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Rhythmic

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  1. Midscreen: https://www.youtube.com/watch?v=kK-OnaqZhM4 If that's too complicated (it's not really), you can do just the jB 4B part to OS DP and backdash without doing the fuzzy. That's usually the two options Azrael go for midscreen. Otherwise just go for A bunker ender and set up your trap + graviton and play lame. Safejump timing on netplay can be troublesome and it's REALLY annoying to get DPed away when you should have safejumped it. Corner instead of doing 236B>5C>22B>214A, you do 236B>5B>5C>22B>3C. This beats emergency tech growler/no tech/roll/emergency tech stand block/emergency tech sentinel dump. Emergency tech crouch block gives you one mixup. Delayed tech is a mixed bag, if you don't mash the 3C immediately after 22B and do it on reaction to the tech, 3C will always beat delayed wakeup>growler, but if you just mash the 3C out, delayed wakeup>growler SOMETIMES gets you out, it's an odd timing. Problem with not mashing 3C immediately is that this lets Az notech/roll out if he knows you're not going to 3C him. 236B>5B>5C>22B>3C>6B actually beats most delayed growler attempts too but sometimes one will get you out, I'm not sure exactly what's going on there. literally just why
  2. No. That is not a real OS for that setup. It works for a few things, like 6B(1) corner oki but not for 3C>22B>22C. Record a training dummy doing 5B>5C>3C>22B>2A~5B>22C. If you manage to DP out of it you fucked up your recording somewhere. This beats no tech/roll/tech DP/tech mashing and hits crossup. If you instantly emergency tech and DP, your DP will hit in front but whiffs due to the teleport and then you get punished by the 22B. If you delay your emergency tech slightly, you can DP and it'll hit the correct way, but it'll also whiff due to teleport and then 22B hits. If you delay neutral tech, 2a~5b picks you up into a real combo. The real way to get out of crossup/no crossup is just to tech and backdash. Everyone gets out like that, but that loses to 6C and some backdashes also lose to j2C (and then 22B hits and you get a big combo). The most common answer people tend to do against that setup is just not tech and take the extra damage, especially if the combo was started from a 2A starter where you can only get 2A>5A>236B to punish no tech. Also some characters have specific escapes, like Hakumen gets out for free with 2D (throw him) and just don't bother against Azrael. There are additional escapes that I'm too lazy to list.
  3. Oh, wow. I thought if you could go into one ender it automatically meant you could go into the other one. I tried that forward throw combo but 6B(1) didn't work off that so I assumed it just didn't work at all even though 6[A] works. I guess which ender you go into also depends on the combo, then. Best 6B(1) ender I could find was 5B+C>22A>5B>5C>2C>236B>5C>6D>6B(1)>22B for significantly less damage (3085).
  4. For the people who don't keep up with streams or Matoi videos, there's a new corner oki. Well, two, really, but they're off the same ender and kind of do the same thing. Off 236B>5C, instead of doing 22B>214A, you do 236B>5C>6D>6B(1)>22B>2A or 236B>5C>6D>6[A]>2147A (TK fireball)>22B. However... 6B(1) and 6[A] don't connect on long combos and it's hard to tell exactly when it should work and when it shouldn't off pure instinct, you pretty much need to try all your combos (or modify them). Example corner 6B combo that goes into this oki (does slightly less damage than the normal one): 6B>5C>2C>5D>5B>236D>6C>falling jB(2)>jC>jD>6B(2)>236B>5C>6D>ender of your choice. Character specific, same rules as the midscreen 6B combos apply to this combo (i.e. doesn't work on Jin). (falling jB so you should be close to the ground for the following jC. The jD should not be coming out, it's just to cancel the animation of jC so you can land faster and go into the 6B(2)) Matoi seems to be mostly going for the 6B(1) version, but does the TK fireball sometimes. I'm not too sure how you decide which one to do, the 6B(1) seems better in every scenario to me, maybe it's just to confuse people who don't know the setups or something? 6B(1)>22B ender: You 2a immediately to catch rolls. Not sure what the best combo that loops into this setup is. I do 2A>5A>236D>6B(2)>236B, it's bad damage but I haven't found anything else yet. THEN, 22C for instant crossup, or don't, or j2C. Off the crossup, you do 236D>dash under>5C>2C>236B>5C>6D>ender (this does around 3.2k). You can also replace the dash under with a 22C to bait bursts. Non crossup it's the same combo without the dash under. This crosses up DP inputs, beats rolls, beats mashing, is super ambiguous. Characters with a DP can OS it, however. For example, Ragna can do 421A+B+C, which DPs if you cross up and crouch barrier blocks if you don't (loses to j2C still). Really, really, really good against Azraels who just growler on reaction when they see a lightning trap. 6[A]>TK fireball>22B ender: Immediate 22C (or not) right after the 22B. Fireball hits in front, then 22B hits as a crossup if you teleported. Same combo as above. This loses to emergency tech DP. Also loses to front roll if you do the TK fireball too late (if it's way too late it's a free escape, if it's just slightly late, it avoids the crossup completely and everything can be blocked in front, if done properly both the fireball and the trap hit the roll). You can do just the TK fireball part and omit the lightning trap to bait DPs but then if he doesn't DP you get no mixup at all, and starting a combo with fireball is pretty awful damage. If you get someone who always techs and blocks, it might be better to go into this ender since you get a front hit and then a crossup hit. Hard to react to the fireball hitting and confirm into a combo however. Also might be good against people who just do the OS DP on reaction and don't know the actual setups. Isn't very hard, but still slightly harder than the 6B(1) ender because of the TK. The 6B(1) is almost impossible to drop, rare drops do happen with this one. If I missed anything, feel free to add what you know, or explain why you would always go for one over the other. EDIT: I'm still searching for a corner throw combo that goes into it. If anyone knows one, hit me up. All the main ones (2C 6C jB 236D or 2C 236D 22B) don't seem to work.
