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Owner

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Everything posted by Owner

  1. - learning IB > Pot Buster punishes (part of learning specific matchups) - train your save jump setups (aka how to beat 90% of online sol players) - when and when not to backdash - using all defensive tools you have (IB, FD, BS) - 6K loops for solid corner combo damage - air combos that lead into ICPM - Trishula YRC okizeme (best used after ICPM, Pot Buster near corner or Heat Extend near corner) - implementing Hammerfall break in your gameplay for combos, pressure or tick throws - learn how to flick every flickable projectile in the game - Stun combos (i.e. after CH 6 HS or CH 2HS) - learn to bait effectively, Burst as well as counter BS - Last but not least: Watching FAB on a regular basis to NOT get frustrated in the beginning of learning Potemkin -------------------------------------------------------------------------------------------------------------------------------------------------------------- Regarding Trishula YRC oki: Thanks to Trishulas short horizontal hitbox you can trick your opponent into blocking it although it cannot hit them Example: After Heat Extend in the corner you do a short Hammerfall-Break to get in and use Trishula YRC on your opponents wakeup If you space it right, it will not hit the opponent if he blocks or holds up back Your options now are: Pot Buster, Heat or HPB If your opponent is stupid enough to mash he will get hit by Trishula since he extends his hurtbox. Then you just follow up with 6HS or 6K, whatever you like At first your opponent will respect the Trishula oki and hold back to block > Pot Buster him After some time he will begin to hold back up (because he anticipates a Pot Buster) > wait a sec to confirm his jump and Heat/HPB Eventually he will learn that he can BS Heat and will try to use it > again wait a sec to see what he is doing and catch his BS recovery with 6HS/2HS for massive stun and damage Hope this helps your gameplay, fellow soldiers
  2. FAB vs 15th Dan Axl: http://www.twitch.tv/joniosan/b/621492458 (starting 9:30:00) FAB is now down to 18th Dan thanks to that horrible Axl matchup
  3. "Bitch, you aint my daddy" It was worth waiting a whole year Very well done, the voice acting was pretty good too
  4. You need to cancel 6HS into Hammerfall pretty early after it hits 6K on the other hand can be canceled into Hammerfall pretty late (otherwise you wouldn't get enough charge time)
  5. Someone was kind enough to rip the whole soundtrack from the PS4 version (PS3 rips are terrible) I won't give any links, just search for "guilty gear xrd ost" on YT The uploader also posted a mediafire link in the description Leos and Els themes without any statics sound so much better
  6. I guess you're refering to this fine piece of footage here? https://www.youtube.com/watch?v=9LM-dKBSP5Q He still dishes out good damage even though he lost Fatal 5B And those Assault Dive Combos looks so good, especially midscreen with Gravity Pull on
  7. I'd say he is average in dealing damage He has some damaging combos in the corner if he has 50 meter and the starter was a stance normal like BT HS One such coner combo deals around 200-250 damage His midscreen damage on the other hand is not the best. Yes, he can end combos with rekka (and extend rekka combos with RC) but you give up oki Ending combos with 2D or j.236HS is a better way to continue pressure After 2D you just use [4]6HS YRC into 236H and then use stance high/low/214HS j.236HS puts you in a good position to continue your assault but watch out for mashers and DPs (use BT D to make them respect you) 214HS has some weird properties: It's an unblockable and also an overhead Just my day 1 impression Will definately sub him
  8. Dat Ramlethal white skin color: Take all my fuckin money... I know it is a reference to the original Valentine but she also reminds me of Tsubaki (CP style: black clothes, red eyes) a bit
  9. Maybe it is not cancelable if you do it from a blocked level 5 corkscrew? Or I was not practising long enough in training, probably the latter... I think that level 5 Maziodyne is not optimal for the setup because it hits the opponent after you land the unblockable and screws up the combo (and adjusting the timing so that Maziodyne doesn't hit is hard) I always do level 4. Level 3 also works just like Domi demonstrated. On another note if you instant block 8A after kill rush you can DP out of any followup that is not 214CD or 4AB Also if you fear that the opponent will DP during the 4C you can always do 4D which dodges the DP and punishes it with Maziodyne or a fatal 5B if you see the whiffed DP in time before executing Maziodyne I think only Yukaris DP could catch the 4D in time. Anyway today I had some matches against a Margaret player. Her neutral game is annoying. If she likes to do j.B for getting in you can only punish her with a psychic 2B. Pressuring her is not that hard since her DP sucks and her normals are rather slow. Just watch her meter so you don't get hit by her super. So it is important to keep up a good offense and make some good reads in neutral. Also who came up with the idea of an command grab with armour? Even if I manage to break that grabbing persona she only loses one persona card.
