's Late timing to get a feeling when I'll blow up throws. It's a good idea and I can see myself using this 90% on oki after spaced 2D/j.D because western style is masher style!
  23. I'd say Hase > Taka. But there's indeed alot more footage of Taka but Hase always just blows my mind with the stuff he does. I really wish we had more footage of him playing considering he has the second highest match count after FAB I've seen on any card. I personally don't think Adam is any good. There are other Slayer who easily are better, Sanma for example. I don't know who the Slayer at A-Cho is. He's Dan 11-12, using a un-named card (GG Player) and using default color. He's good as well. I also noted that the Zato matchup is really horrendous for Slayer. If they apply smart pressure and 'safely' desummon Eddie just doing 2 drills (that are very hard for Slayer to deal with) they have 100% meter to apply free pressure with again. I'm having a really hard time against Zato but this matchup really is you having to fight a uphill battle using good footsies, fundamentals and understanding of both Zato and your own character. I don't know man. I feel that even with variation to the timing I'm getting thrown. After getting about using meaty It's Late setups I get thrown practically all the time. Also I know for a fact some people I play MASH LIKE CRAZY on wakeup and get throw, to mee it feels like you don't have to time it on wakeup. So I started to attempt to hit with the startup frames for throw invul at oki (without any practice to the timing) and didn't really work out, most likely because I missed the timing but felt weird since I would have 13F of throw invul. But I'd guess this is what you'd wanna do to condition people to go like "oh I can't throw this guy on wakeup and getting CH'd into 200+dmg each time". I also think Slayer is a nice character but it bothers me that at this point I'm getting frustrated with peoples lack of knowledge of Slayer's mixups and just mashing like crazy. It's bothersome and boring to try and educate people whilst playing against them. Some people don't even try to understand/learn and for me that gets super boring. Having to flowchart Slayer is the worst. No one gonna post some of their own matches? I still need some inspiration and motivation! I'll look into maybe bringing my recording equipment along next meetup and record some sets if it isn't too bothersome to disconnect.
  24. Read this thread from JP release date until now and watch videos. Should give you a pretty accurate idea
  25. T (Also, I am still having a damn hard time doing anything after a j2K in a combo off CWH. I try to just go for 2D, but it only ever connects from a grab RC combo. It's frustrating the hell out of me. But that's still old news.) Also, I'm sure this has been answered already but do FDCs have no invul like BDCs? If you're doing CWH, c.s/5HS, j.SHD, j.2K, you can even hit j.K after this because the hit stun scaling hasn't set in so bad. Try to look wether the even comes out or not. My issue in the beginning was I was pressing j.P/K way to early before the recovery of j.2K was done. You can get + on hit but that is obviously will well spaced Mappa and if they perhaps FD and you get in. I probably should have been more specific and said if you cancel into Mappa from a normal. I doubt you'd hit the last active frame EVER at that point. Maybe you'd be at best -1 instead.
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