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felirx

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Everything posted by felirx

  1. dustloop was being funky, doublepost
  2. Jack-O does have some fun execution available when the situation presents itself, but it's somewhat rare because the Minions mess everything up. For example, on a no minion screen, this works on standing Axl and many other standing characters. For example to punish blocked Axl DP or Potemkin Hammer if close enough. c.S>6H(2)>js.IAD j.P>j.S>j.H>land>c.S>ender. I have to test if I can actually get a second rep of IAD with something like c.S>5H>sj.IAD j.P>j.S>j.H>c.S>6P, of If I have to be contet with just ending on 2H. Something like 2K>c.S, 5P>5H>sj.IAD j.P>j.S>j.H>land>c>S>ender also works on standing confirm on Potemkin if the minions are not going to mess it up. On crouching, you have to be content with 2k>c.S>2P>f.S>3H which is also fine. There are also dustloops to learn if you are so inclined, and easier versions of the dustloops with 6H jc late j.2D.
  3. I am not claiming these are optimal, just what I've found this far. On standing punish (Axl dp for example) you can do c.S > 6H(2) > sj.IAD j.P > j.S> j.H(2) > land > c.S > ender. This should be closer to 200 but I'm not sure yet on what the optimal ender is. Not particularly easy to do though. On crouching punish (Sol dp for example) I've been doing c.S > 6P > c.S > jc j.K > j.S > dj.S > j.H(2) > j.4D. This is around 165 or so on Sol. In the corner c.S > 6P > 6H(1) > jc delayed j.2D > dash 6H(1) > jc. delayed j.2D > j.K > j.S > dj.S > j.H > j.4D. This should be well above 200 in the corner and I'm not sure if you can get more reps of dustloop or a better ender. If you have minions up, then you have to ad lib really. The standing IAD combo is easily messed up with a minion hitting on the wrong time. The simple aircombo should work though for the most part.
  4. To get safe jumps, you need to know your opponents wakeup timings relative to what distance and where you got the knockdown from. To safejump leo, is relatively easy. His DP is on the slower side and his wakeup timing is fairly typical. Try this for an example: Hit Leo with HCL from about max~close to max range. This is an example of a range where you typically can't get a meaty note without meter. Go Hoverdash~Hoverdash j.K. While you're doing j.K, hold down 1 so that you will block. If you time it right, your j.K will hit meaty and it will also hit pretty low. If you do this from too high, it will not be a safe jump. Now. Record yourself doing that setup (pick Leo for p1, I-no for p2). HCL > Hoverdash~Hoverdash j.K (hold 1). Play Leo, and try to DP on wakeup after you get hit by HCL and wake up from it. The j.K should "wiff" because of the invulnerable frames on Leos DP, but I-no will land and be able to block before the active frames of said DP. Now, run the record again, but this time, only block as Leo or don't block at all. The j.K should hit you. This is what a safe jump is. Once you have the timing and the concept down, you can run safe jumps from pretty much any knockdown that gives you enough time for a meaty hoverdash>j.K (or j.S/j.H). When you're doing the j.K (or j.H/j.S), you need to confirm fast that the opponent did not DP and run whatever you wanted to after it. If he did DP, run your max punish. For Axl, it's typically Hoverdash>j.H. For pretty much anyone else, it's (walk to close gap)c.s>6P>5H>iad bnb.
  5. Here's my random collection of basic mixup / Oki setups I-no can do that I've taken notes from JP match videos. May or may not be helpful. Probably organized horribly. Random Basic Primer
  6. Seems like you can get jump forward j.H->c.S>6P on wiffed Potemkin buster from most spacing.
  7. It might help to practice c.S > VCL loop with the j.D starter combo listed in the original post. This should give you a pretty good hand on the timing between VCL and link to c.S. Learning this is very, very useful when the opponent makes a bad high burst in the corner, or gets hit with the second hit of 6H when option selecting throw in the corner and he tried to jump out. j.D > Fortissimo > VCL > c.S > VCL > c.S > VCL > c.S > j.S > j.H > Pdive > dash j.H > Pdive
  8. I was testing out burst punish combos for a bit. These are for blocked burst. Midscreen 5H (air hit) > (sj)IAD j.K > j.S > FFVCL > usual character specific ender for midscreen FFVCL. Corner 5H (air hit) > (sj)IAD j.K > j.S > FFVCL > VCL > c.S > P. Dive loop. using 6P > 5H to start the combo loses a bit on damage, but the timing is slightly easier. Are these practical, or should I be looking in some other direction for punishing bursts?