  10. If you are refering to this: kill rush > 8A > 4A > 4C > 214214C/D Until the unblockable 4B every hit is supposed to be blocked. And you cannot cancel into Maziodyne from a blocked 6A.
  11. You make good reads and don't get predictable with your pressure strings (don't go for the grab every single time, use Caesar more often) Use 2A > jc > AC > j.B and j.A > double jump > AC > j.B crossups After kill rush you can use SB Duck to crossup the opponent and start with 4A/B or 8A/B and end with fatal corkscrew Learn some setups after fatal corkscrew: summon Caesar for gravity pull or hit them with 2A so you can air grab when they recover midair Go for unblockable setups (only in awakening and 100%): kill rush > 8A > 4A > 4C > 214214C/D > Rapid > 236C > 4B (full charge) > 8B > 4A > 8A > 6B In the corner you can use Kill Rush > 8A > 4A > 8A > 214214C/D for easier execution While you execute your auto combo do a 236C after the last air hit and do a charged 4B into 8B > 4C > 4A > 8A > 2C Use S-Hold Kill Rush to go through your opponents offense and combo with 4B > 8B > 4A > 8A > 6B That's all I can think of for now. For visual reference just klick the link in my signature to see Domi in action.
  12. Domi vs Jiyuna and friends https://www.youtube.com/watch?v=zgf-T87zphI
  13. All videos I watch come from this thread here: http://www.dustloop.com/forums/index.php?/topic/8022-p4au-akihiko-video-thread/ It would also be helpfull to subscribe to FFxStrife and Jourdal on YT. Also, I have found a new way of dealing with hard matchups where you get outranged pretty hard: S-Hold system Even Domi uses it. Charge until you get to the special move which is the B-Version of Kill Rush with invul frames (once he starts running he is invulnerable) However I don't exactly know when the invul kicks in. I just charge the move, let go of the button and hold back or down back to block a possible attack. It is really effective against chars like Minazuki and can give you a good combo on hit (e.g. 4B > 8B > 4A > 8A > 6B > ender) Downside is, you can get predictable because your opponent can see your charge meter rising. You can cancel the charge any time by whiffing a move. The best situation to charge is while you are under heavy pressure once there is a gap you can punish it. You can also charge in neutral but your opponent can just jump over you and score a fatal hit.
  14. Ok thanks for the advise. I must have gotten hit in the feet back then. I watched some matches featuring Domi against Yukari players and he used SB Sonic Punch to punish her jumping arrow moves (j.2B and j.236A/B) Need to try that out more often.
  15. Yeah, so the Yukari matchup seems to be one of Akihikos worst matchups Rushing her down in neutral is not working out cause she outranges him with ease Neutral game is all about good reads She can summon her persona for free and breaking it is harder than some may think (tried 5C and j.C but they are too slow) Her pressure is scary too. Magarula is basicly a free mixup, she can cancel it from DP (block) too. If we wanted such a great mixup opportunity we would need Maziodyne (SP) plus rapid (Level 5 Maziodyne gives us unblockable setup but she won't let you reach Lvl 5) Her DP hits higher than it looks and if you try a crossup on her wakeup she DPs to safety (I think only SB Kill Rush can catch her, but the timing is tight) The only good thing is that we can dogde most of her projectiles with 214C (don't hold C! The invul is gone after a few frames) And SB Cork Screw can go through her multihit projectile (but it is one of the worst starters ever) However going in and actually score a hit is hard. Every combo has to hurt. Anti airing her is difficult as well. Oh, and don't use DP in this matchup. Most Yukari players use their persona for oki so the DP would lead to one broken persona card and a hard punish against us. Any other ideas on this matchup?
