Jump to content
Dustloop Forums

Kcin

Members
  • Posts

    36
  • Joined

  • Last visited

Other Info

  • Location
    Columbus, OH
  • PSN
    xxKcinXx
  1. Here are the uploads of some of my recent matches I've done online, I haven't gotten a chance to record my locals which will mostly be Kanji, Naoto, Adachi and P.Sho matches I ate a ton of reversals from S.Lab trying to see if I was able to react with my own only to fail every atempt, and I can often be reckless to see how my opponent will react to my shennanigans just to give a heads up on things I do that don't make sense (Part 1) http://youtu.be/YrXK0OFiTrw (Part 2) http://youtu.be/jhjPWZliPiI
  2. Hey fellow labrys players, I've been struggling to figure out how to really play my main due to all these changes ruining my old approach and ways to pressure and bait. Firstly the shrinking of her j.A's hitbox behind has stopped my IABD j.A, and many cases of hitting my opponent in the air with my back turned when I need a fast confirm. The new 5AA consistently whiffs airborne characters and loss of jump cancelling off it has hurt my hitconfirming/burst baiting in cases when 2B would be too slow to use I'll record some locals and online matches soon, I could really use critique and advice. My skype and psn are xXKcinXx if anyone would like to play matches as well
  3. Yeah it's consistent with koko because I'm doing 6BC>j.B at a rhythm which I recently started using her as the bar on the timing I use for every character now. The inconsistent thing with her is j.C>j.B drops when you don't delay the C because of her stupid hurtbox when it should hit everyone else, except maybe carl too.
  4. I'm delaying the C on 6BC by pushing it after seeing/hearing the ground bounce, which causes them to get hit higher in the air making j.B hit on it's own. When you 6BC as fast as possible you have to use j.CB which usually causes j.D to drop.
  5. My use for rapids are almost entirely for forced corner carry with oki intention, the bizzarre OD converts, and needing that tiny bit of extra damage to score a kill. If I confirm a normal starter I would go into 214A~CC>RC 66>2D>6A>6BC>j.B>j.D>5D>etc... or same up till 6A>6B>236D>etc...(I need to reconfirm the alt combo). I end lunatic upper instantly to avoid killing combo time. After a 6C into mars chopper, you can catch them with 2A and convert into some extra damage, push, or OD setup, although the timing is pretty tight. If that's too hard just rapid after the 214A~C, or use lv2 lander>RC or 236D>RC>5B>6A for the same results. Another use would be after hitting 236D then dashing in if the screen isn't going to scroll enough for the wall splat on its own. Lastly I can think of is after an air 623C~D>RC>j.B>623C~D for to squeeze that extra damage to kill, or if the dp is very early you could j.B>jc>j.D them instead. Edit: I forgot one more. If your back is to the corner 5B>5CC>5D>RC>66>2B>6A/5C>j.B>j.D>66>2B>6A>2D>etc... 5B>5CC>5D>RC>66>214A~C>236D>5B>6A>2D>6BC>j.CB>j.CB>623C~D When you dash in you need to push the body a bit before you pick them up. What I do is in then 63214A~C to move them and input 214A~C as quick as possible.
  6. Ok, tested out what I believe is every possible outcome. >The timing is tight but when done perfect and spaced right, all rolls and neutral get hit by orb and can be red beat from, and is DP safe. >If you're too slow and the orb is close enough to hit all rolls, it becomes unsafe against ET DPs.(Tested CU and ID) >If you're too slow but far enough to hit everything except back rolls, it's ET DP safe.(CU whiffs ID blocked) >If they eat ANY orb hits with a roll/QS, you can break shot and convert into damage or proper orb oki. >When orb hits them on rolls or quick stand,it forces them to ET if you do not Break shot and they hold a button. >If they choose not to ET or react too slow after eating orb, you can pick up with 2A/2B which is the blue beat punish I was referring to in my last post. There is no gap in this unless you mis-time the punish. >If you time it horribly off and are too close, a forward roll will make it through and you'll be open. That would take terrible netplay to honestly make that happen. One other thing is I'm not constantly using this as my go to strategey, but more when I hit something like a corner overhead, or a confirm when I wasn't prepared to 6C into and ended up going that route. I've had too many matches where I get disrepected on 2D orb oki because if they don't ET, they eat the orb hits and get a free air tech unless you lv3 break shot.
