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greatfernman

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Everything posted by greatfernman

  1. good luck opening him up when he's focused he can react to throws
  2. The secret to opening skd up is to make him not take you seriously/complacent/drunk and to do random, stupid shit with lopsided risk reward Note this only works in casuals Also not sure if possible online Alternatively play him in gg cause he's free
  3. You're just telling him what to do, you're not telling him what to /do/
  4. Firstly, how are these netplay pet peeves, Secondly, you could literally change all of these if you really wanted it
  5. Well I mean if the baits work then it's not dead. I didn't think of the two possible ways to bait when I made the post :v I'm secretly hoping the game is patched before I get back lol
  6. You have to meaty 5[H] to go into stance and keep them in place long enough for the sonic boom to reach them, it loses straight up dps, but he can bait dps, I don't think he can really bait the os. Unless he does a longer microdash before the sonic boom then yrcs so the sonic boom triggers the os, but it's obvious how far he is, and he doesn't really get mixup off that close of a sonic boom because it hits meaty. Though he may be able to bait it by doing 5p whiff to trigger the dp instead of 5H maybe I actually didn't think of that before, not sure if he can maintain the right distance and keep it ambiguous, need to test. Oh or actually maybe 5H~P. Hmm DISREGARD I think 236H oki is actually worse off cause he legitimately has no way to bait the os without meter as far as I can think of. I was thinking maybe crossup and ch them osing or counter, but you can build in the fd / mash crossup os into the proximity dp os You can bait the os by cancelling normals into fd, but leo can't fd in stance (Leo can just sit there then do a delayed mixup I guess but that hurts his oki super bad and its not like they cant just os again)
  7. Well he's always been bad so that's great for you
  8. Leos midscreen sonic boom yrc oki is dead His old 236h oki is also shittier It's bad
  9. um a japanese player discovered it
  10. yes that's my point. it took meter and (maybe) knocked down
  11. eh it looks like normal dust speed, it does have really good range though it seems also it looks like 2D knocksdown when it takes meter and doesn't when it doesn't (https://youtu.be/5rjAo5npHWg?t=2m20s) unless the other player just didn't tech also maybe j.D cannot be rapid fired unless it takes meter (As evidenced earlier on in the video)
  12. revert to lvl 1 it's in the video iirc
  13. But I like gg more than bb and I'm better at it than bb (maybe those two things go hand in hand)
  14. Time to drop bb for hnk
  15. You have no idea how sad I am that I'm missing this right now. Please get it streamed
  16. she can extend combos by throwing/hitting people into the ghosts so don't base it all on gatlings i believe 236D also is a combo extender i tweeted this about 2 days ago https://www.evernote.com/shard/s296/sh/e3280409-f22b-4f9a-ad11-eeb6f710aab3/6d57d3c2083321b6ebeedc7049fb3ab3 i don't know if the information has made it to this thread yet but here it is either way
  17. OK I've been told to keep what's said in the group chat within the group chat so no updates from there. But I'll still translate whatever tweets come by Sent from my Nexus 6 using Tapatalk
  18. yeah follow me or check in for more jack-o' updates, i won't post on dustloop because tweeting it out is easier for me. i'm on the japanese jack-o' line group chat, so that's where i'm getting my info if anybody was wondering
  19. https://twitter.com/GREATFERNMAN/status/600827328101388288
  20. I didn't say it's bad. Millia has good neutral, tell me she isn't centered around oki.
  21. For other characters centered around oki, yes.
  22. Leo has to call out blitz, backdashes, dps, throws, his overhead is reactable (even though it's not slow), and his crossup dash can be OSed. that's a shit ton of options you have to account for. sure the opponent has to guess. but that's to be expected since you got the knockdown, other characters in this game have ways to completely shut down multiple options at once to the point where they dont even have to think about the opponent attempting them, leo sort of kind of has that now with sonic boom yrc (though you still have to guess between blitz fuzzy jump etc etc). leo is honestly nowhere as hard to block as i-no, that's a huge overstatement. i-no is actually unreactable and can go overhead multiple times with very very janky rhythm. her vcl yrc, note and ff vcl are varying degrees of blitz safe and dp safe. leo's stance overhead is reactable, he can't throw in stance (though if they're respecting too much 22>throw is actually not that slow anymore), you legitimately just tap FD low using your fastest crouching normal's button so if he crosses up he gets hit (also use H so it can throw as well), react to high and once he's been pushed out of low range you block high. leo does not have strong meterless stance oki. sure people are going to be opened up, it's not complete ass mixup, but leo just has to take so many guesses when he's already earned the knockdown in a game where knockdown is really ridiculously advantageous for other characters.
  23. i meant you dont stop at p you stop at s. i probably phrased it badly but i dont know how else to phrase it and i just woke up sorry as in k ps s as in there's no reason to stop on P from s you get true blockstring into H or you can do whatever else though i guess from p you can catch mash against h with k. idk edit: i'd just like to add that i said meterless stance oki is terrible against faust, but it really is just not good against most characters. and dealing with faust 5D isn't like worse than dealing with a DP character (aside from 5D YRC), but it's still bad
  24. That's not how oses work? You're not stopping at p you're stopping at s. If you can actually consistently react to the whiff of stance k and still confirm if it does hit then okay good job. Him having a dust still forces you to account for it either way and skews the wake up game, you're still missing the point. As I have said before, 1.1 Leo has more legit oki against Faust with 25 meter, I'm just commenting on meterless stance oki, which is terrible against Faust. You can just go for nonstance oki really, I was honestly just talking about meterless stance oki. You doing h sonic boom is actually the slowest thing ever. If you get away with it continuously at neutral idk what to tell you. I think s sonic boom is better and the change in 1.1 made this (and the sin matchup) easier as a result, but while h sonic boom is nice if you can get it out, the startup is actually free. I legitimately just didn't comment on 6p, not saying I disagree with you. I'm shutting down your ideas because they're wrong IMO and I'm not offering alternatives because there really aren't any. You literally just struggle in neutral in this matchup until you get in, his options destroy yours so you have to just out neutral him somehow or be random or something. Once you get in it gets easier but he still has backdash throw blitz dust etc Not to mention his crouching hurtbox makes stance h easier to react to and invalidates corner airdash land low mixup. He can also crawl under almost every standing normal, which isn't that big a deal but its still there as an option. All in all you can make good decisions against Faust, its not like it's a unwinnable matchup. But these decisions are based on who you're playing and not on Leo having a tool than outright helps against the character. You honestly just have to beat the player because you can't beat the character in a controlled situation
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