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Maadhum

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    haathun

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  1. I cant read japanese but it looks like the video is trying to show that the rising jK is supposed to catch a delayed crouch block after airdash jK j2H. Video shows if they crouch immediately after the first airdash jK, the rising overhead will whiff. Which leaves them open to airdash jK jH instead. I'm not in the discord so I don't know how active it is but if it is somehow as inactive as this sub-forum, feel free to post here and ill try to help out.
  2. After wall stick, let them slide a bit before c.S 5H and slightly delay dash up c.S after setting 6S. Its also going to depend on the height of the wall stick. There are some tricks for adjusting height such as c.S delay 5H if they're too high, c.S 6S if they're really low or c.S f.S if they're somewhere in between those.
  3. I thought the falling jP was part of the initial setup. I just tested this knockdown setup with the falling jP and you can actually block 6H crouching and stand before jP hits. She cant do another overhead after the jP so its safe to crouch afterwards. If you can avoid stand blocking 6H or 2H on wakeup, you don't have to deal with rising jK being an option, leaving her with two different options: overhead jP or 2KP. Which is just a 50/50 jump-in mixup but with bad starters. There is no third option if they know whats up.
  4. Just crouch block the 6H/2H and you never have to worry about rising jK hitting you. 2D 6H 669 j2S jP land jK probably doesn't combo on crouching, leaving you with you just the standard high/low jump in mixup. It works because nobody plays this character and knows these things. The value behind the KK4K YRC setup is the amount of options you have. While it does awful damage, it has a much higher chance of hitting than the typical 50/50 jump-in mixup you get from a meterless knockdown. Good to hear jK djK works on Ky too. I'm awful at actually doing that mixup on the shorter characters so I just settle for the sideswap mixup most of the time.
  5. Not that I know of. I've tried coming up with ways to add a high-low mixup in addition to the sideswap in a KK4K setup that doesn't involve a fuzzy guard but I cant get it to be very tight. It can either be jumped out of or just doesn't combo properly.
  6. Yes. Specifically for the KK4K setup, you can still switch sides or do a jump-in mixup on the way down. You're right about rising jK being a gimmick, if they know whats going on there's no reason they should get hit by it. I'm a bit confused on the setup you're trying though. After the j6HS YRC you can choose to either airdash back j2S land 5P1K or do the j2S first and then airdash back jK. If you want to fuzzy guard jK, you cant swap sides.
  7. 669 j6S jK djK is a fuzzy guard setup that works off throw. Personally if you cant open them up with the 6K mixup i would just go straight to Complexity's #4 option.
  8. Yes. Its a neat concept it just doesn't hit meaty and is really easy to get out of if they choose not to block. I guess since they'll be mostly be expecting 6K/low, it could work occasionally.
  9. 5KPP has some uses. Its not amazing but considering Ram's options for blockstrings I find myself using it occasionally, especially in corner pressure. 5K doesn't lead to anything unless they're crouching but its got a good hitbox/startup/attack level to force pressure and mixups. On a blocking cornered opponent you can do: 5KPP, 5KP~1K/2D 623P or 5KP 6H/S If they choose to block, they'll have to guess if you'll finish the series or end at 5KP and go low. If they block 5KPP overhead, it leaves you +3 and very close to the opponent to do whatever. 5KP is only -1 so you can attempt to frame trap with 2K/5K or 5P but its going to depend on spacing, what normal they use and how quickly they react. Can also cancel into sword summons/recalls. This all works a lot better if you can space the 5KP to hit with the tip of their hitbox as the overhead moves her forward quite a bit. At this spacing 2D will require a dash before it to connect.
  10. If the LINE group is still alive, pls add me. ID is maadhum
  11. c.S 2D 623P, 4PPP1KK and airdash chains into c.S 623P are going to be your most common hit confirms. f.S is an easy poke to get around, so don't base your entire neutral game around it. 5P, 6P, 3K, 2S, 2H, jP, jS, jH, j5/8/2D along with f.S are all going to be your neutral game normals. There isn't really a clear answer as to when you should be summoning swords in neutral, everyone seems to have their own method. Its really dependent on the matchup and how you've conditioned your opponent. Summoning or recalling in blockstrings or off a blocked f.S is generally what I stick to. In the corner you'll want to find some way to put them between both swords so you can constantly reset pressure. You should be able to set both swords without a 4K ender. Not sure what combo you're doing but something simple with both swords would be: PPP wall splat > c.S 5H 6S 66 delayed c.S 66 c.S 2D 6H 9j2S. Late airdash into jK jH, or land 6K/2D.
  12. cross-up: https://d.maxfile.ro/lkrxyonxuj.webm not a cross-up: https://d.maxfile.ro/zirthhmhgo.webm
  13. 6S YRC setup after 4K ender is really silly. It's a cross-up setup where Ramlethal doesn't have to give up the corner on block. Blitz shield wont repel Ram but it will negate the left/right mixup. It's also really annoying to get a proper reversal blitz shield due to the YRC slowdown. For a non-crossup setup I assume Daiji was doing 6S YRC IABD j2H 5P1K ? I've also been sometimes replacing 5P1K with 6K or 2D if i'm not confident they'll fall for it. I don't really have an answer for getting this setup off a double deploy combo, so I've just been skipping straight to KK4K after wallsplat. Which is really awful considering you lose meter and damage going this route but it works on every character if you delay the 4K followup. If its a short combo you can also do PPP wallsplat 66 c.S 5H 6H 66 5K4K.
  14. Looks like they're actually making changes to this characters neutral as opposed to just tweaking combo routes. Kinda worried about the 46A changes though. If it only hits once at point blank, it might not leave Kagura at frame advantage.
  15. Alright I think I worked out who 2D 6H will hit meaty on. Nyaa pointed out that its based on the number of hits in the gameplay discussion thread so I tested this using a standard combo of 16 hits: 2D 623P c.S j8D IAD jK jS j8D 66 PPP 66 c.S 5H 6S 66 c.S 66 c.S 2D 6H This doesn't work on every character but I adjusted it for the characters that it doesn't work on for the same amount of hits. If a character was able to jump out, I lowered the amount of hits in the combo until they were unable to. 6H will always hit meaty on: Sin, Millia, Faust, Chipp, Elphelt, Potemkin, Ramlethal, Venom, Leo and Bedman. 6H will will stop hitting meaty after X hits on: Sol(9), Ky(9), May(14), Slayer(17), I-No(15), Axl(12), and Zato(13). There's probably a point where every character can jump out but I couldn't get a combo above 17 hits without using trance or calvados that ends with 2D 6H. Also using either of those supers as a starter kills your oki, pretty sure every character can jump out at 30+ hits. The only real issues seem to be Sol, Ky, Axl and Zato. Maybe May. Ky and Sol would require a very weak combo that would be hard or impossible to adjust too depending on the starter. Omit IAD strings against Axl and Zato and it should work on them. Even if they choose to jump out though, theyre still going to be at a disadvantage from having to block 6H in the air. Ram can either hit them out of jump startup herself or just let it rock and try a mixup anyway as 6H keeps them very low to the ground.
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