  7. In my current experience, when they delay and eat the hit, if they push anything too fast it'll cause them to E-tech, which then at that point you're already neutral. When they've tried to eat it then roll/quick stand, It usually ends with them eating a 2B/5C blue beat back into orb. There may be an extremely small gap that could allow a forward roll,(or it could have been bad execution on my part in my matches) which most times I got a free 5CC then I'd 2D side swap them back into the corner given the character I'm fighting against. As for the back roll statement, there are times I'll orb too fast on the dash that it sits directly in front of them,(sometime I purposefully do this to attempt to bait growlers from Az) and if they back roll without eating the hit, then at the very least I know I won't be punished for it. Truth be told I've had positive results using smp so far in my locals, but my chance to take it beyond that has been very limited and I haven't gotten on my ps3 in quite some time for varying reasons. If this turns out to be bad tech, I apologize in advance for wasting people's time discussing it so frequently
  8. For that specific combo the 2D is the 10th hit, so you can 5D again which even though it smp's you still have enough time to set up orb safely for 3k still. If you hit a normal starter into 5D, only use one other Drive, and end with j.D>5D on or before the 10th hit, you'll get almost all of 5D's regular untech time with the smp. Using this in matches, if they do anything other than emergency tech they'll eat orb hits, and E-tech or back roll if spaced too far gives you enough time to safely recover
  9. Well I'm planning to jump online in a few hours to spar, replay showcase, and just play the game since I haven't all week. I'm aiming for 1pm EST to jump online and the room. Look for Something squirrel themed or my name online if people are interested/free
  10. Are you on the vita skype? It only does voice and video chat on there.
  11. OMG I have lost soooo many matches because of that right there that it lead me to always trying to make comsic ray my final move before closing out. I've never even pondered the possibility that I could delay the 2nd hit, I'll have to practice that now.
  12. xXKcinXx is my skype, and psn as well. If we at least get some of us with solid enough connections we can practice, test, and match experience. Also since we can do online replay rooms, we could make share matches we had to showcase approaches and potential exploits on moves and habits, which we can stream or capture for upload for archives and stuff
  13. While connection will probably be an issue for some, it still may be something we can use to our advantage because I feel like we're our only hope for keeping makoto competitively viable until our next revision http://youtu.be/pZDIZUadptA I'm lazy and felt it's faster to explain lightning arrow options in video The 6A routes after on FC can be used with Lightning Arrow, Shooting Star, and Comet Cannon Cause Lightning Arrow and Comet Shot are short starters, the j.D timing is strict and I would advise removing/replacing hits that aren't necessary if you go for corner carry. Another option is 6A>6B>236D that can be inserted in spots too Using 2C on the short start fatals uses more combo time than other viable moves, or just omitting it altogether will ensure a PF finish if you aren't going for oki
  14. I haven't played much of 1.1 because I was playing terrible in neutral with my group in locals, on top of not knowing how to capitalize on confirms when i got them. I've spent most time in the lab to learn the new routes and build muscle memory for reaction so i'd be better prepared once this off streak ends. Honestly they didn't touch makoto's neutral so our aim like Ranger said should be learning how to best handle matchups through sharing ideas and the sort. I do think some good has come from all the combo talk because it seems like some people(myself included) got something of a morale boost, and my thoughts of quitting BB or switching are no more. TL:DR I'm done crying, time to get back in this fulltime. All the combo talk shows us a few things though, like crush triggers are not combo practical for damage, so they should only be used in neutral, or for a situational CT>PF kill combo route. 5D can be used twice in the corner and still net reasonable damage and orb oki safely with the smp The damage in routes is fairly consistent, and swapping certain moves at points is for ease of execution for only a 100 or so point difference. Last part of my rant, do you think we should do online sparring seesions in a group setting to exchange ideas in realtime, or for people to practice scenarios vs makoto? I've got local friends that play some characters proficiently that constantly fight my makoto that could help us practice matchups and test tech and such.
  15. CP has online training mode match style with round time and basic settings like hp and heat levels, regeneration, normal/infinite barrier and burst options, starting side, and player specific buffs on/off. I actually use the mode in a game with my friends where we set our characters life at the mark where 5k damage even will kill you with regenerating health and meter, but regular bursts and barrier, and the goal is to get a KO in any way possible, be it red or blue beat combo. I call it the 5k challenge and it's like playing an endless game until you set them up or get the perfect confirm. We usually play a best 2 of 3 or 3 of 5. I still haven't got to test if spectators get to watch the sparring which if they can we were planning to stream some sessions
×
×
  • Create New...