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Diaphone

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Everything posted by Diaphone

  1. I've been playing around with the FFC tech a bit. I can do the A and D FFC consistently, but the B and C version are ALOT harder for me. I assume this is the same for everyone else? The tech doesn't seem great, but it definitely has its uses. Also, any Byakuya players going to be at Summer Jam? I really want to play the mirror match and share tech
  2. Ahh that makes sense. The situation I'm referring is at the end of a blocked string.. you do a max range 2C and it hits. I would rather do 5C to hitconfirm it, as after the 5C you have options (reverse beat, command grab, web, rekka etc), as opposed to doing 2C xx rekka.... you have to commit to the rekka for the hit confirm. If it is blocked it limits your mixup options.
  3. No objections, but I'm curious as to why the 2C 5C route is a terrible starter.
  4. I like the idea. Perhaps stuff>236A>4A>D>CS>jA Would be more useful? You get that additional layer that they have to block, and if they are already in blockstun from the first web, they cant reversal out. Also, is the 236A>6A>CS mixup hard to see? I generally don't use CS in pressure because it means you eventually give the opponent CS. However, CS is useful at the end of a round during pressure, so you get the extra meter + mixup, so I think exploring these mixups has merit.
  5. That's a really good idea, even if they shield the safejump, they can't punish the jumpin because the web hits them afterwards. I do something similar, except I do a TK j.214AAD, then place a grounded A or C web. A web hits meaty, C web some different mixups and kind of boxes them in. To me, doing the aerial version first is better incase you screw up the TK. Also you make them take the meaty grounded web, meaning you can use grounded webs in pressure and not have it erase an already existing web.
  6. When you're full screen, slowly inch your way forward. Once you're midscreen, Wait for the hilda to end a string in something negative, then press your advantage. For example, the spike that comes out of the floor (22X series) is negative and can't be canceled into anything. If you do dash B in a range it will reach immediately afterwards, and hilda presses a button you'll beat her out. Don't be afraid to just sit there and block, her midscreen mixups are all reactable. Look for the overhead animation, not the flash. The spike from that comes from behind you is +, dont hit anything. The spike from the front is negative and you can press your advantage. Make her over commit or end in something unsafe.
  7. 2C xx 623b can catch newer players/players not looking for the command grab. The string is tight enough that it can eat some normals before their startup too. However it can be punished by most characters by back dashing on reaction to the command grab. I think it is useful, but you can't abuse it - only if they aren't expecting it.
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