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Arvandor

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Everything posted by Arvandor

  1. I still find myself having issues with a certain distance from the corner where I can't get my ItsuuC combo to work at all. If I try ItsuuC j.Chun 2C j.BCD iad j.C 6C, then I'll do 6C[m]. So instead I try the iad j.BC Tsubame and either the j.C whiffs, or they get knocked down into Staff2. I hit people at this very special distance from the corner often enough that it's starting to drive me up the wall. On some characters I can shift to 3C {D} dash 6C Staff2 6C Tsubame etc, but on some this doesn't work either.
  2. I figured out why I was having problems with the second hit of Tsubame on Jin. If you hit him with it during his bounce animation (think the time you want to hit him with 6B 5C after ItsuuA,) then the second hit will whiff. You have to wait for him to be completely grounded. Shottanuhmis, I'd suggest starting out learning her ItsuuC combos, as they strike me as the most versatile. The first one would be the going to corner combo, because if you reset training mode they're in the perfect position for it. 5B 5C(1) ItsuuC j.Chun (low to ground, jump straight up or back,) 2C j.B j.C j.D air dash j.B j.C (land) Tsubame 6C 3C After that I'd mess with a corner Oki combo once you start landing the first, so do the above combo and then end with 3C 41236D 6A 5C ItsuuC Haku Chun 5B j.B j.C jc j.D falling j.C 6C Tsubame 6C 3C From there, adjusting the first combo to remove the j.B after the airdash when you're further from the corner is pretty easy. After that, I'd start learning her 3C {D} combos in case you try for the "nope, one more hit in this blockstring," or "LOW! Haha!" Then after you get those down, start working on the ItsuuA stuff, especially for throw combos and CH 6B or j.C
  3. Alrighty, another question. What do I do on people like Rachael who never seem to be in range of the third hit of 3C? I can of course just do something like 5C 236AAA 5D and mixup, but I can't find any good combo options. I was mucking around with doing 5B 5C 236A 5D RC 5B 3C 5D~6 j.C j.236B 2D~B 5C etc, but the 5C whiffs (I'm assuming because the combo is too long at that point,) and it also seems like kind of bleh damage for 50% heat/drive/tension/whateverthehellitis.
  4. Alrighty, I have a question. Say you hit with a max range 5B 5C(1) such that ItsuuC will not reach. Yet you're too close to the corner for 3C {D} iad j.C haku j.BC to work. And too far for 3C {D} iad j.C 6C to work. What do you do? Can you run in and do something like 5B staff2 6C after the iad j.C? Edit: Ugh, I am stupid. I tried to remember some of the easiest combos from the list on page one, and forgot how huge the list is, I think I found out the ones I should be trying. 5B 5C(2) 3C {D} 6C staff2 6C tsubame 6C~ 5B 5C(2) 3C {D} tk chun staff2 tk chun tsubame JC kote JC~
  5. The first page says it works on Jin >_< I'll probably try Ragna/Hakumen/Tager etc when I get home. I figure if I can do the j.C 236B 2D~B 5C part of that one combo, the drive loop SHOULD be easy in comparison, right? =P
  6. Started mucking about in training mode with Tao's B&B stuff. I got 5B 3C 5D~6 j.C j.236B 2D~B 5C 2D~6 j.C 8D~6 j.C 8D~6 j.236BB j.236BBBB down pretty decently, but I can't get the drive loop to work (was trying on Jin.) I'd do 5B 3C 5D~6 j.C 5D~6 j.C, and this j.C would always miss, no matter how I tried to change the timing of the j.C.
  7. Yeah, I was definitely trying to do it from such a position that I'm not sure any 3C {D} variation would have worked. I got her basic ItsuuC combo down, which seems much more versatile and lenient on positioning. The only problem I've had with this one, is... 5B 5C(2) ItsuuC j.Chun 2C j.BCD air dash j.C 6C 623D ... now right here, the downward hit of the staff keeps missing. I was practicing on Jin, if that means anything.
  8. Ok, so I've been messing around with the basic 5B 5C(2) 3C [D] ]D[ iad j.C (land) 236A dash j.BC (land) 623D 6C, and I can't get the j.BC part after the Haku to work. I "think" my problem is that I keep catching the staff and doing j.[m]BC, but I don't know how to stop that from happening =/
  9. What if I'd rather go for meaty tree crossup rather than curse? =) I'm getting better at that first combo I listed. After experimenting on other characters I now also see the importance of the shadowless tk BL. On characters like Johnny, you have to do shadowless tk BL for both the tk BLs or you'll drop the combo. Even Sol needs them to be shadowless. It's also made for good practice on the far 2D BL -> tk BL link on Baiken. Which is total hax. Half damage for no tension? Poor Bacon.
  10. Man, after trying to slashback simple stuff like Jam's 6HS, Koichii's ability to SB is just inhuman. What's happened to Ogawa anyways? I haven't seen vids of him for ages.