  9. Things seem a bit broken here and on Twitch. I can't seem to get time stamped URL's to work right, so they are in a bootleg format and you'll have to manually seek to them. From Semis. EVO Hasegawa (IN) vs Koichi (MI, IN) ( http://www.twitch.tv/srkevo6/v/7928359?t=4h7m41s ) EVO Hasegawa (IN) vs Dogura (SI) ( http://www.twitch.tv/srkevo6/v/7928359?t=4h56m27s ) EVO Hasegawa(IN) vs Zidane (LE) ( http://www.twitch.tv/srkevo6/v/7928359?t=6h15m59s ) Those were at least streamed in the main stream. However, I don't think this is on youtube yet, so you will have to make do with Twitch Vod. I don't know if there's more of these. You would have to dig through the Pools Vod to find more. From Quarters EVO Koichi (IN) vs Marvisto (KY) ( http://www.twitch.tv/srkevo6/v/7928359?t=2h47m8s )
  10. Punish for Axl DP now with the increased recovery frames: On all distances that is not at the absolute tip, you can connect a hoverdash j.H. Corner: hoverdash j.H>6P>5H>IAD j.K>j.S>FFVCL>VCL>c.S>j.S>j.H>p.Dive>dash>j.H> ender. Either p.Dive>Land note oki or VCL>6H>HCL~D. This should deal about 240 in the corner. Midscreen: hoverdash j.H>6P>5H>IAD j.K>j.S>FFVCL>j.P>j.S>JC>j.S>j.H>HCL~D should be 199. I think these are pretty optimal for hoverdash j.H starter on Axl? On the absolute tip, you can still connect a hoverdash j.K at least from my testing. Regular hoverdash j.K>.j.S>6P combo should be the go to.
  11. Some punishes If you end up blocking a grounded Task B, It's -13 so it's pretty easy to get a c.S > 6P > ... punish. If you're not confident on the punish, you can always Throw. Air Task B is only -5 so going for a throw punish is probably the safest. Wiffed Task B has 8(?) landing recovery frames, so it's possible to get a c.s punish. Most decent Bedmans will not go for a Task B unless they have 50% meter to RC. Against I-no, you will see a TK Task B done every now and then, as a sort of air control tool to stop things like hoverdashing. Sometimes Bedman opt for a K version of Task A in their blockstrings to try for a pressure reset. React to this with something like 2s > HCL or similar. I'm not sure how good the next bit is, but it's a thing I suppose: If you end up blocking a grounded Task C (Didn't react in time to antiair, no meter to blitz, etc), It's around -2 on block. Bedman can go for a 2P here which is a 5 frame normal to try and continue pressure. If he goes for a 2P, you can poke out with a 2K and it will combo in to at least 2s > HCL. However, If Bedman goes for a 5K instead, 5K actually has low body invul frames from early on. This naturally will crush the 2k option. However, 5K is a 8 frame normal, giving a 10 frame gap. Nothing is really guaranteed though, since it's only -2. Bedman could jump out or whatever. Sort of a similar case to Instant blocking Sins slide. Both have options left.
  12. You can trade 2p with SparrowHawk stance low/mid(?) pretty well after the changes. This is maybe(?) the least risky option to stop it aside from just blocking. Does not give a punish or anything really. IB 2p should also still work for the low/mid(?) version, but you need to be really fast with the 2p after IB. 6P in 2H > 6H is free when spaced close enough if you didn't IB 2H. Will lose to further spacing at least without IB.
  13. Only took ~10 minutes to get j.S ~ j.DFDC j.K to combo now. Switched to using holding method and I just input j.S with j.S~K if I'm going for this... It also feels, much, much easier on my hands since I don't have to piano D~KS (D~KP does not work for me at all). I'll still use the old method as well, especially for things like using it from hoverdash, escaping block pressure etc since it's much faster to do from a neutral hand position. Looks like I'll have to relearn all my mixups with this. Not that much of an issue though, I was a Zato main before this...
  14. I'm looking for tips on how to get j.dFDC working properly. Namely j.s j.DFDC j.s so that it combos preferably. j.ks j.DFDC j.k again comboing. I've spent several hours in the lab and I can get a poor version of this somewhat reliably, but it does not look like anything at all like Osca does in the training mode video. I can also get the j.s j.DFDC immediate land 2k working pretty well. What factors should I be taking in account? I've found that if I delay the time between the jump cancel and the j.DFDC, I get extra height. If I don't delay it enough, the j.k or the j.s normals never come out, they will simply wiff or not start at all. Is this simply a matter of finding the right delay between jump cancel and the j.DFDC~k/s press, or am I missing something? Am I doing j.D~KS too fast?
