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maso

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Everything posted by maso

  1. Ideally, you want to do something into 2b note pop > 2c > mix up. You can do 5a/2a tic throw to check if they can throw tech. You can do 5a > 5a frametrap to bait mashing or jumpouts. 5a > shorthop > jB is pretty good command grab bait (Kanji, Marge) Raw ass 2C can be thrown and leads to mix up, but it's quite reactable to jump out or outright reversal. Don't use too often. Point blank 22AB can lead straight into 5aa > DDR. DPable without note pop cover, and useless if they got meter to burn on counterroll. EX Plat Disc > 5a allows you to restart your pressure midscreen if you need to. EX Note/ROCK YOU point blank > 5a sets up notes and is +2 on block, which means it's pretty safe to everything but DPs or stuff with invincibility. The frame advantage allows you to easily bait these though. If you're desperate to close a round you can also Risette Field during pressure.
  2. I've semi-retired, but I've been really interested in getting my playstyle critiqued to hell and back. I know I got bad habits. That's just something that happens from a netplay-only player I guess. I got a family trip planned this weekend so it's a no-go for Sunday. I'll be all over this if you do it next weekend though. And yes, I do have a mic/skype etc.
  3. Ive heard rumors of this, but couldn't bother to search the entire gameplay thread for it. Thanks
  4. Thanks for telling me that this was for people who don't understand so that if I do not understand the rules that I must read this all caps and bolded paragraph so that I may understand that this is for understanding that we need to understand that it not a boss tourney, but a normal tourney with the understanding that there might be a boss only tourney after. I Comprehend.
  5. oh hell I thought this was forgotten about! Oh well maybe next time
  6. Just being able to get a legit knockdown into oki off of random air hits and high hitting arrow rain with j.2b is a big buff if you ask me. All the damage it adds to to combos is just icing on the cake. You may be even able to corner carry into knockdown if you OMC a plat disc ender. Hell, you can probably corner carry note oki from anywhere on the screen now with SB Risette Field > dash to corner > j.2b. Need to see moar!
  7. Interesting. Max distance Rock You + note pop covers quite a large ground area that normally Rise struggles with, and unlike Plat Disc I do not think it can be so easily IAD'd. Of course you need to set it up and be properly spaced, but it's something. I definitely see the potential for shenanigans.
  8. J.B being a mid or not pretty much decides if she becomes a sub or not for me. Here's hoping. I do hope she still has a use for DDR though.
  9. I wonder if scan into SB Rain combos are gonna be thing now that it causes shock. I'd take shock over scan oki personally.
  10. Woo new footage! Tetrakarn seems to have a guard point. Or is it strike invincibility? Either way, it's ok I guess. Could be less risky than whiffing a DP, but enh. The second hit of j.2b seems not to whiff all the time in combos now? If so, it would be easy to set up oki or extend damage after an air combo. Might even be able to end in Risette field forcing them to commit to a block on wakeup and leaving you at perfect mixup range.
  11. If last tournament was any indication, we're all bad players. :p
  12. #WhensXRD Seriously tho, I hate lazy netcode. There's no reason vanity stage effects need to be transmitted unless the stage itself affects the battle! But I guess devs can get away with that when their entire country's almost half the size of Texas. :p Either way, 'twas still fun.
  13. Woo, ggs everyone! Grats on Brazil for winning the world cup. Very nice last match on the 2v2 sets FruitPawnch and yWaffle. Sorry I was so useless in the end. I really have no experience vs. regular Sho :p
  14. I read it as October 1 2015 too and was all damn thats a long time. XD
  15. This is gonna be a thing? I'm definitely available all day the third, so yeah.
  16. Now only if there was any reason to risk a tetrakarn. It really should throw out a projectile after the pushblock or something. Or detonate notes. Anything besides pushing them to Rise's worst range, really. Though I've always wanted to pushblock them into arrow rain for the lulz.
  17. Not really. She's definetly no SLab or Yosuke. Crossup j.b/2a/throw is good if they're blocking something, but crossup protection neuters true crossup mixups (otherwise arrow rain would be OP). And it relies on the threat of j.b overhead. Closest thing we have is delayed D > crossup > release D, and thats something you won't get away with often. Also, opening with j.a starter lowers our already low average damage. Shadow Rise might actually be stronger just for early Live on Stage access and forced unblockable shadow rampage now that shadows have reversal burst, but people would quickly catch on that they just need to save 50 meter to escape it so iunno.