  11. If you want to know if you're getting a TK badland or a normal one, look at the damage you do when you hit the training dummy. Normal badlands does 50, air one does 46. I can TK badlands 100% when just standing around, but doing it after a normal badlands is a royal pain. You have to execute it WAAAAY later than it feels like you should be trying to. Also, getting the super-jump shadow version doesn't seem to make any difference at all for me when doing loops. It feels exactly the same as a normal TK BL, only looks different. What are the best combos to do on people for 25% tension? I've been doing the following three combos ....2D FEXE FRC BL -> TK BL -> r.6K 5HS BL -> TK BL (make necessary modifications for different characters) or ....2D FEXE FRC iad j.HS j.D 214HS j.S j.HS 1hit BL 5HS 214HS TK BL or (air hit or net combo) j.K j.S j.HS 1hit BL 5HS 214D 5HS 214HS TK BL 2366P The second combo I find to be a LOT easier to do, does comparable damage, and generally has no disadvantage to the more difficult BL loop setup (too much TK BL ... ugh). The only character I found (keep in mind I only checked on like 4 characters) that the first combo did more damage to was Jam, where you can loop her a lot more than anyone else, and even then the first combo only did like 3 more damage. I'm open to suggestions for improvements. What do YOU guys like to do for 25% tension combos?
  12. My coolest freestyle moment and 100% tension burn. Wall loop ended with FB PB, 2HS(1) 236S~236P j.HS 236236HS FRC r.6P(1) 5HS 6HS 6P(1) 5HS 6HS 5K 5S 2367K Doing the ground loop off of 236236HS FRC hurts like crazy, just fyi o_O
  13. I can't believe how lucky my friend is. Or perhaps it's just insane intuition. But the first time I EVER used the 236S~D 2HS(1) 236S~236P 2144K crossup then hit in the front thing, he blocked it. So the second time I went for the 44D stay behind crossup, and he blocked that too. The only explanation I can think of is he got lucky on the 2144K, not realizing he'd be crossed up and so blocked it correctly, and then somehow assumed I'd go for something different the second time and blocked the other way. I dunno. It was pretty freakish though =)
  14. Yes, you cancel the burst into a faultless defense before the burst actually fires off, but you still get the invulnerability from it. It's pretty slick, I should practice it again =) I haven't really bothered trying since back in #Reload. I don't even remember the proper input for it now
  15. I've become a big fan of ending my corner loops with 5K 2HS 236S~D (wait till they're about to hit the ground) 2HS(1) 236S~236P into various crossup nonsense. I need to get a feel for when I need to stop trying for an extra loop depending on character and setup. Like off of (with charged ryuujin) 5K 5S 5S(f) 2D 236K~K 236K 6HS~HS, then from here, on some characters I can dash in 2HS(2) 6HS~HS, dash in 5K 2HS(1) 236S~D then ender (either damage or oki crossup BS). And on some characters I have to skip the middle dash in 2HS(2) part and go straight for the last bit of the loop. It's not only character specific, but position specific. Like if I can get them nice and high on the wall I can do 3 loops pretty easy, but if they're low, then 3 can still be doable, but at the risk of dropping the combo like an r-tard. Makes for super tight timing. Also, back to the 2D 236S~K combo, you can even do it to Pot, out of a combo (which I was told you couldn't?) 6P 5S 5S(f) 2D 236S~K will work so long as you're deep enough, 6P 5S 2D 236S~K is more reliable. I haven't tested it on Robo or ABA yet, but if it works on Pot... =D 2D 2369K 236K also works on Pot, really easily too, but I can't follow it up into corner loop (short of an RC on the charge kick anyways) >_< Which is a pity, since it's the most reliable charge kick combo I've found that doesn't depend on distance or crouching/standing etc.
  16. The only mixup I've seen is 236P 236P 44D (66 in relation to before), or 2144K. At least I THINK you can do it as 2144K, I've never actually tried that corner mixup stuff yet.
  17. Really? I swear I've gotten it to work before, just not consistantly at all. So what's the best way to ground chain into a carded Ryuujin on a grounded opponent that's too far for 5HS 236S~K 236K to work? Old school style 5K [6K(1)] 2HS 236K 236K? Isn't that kind of range dependant as well though? Also, is there a list of who gets hit by ground Ryuujin in crouching hit animation, so that the 6K is unnecessary? I know Pot does, and Venom doesn't... I don't get to play against many others =/
  18. I have a really hard time against my friend's Pot with Jam, which is weird, because I generally stomp him with every character I use, but Jam has always been a rough matchup for me against his Pot (even worse than Slayer o_O). So, my problems. If I approach from the air, 2HS xx megafist beats everything (for absurd amounts of damage) and is pretty safe. If I'm really on top of things I can FD the 2HS and parry the megafist, but sometimes I forget and just eat the 2HS CH style =P All of my oki except 6HS gets pot bustered, and half the time when I try to 6HS I get a reflector to the face (which is damn near death). Also, two mistakes is generally death =( He also IB pot busters my air approaches more against Jam than anyone else I play for some reason. I can't approach him safely with Jam at all, and he's more patient than I am.
  19. I CAN NOT get 2D 236S~K to connect reliably >_< It's really starting to get annoying. I'm thinking of just going back to 5S(f) TK Ryuujin combos when trying to hit with a carded Ryuujin, but that doesn't work on crouching hit, argh.
  20. Yu~ki is now my hero =D I wish my Eddie could be like his.
  21. Arvandor