  15. Against May, if she gets a Dolphin out then you have limited options to approach as long as it's on the screen. From ~full screen, you are fully free to spawn a note. You can use the note to pop the Ball, harass May, pop the dolphin if she releases it. However, if May blocks the note and the dolphin is still there, you still will not be able to get in because she can release the dolphin while blocking at any time. Do not let may summon Dolphins or beach balls for free. Every time you're in range of HCL and May goes for a nonYRC summon, you can freely punish her with HCL. Afterwards you can do dash~IAD FFVCL (yrc) to push your advantage, or maybe go for a Note yrc or TK note oki if you're close enough. Mays airgame is fairly dominant. You need to space your j.H really well so that the tip hits. You do not want to get tagged by an air j.H or j.S. This is a surefire way of losing 200+ health from a good confirm, especially from a counterhit. J.P seems to work quite well as well at the right times and SM/airthrow as usual. Antiairing May can be a struggle. IAD is easy to stuff with 6P, but high airdash j.S hit's from so high to so low that it's quite hard to deal with 6P. 5P, Blitz, VCL are probably a bit better for this. if May goes for a high j.2H shenanigan, you can usually VCL this or Blitz it. Going for 6P can be risky because 6P moves forward, sometimes causing you to crossup yourself. Jump IB throw also works as pointed out earlier. Her Oki is pretty strong. She has a looping vortex from the lower damage confirms. Her overhead is relatively fast and will combo from Dolphin or ball. She has crossover shenanigans and YRC shenanigans to deal with. Here's a video for most of her usual setups if you want to study them: http://www.nicovideo.jp/watch/sm26440974 If May goes for Horizontal dolphins in block strings, you can blitz them for free on reaction. Going for 5P/6P is risky because the gap is generally not big enough. Vertical dolphins will cross you up at the right spacing, but are usually fully combo punishable. Horizontal dolphins in neutral can be stuffed but can be hard to react to since they are pretty fast. Blitz, 5P, 6P, jump back j.H/S, (5H),are all examples of moves that work for the most part if done right.
  16. If you're also really passive, Ky can just go for 6K or 6H and reset pressure all day. It's up to you to FD to make a gap, throw/jump/stuff 6K, IB and 1frame jump out etc etc etc. Guilty gear is all about active defense. Slayer will press buttons forever, Leo forever, Sol forever and so on. It's up to you to stop them from pressing those buttons.
  17. Ky's pressure resets at either 6H or 6K. 6K can be thrown if done too close. It can also be jumped out from. You can also backdash or maybe even smash out from this move. Remember to punish (and block ;D) Greed Sever and Stun Dipper. Punish to these moves is very important but you have to lab it out based on your character. If the opponent tries jump cancel (IAD) resets, you should be ready to airthrow or antiair these. Doing 6H in pressure can also be disrespected since the move is even slower than 6K to start. Do not mash throw on wake up against a Ky player who knows what he is doing. 6H oki should beat it out every time. Leo is a beast when it comes to pressure. The most important thing to stop is 5H->6H loop first. Every time Leo goes for 6H, from most distances he can be thrown from the startup. If Leo goes for Rekka1, Rekka2, if you instant block Rekka1, you can throw Rekka2. Rekka 2 is also -3 on block, but you have to be mindful that Leo is in stance now so he has access to his parry, which is active on frame 1. Instant block Rekka2 should give you a guaranteed punish. Leos like to abuse Rekka1, 5p frametrap. This can be stuffed out by either a backdash, reversal, IB to a fast normal, or by a fast reaching normal. Rekka1 is -1 on block and 5p is 6 frames startup. This means a move that is ~7 frames or faster and can hit Leo will always win. Slayer can abuse holes in pressure with well timed backdashes or sometimes even backdash cancel moves. If Leo is in stance, you should FD his mixup. This pushes Leo out fast and he either has to go overhead or commit to a forward dash. Forward dashing gives you 17~23 frames time to react to him and is very risky to do. If you want more detail on how Leo works in general, you should read http://www.dustloop.com/forums/index.php?/topic/9961-elphelt-vs-leo/?p=884388
  18. I-nos difficulty in this version comes from combos that are all character specific (different timings on almost all characters, things like 5H will combo or will not, 2d will hit or not etc.) and from j.DFADC stuff. Everything else is not too bad at all. Recently a split airdash thing was also discovered, increasing the potential of the character. 6j.DFADC6 is the input for some jump cancel combos and stuff. Eddies difficulty is not inputs per se. Eddies difficulty comes from his really, really hard to play neutral when combined with moving 2 things and negative edging.