  5. Here are all the reasons I can think of for why I hate doing 5D combos, 1) That damage is actually not the same on every character. On character with smaller hitboxes, you only get one hit of the lightning after the 6[A] 22B, lowering the overall damage to around 2.8k. Off the top of my head, this happens against Kokonoe, not sure about the rest of the cast. 2) You don't get any kind of knockdown from the B bunker. You can even air tech after it. 3) If you realize the combo is going to kill with meter when you're already started, you can only do it around the 6[A] part, making the damage much lower than if you did the 4D combo. I think that's about it.
  6. I don't like the 5D combos, I'm not sure if they're more optimal but they have a lot of character specific stuff and I see Tsujikawa/Matoi/Tetsuwo doing the 4D ones. As far as I know, the most optimal midscreen 6B combo is 6B 5C 2C 4D 5B (6A 5B) 5C 236A dash 5C 6C j9D j236D dash 6B 236B for everyone not Jin, replace the first 5B after 4D with 2B against Noel. If you don't want to use two gravitons, or just want a slightly easier one, 6B 5C 4D 5B (6A 5B) 5C 236A dash 5B 5C 236B, replace the first 5B after 4D with 2B against Noel. In both cases the 6A 5B part doesn't connect on Noel, but they're not required against other characters so you can just omit them altogether if you really want to just learn one combo. In the second combo however, if you carry to corner and don't do the 6A 5B, you can't get proper oki sometimes because the graviton is still out and causes the opponent to fly up after the 236B so you can't get 5C 22B off. On another note, does anyone have a full list of characters who can escape the corner 1.1 black hole setups? I'll test them out myself if I have to but it's a real bitch to try every character one by one so I figured I'd ask here first.
  7. That's not universal. Doesn't work on Jin. You're better off just learning the optimal 6B combo + one for Jin (optimal 6B combo also works on Noel and but you need to do 2b instead of 5b) rather than learning one unoptimal universal combo. If you really want one, universal would be either 6B 5C 2C 5D 236D dash 5B 5C 3C 236A or 6B 5C 2C 5D 236D dash 6C jB(2) jC j6D j236D 236B (dash 6C is hard on Jin).
  8. The 6c sends the opponent flying back into the corner and 2d freezes behind you. I picked it up from the sideswap 623c CH (or 623c RC) combo when you're cornered. http://youtu.be/zkNyNU8rdas?t=5m24s it's pretty much exactly like that except with a different starter
  9. I did some training mode and in case anyone's interested, it's actually possible to sideswap off that (CP jin's so dumb). j2c dash 5b(1 or 2 works, 2 is harder to connect on certain characters) 5c 6c (delay) 2d dash 6c 214b 5c 22c 5b 5c 22c for 3.2k and another safejump setup, or cut short at the 2d and run another mixup, whatever.
  10. When ending a corner combo with double sekkajin and then doing neutral jump j2C safejump/rollcatch, is there a way to keep the opponent in the corner after catching a roll with the j2C (other than with a reset)? The j2c hits "late" into the roll so it always ends up hitting just slightly behind you. Right now I just do j2C 5b(2) 5c 2c jC j2c jC jD (j214c) but that makes me lose my corner advantage. I guess a reset off the jD and omitting the hizanshen could work but it would get really predictable after the first time. Backjump j2C instead of neutral jump j2C also catches rolls and keeps the opponent in the corner but it doesn't do anything against neutral techs (and even lets your opponent completely jump out on wakeup).
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