    Eddie Q&A's

    I was toying around with some post CH 2HS options besides letting them fall and starting pressure. CH 2HS 236HS -K- j.HS -S- SG... This one is really hard to do, as the -S- seems to whiff a lot, being too far forward or something, not sure (practicing on Sol, btw). I have to pick them up at the max range of -K-'s first hit. Is there an easy way of doing a quick one-hit SG off a CH 2HS? Like would j.S j.HS make it easier? Or would that float them too high? The second thing I was trying, was going from CH 2HS 236HS -K- into an SG loop, only I couldn't get it even started at all. The SG would ALWAYS miss, Sol was either too high, or he'd just tech. Also, for some reason I had a stupid difficult time doing a quick 66214K motion (even doing it at as 663214 wasn't working very well). It made me feel retarded =/ Lastly, I can never get the 4422HS FRC iad j.S unblockable to work. The j.S just whiffs. Granted, I usually hold 3 out of habit, would holding 2 or 1 make a difference in the trajectory of the air dash? I'm at work, so I can't check myself for a while.
  22. Arvandor

    Eddie Q&A's

    Heh, thanks. Is there a way to set up one-hit SG and a puddle off of the 5K 5S -P- 2K 2S -P- 22HS -K- combo, or should I just do a one rep SG loop (once I bother to learn how) into -D- 22D, or should one just puddle after the drill and air dash j.S/HS unless going for the kill with an air combo after the -K- lift? Of course, this is all assuming you've got the meter to burn =P
  23. Arvandor

    Eddie Q&A's

    Alrighty, I've got the two basic standing combos into 2D -HS- or -D- 22D down pretty good. Now it's time to start exploring other things. Like controlling space with drills, -P-, and -S-. I always forget and accidentally do 22HS-HS- instead of holding it down so I can do -S- or -K- =) Whenever I try to move outside my pre-programmed pressure (mostly using -K-) I start spacing out the whole negative edge thing and defaulting to standard Guilty Gear play (does not involve holding buttons). Also whenever I try to do 236HS [P] 214[K] I end up just FDing. Perhaps if I plan on using BTL I should NOT prep a shadow attack. I also have a habit of holding 1 for all my crouching moves (it's from playing May), so if I do 236HS [K] then try to AA with 2HS -S-, I just FD low and eat shit =P Now for my questions. I never see Eddie players go for one-hit shadow gallery... Instead they just always do -S- j.K j.HS j.D -S- then continue if able. Is there a reason for this? Should I bother trying to work in one hit SGs, or is it just too unreliable? I saw a combo video where an Eddie player was doing iad combos with -P- instead of standing combos with -K-. Are these more reliable or higher damage? Worth working on? Or was he just showing off? =) What's the advantage of doing strings like 5K 5S -P- 2K 2S -P- 22HS -K- j.K (opponent died here, so I didn't get to see what he had planned for the rest of the string). Also 6P 5HS(3) -K- on a crouching opponent. Best damage? Better for raw damage than the combos listed in Teyah's guide? The best damage I've found for a dizzied opponent is just (6P)* 2HS 22D j.HS j.D. * - only on characters with short dizzy animations that 2HS whiffs on, like Chipp. Does less damage. Are there any better options? Besides IK =P
  24. You used to be able to BDC taunt. Way back in XX I once BDC taunted through an Axl's Resengaki after instant blocking 2D =) Heck, you probably still can, you just don't get the invuln. Just do 447Taunt.
  25. Back to Pot for a sec... Can 2K still dodge Slidehead? Is the timing too strict to make it worth it?
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