  18. Teddie also has good normals, specials, and crap to throw out that lets him get in fairly easily and nets good damage. Plus plenty of status effects. Rise needs to apply lockdown pressure and go for mixups since she only does any damage point blank. J.a is too slow and has such a bad hitbox to use in all but the most ideal situations, and mostly whiffs crouchers anyway. She still has other options, I just feel like nerfing the most threatening one makes all the rest not-so threatening and mostly gimmicky. However, apparently lots of other characters had similar nerfs. And the average damage output for the cast seems to have been lowered, which should be a good thing for Rise since her output was low to begin with. Too early to say anything for sure yet. I doubt they'll change it back to hit high. ASW really likes to nerf overused moves. Lastly, forgot to mention I am quite interested in the note buff. Moving forward while detonated? Does that mean we can extend pressure by doing something like SB Note > 5B (detonate notes) > mixup and deep doing that as long as we have meter? More chances to mixup would be a fair trade to weaker mixups methinks.
  19. That j.b nerf really destroys much of her pressure game. You'll have to work really hard to mix people up now. Maybe you'll have to rely on whiff punishes now? I always thought Rise's strong pressure was to make up for her abysmal damage ceiling (sans live on stage). But I am happy to see the other buffs as well. Notes/Shields definitely needed some love, and such a poor DP never needed fatal recovery in the first place. I'm just not sure yet if it will be enough now that you can crouch block pretty much everything.
  20. Fun fact: If they like to throw out raw SB Arrow Rain to go for DDR, you can just crouch block. SB arrow rain tracks, but it has a sort of eye in the storm. You WON'T get hit unless you move until the end of the animation, so just wait until they activate and roll. No need to waste meter.
  21. To add to that, just cut your combos short if you manage to poke them while they're scanned. Ideally go for sweep > D disc, but you can pretty much throw D disc whenever. If they air block it you can SB arrow rain to keep them locked down for awhile, or maybe even cross them under. And to reiterate because it's so damn important, USE D TO COVER APPROACHES. Randomly timed D is actually pretty scary. Just be careful not to be predictable with it. If you're feelung cheeky, and are quick, counterhit D into B note combo gives decent damage and really scary oki. You'll only be able to do it if your opponent badly whiffs something though. I've only ever used it to punish a few slow, bad recovery DPs such as Ken's.
  22. Getting them to block D is still good. I'm by no means an expert (in fact I'm casual as hell and autopilot alot), but my primary neutral tool is definetly j.b. It's usually better to use IAD j.b than risking a dash-in unless you can punish something. You'll wanna be careful throwing out D moves in neutral because you're open as hell doing it. It's ok sometimes, but try to use it mainly during combos and on wakeup (particularly after air combos). If you're behind the cover of arrow rain, you can sometimes get away with throwing it out as well. If the opponent respects the laser, start delaying it by holding down D to give you more time to get in. Air turn is very important for cross up shenanigans, so do get in the habit of using it early. 2C is a tool I should use a lot more, but don't for some reason. Its extremely punishable, but has good reward on block or hit. It's ok in neutral when the enemy gets paranoid about j.b and antiairs alot, not so much when they constantly rushdown and mash out of stuff.
  23. Tested some things out. Here are things Rise can do safely on blocked DP: 1) Bait the super cancel and counter with DP, Hysterical Slap, or Live on Stage. If you don't super, you risk getting poked for a counter. 2) j.B or Arrow Rain you before you get the chance to super cancel. 3) Smack Koro out of the way and get a counter hit scan leading to ground combo and note oki. Not only do you get damaged from the combo, but now you got both note and scan oki to deal with. Mash DP at your own risk.
  24. Rise's long range persona moves have startup and recovery for days, with the exception is Risette Field. You can easily punish her attempts at throwing her persona out recklessly in neutral, at least when she's on the ground. Fullscreen j.D might be a little tricker to deal with, and can take some cards from you if you recklessly throw out your persona in the air.
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