  16. I find it really difficult to anti air certain moves with 2B (e.g. Labrys j.B) For instance, I see the startup of the attack, press 2B and get hit Would it be better to parry against those moves?
  17. I hope there will be more changes once the arcades get the update on thursday
  18. 1. yeah look at the video it is a good resource for combos, mixups and blockstrings 2. blockstrings can end in various ways: a. 2C for reseting the pressure (can be beaten by DP masing) b. 236CD Teleport into 236A > B > C > 214A > A; note that you can cancel the teleport in front or behind the opponent (can be beaten by DP again but you can cancel into 2D which makes the DP whiff) c. 2AB; the sweep is usually the safest way to end pressure since it's only a bit negative on block (-2 if memory serves me) d. Use 5A into jump cancel for some nasty crossups with j.2C; it's somewhere in the video above 3. 2B has the problem that it is horrible on whiff and even on hit it is difficult to combo consistently The optimal anti air 5A route is: 5AAA > j.236B (whiff) > 2A/5A > 5B (1) > 2B > 2AB > 236B > delay B > C > 214A > A For this combo to work the opponent needs to be high enough at the first hit of 5A; 4. Survival Knife is decent for getting in on fullscreen (not recomendable against zooners) and to break personas (C or D version) SB Survival Knife is not bad either 5. Sho can't get much out of a crouch confirm since he uses his jump loop for big damage combos However if you score a fatal you can go for 2AB > 236A > B > JC > delay j.C > [5C > 2AC > j.C] x2 > 5B (1) > 2B > 2AB > 236B > delay B > C > 214A > A (or end with super) 6. The corner only allows for a better super ender and easier jump loop confirm Here are 2 examples: [normal hit] 5B > 5C > JC > j.B > j.C > 5B > 5C > JC > j.B > j.C > (micro dash) 2AB > 236B > delay B > C > 214A > A (or for super ender after 2AB: 236B > B > JC > j.C > j.DP > 236236A) Super is not really worth it unless it can end the round. Fatal hit on the other hand.... [fatal hit] 2C > 2AB > 236A > B > JC > delay j.C > [5C > 2AC > j.C] x2 > 5B (1) > 2B > 2AB > 236B > DP > 236236B > 236236A > 236236A (linking the supers is not so hard, you just need to learn the timing) Burns 150 meter and deals around 7k
  19. 2C > 236B or SJ j.A/j.B > air route timing is a bitch on that confirm and the damage is pretty meh plus 2C can whiff best confirm I can think of would be 2C > 236D > 6C[C] > stuff
  20. GGs to Reakos Lobby
  21. Nah, some japanese players just go for 236C > cross over the opponent (or not) > 236A > B > B There could be a better combo route but that's kinda impractical, I guess j.236CD after a blocked 214A on the other hand is much better. Depending when you cancel into j.236CD you can choose which side you will land on and you can immidiately go for 2A/Throw/Bait/whatever
  22. Well, I checked yesterday and it would seem World 10 is now also filled with non-EU players I saw OmniScythe the other day in there. And almost any player I saw in there yet had a 0 with me and I'm sitting in Central Europe here. But that could be because I visited the world on weekdays. Oh yeah, register me please: PSN: Owner_of_Epic_ Country: Austria Main(s): Sho Sub(s): Adachi
  23. I'm guessing you cancel the 236B > delay B > C too slow After the B followup you have to teleport instantly and input 214A pretty fast. My guess is that you input 214A fast enough but you are still in midair because you canceled into teleport not fast enough.
  24. The landing frames/recovery of the teleport has to be canceled by 214A So, it kinda is an timing issue
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