  19. I spent a decent amount of time on this while I still played on hitbox and personally did not find much success with SOCD tricks. 66956 and IAD are the candidates. There isn't really all that much else to do. Superjump are very easy if you hold down and tap 7, 8 or 9. Very easy to do after s.dive c.s corner pickup. For IAD j.k link, I ended up doing a 28 superjump followed up with 66. There's potential here for SOCD tricks if they make it easier for you. This is the timing that worked for me consistently. I ended up doing 66956 cleanly. 6 6(hold) tap 9 release 6~9 and tap 6. For my muscle memory, this ended up making more sense than using 4 to dash.
  20. On the basic level, you can get 4 overheads with hoverdash~dash ksk delay D. For 5 overheads, hoverdash~dash kskp delay D. (You need to do the dash close to the opponent and you need to hit your K pretty fast). Mix these up by going low with 2k or by going for land ~ YRC VCL if your opponent is throw happy. With j.DFDC, you can do stuff like hoverdash ks jump cancel j.DFDC s and other funky stuff. These should all be covered by the I-no guide. Optimal combos are listed in the combo thread or wiki. However, they are all pretty character dependant and you need a ton of practice to be able to land them consistently. The timing in corner 2k6p5H iad j.ks FFVCL, VCL, c.S P-dive loop is pretty strict for example.
  21. Also, just because drills are not fully safe without shadow, it does not mean you should never drill without him. In some matchups like Axl, one of the neutral strategies is to try to get him to step on a drill for that knockdown. It's quite hard to summon safely against a strong Axl player. Just don't be predictable and spam them all the time.
  22. Here are a few pointers. Too much drilling neutral without Shadow cover. Almost every second move you do is a Drill. This works on this level, but any good player will call them out and just kill you with airdashes and various other punishes. Leos airdash j.K for example is perfect for going over drills. You autopilot the same blockstring / combo every time and it only sort of works because your opponent is not blocking low. Instead try various things. For example, 5p2k summon into -p- let's you summon relatively safely. Mix this up with 5p2k S-Drill or 2s. Sometimes you can even go for a 5p2k into Damned Fange. 5P 5H is a frametrap and you can drill or summon from any 5H hit to add to mindgames. Everytime you get a close 2p/5p hit, you should be aiming to go for a 2D instead of the 5H autopilot because 5H will not combo (except maybe against crouching). At times you got an airdashing hit j.SH and then autopilot to the same dial'in combo that does not work. Instead go for a short gatling in to 2D to get a knockdown. Even as simple as something like 5p2d is enough. Like Mr. Biscuits says, secure the knockdown. The next step is to learn to use your shadow in pressure (and in general). There are many times you get your opponent blocking a move like 2S and the shadow is just doing Nobiru Nobiru Nobiru behind you. You NEED to learn to move him and get him to hit the opponent with your -S-, -P- or even -K-. This is the absolute basics of Eddie play and it's critical to learn. Hit the training mode and just try to learn very basic shadow and Eddie play. For example, easy to start with would be -K- and then on the final hit of -K- you do 5p5k5s and release -K- again. Loop this until your meter is empty or unsummon before Shadow dies. Once you have the timing down on this, you will hopefully understand a bit better how the general flow of Shadow pressure works. The idea behind this loop is to get you comfortable holding buttons, releasing the right button and getting used to how much time you have during -K- to move. Next you will want to learn mixups as soon as your opponent start to actually block stuff. Start with the basic jumping fuzzy outlined in Presidents guide. Then learn 2k -p- Damned Fang sandwitch and other ways you can effectively get Damned Fang from -p-. This will already get you pretty far. It has been said that Eddie is a grappler and for a good reason. The reward from hitting Dawned Fang while your shadow is out is MASSIVE since you can go for a -D- unblockable followup once you learn the timing. At times your play seems really random. For example in the Millia games around 25, you get a drill knockdown in the corner and instead airdash back. You should be pressuring Millia every time you get an advantage like this. Always go for Oki, especially against characters like Millia. If your shadow is dead and you get a knockdown on your opponent, you can run a very basic S drill dash 5p5H far drill time waster for example to buy you... time.
  23. It will take you a month or two to get back to as good as you were with a Pad, depending on how much you grind lab. As long as you have good Sanwa or similar parts, the only thing that matters in the end is in which Systems it works on.
  24. I'm not a Leo player, nor the best player in general, but these are my general thoughts based on the first 5 minutes. You didn't use a single projectile outside of [4]6H oki. Many dropped combos and missed hitconfirms. There were many j.k hits that you could have gone to j.H j.236H and gotten oki from. At times you get a 5k5s air hit and you autopilot to missed 5H instead of getting jump cancel to aircombo. As far as actually playing the matchup or mistakes related to the matchup, It's beyond me.
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