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Everything posted by faultydefense
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Sick! I'ma throw so many people now.
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So you're not overtaking? It's throwing them while they're under the fireball or something? I'm assuming someone mashing throw can get you first or are you basically not in range until the moment you hit your button? Either way, hotness.
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[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
faultydefense replied to Ventus Tatshima's topic in Sin Kiske
i just have to say that playlist is sick it's going to be easiest off a knockdown setup or combo ender, that channel has quite a few examples where he ends a combo in the corner, or a midscreen knockdown and then shows you how to go into a j.H mix-up in general you can go for a deep elk hunt or beak driver and attempt to leap over. Often times I just use it as an anti-anti air since it reaches so low and they typically wait to 6P or w/e until you are lower. When they catch on to this a lot of times you can get free j.214S re:edit, from the same channel: https://www.youtube.com/watch?v=WbaGyRslRI0 j.H setups. of note with sin, don't force your way in if you dont have to. get a hit/knockdown first then you can set up something safer re:edit...still going through those playlists and wallowing in the shame thinking i could ever do shit -
Willing to bet this is someone who frequents dustloop, not sure who. and you have to wade through a lot of vids and terrible camera angles, but there are some nice setups i havent seen before on this channel https://www.youtube.com/channel/UCb0EQU6w125Hr6mI8RpJaOg
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[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
faultydefense replied to Ventus Tatshima's topic in Sin Kiske
Didn't come up with this, just community info since I sat down and figured who what worked on. This whole setup and follow-up (+ much bigger combo) works on: sin, millia, sol, elphelt, potemkin, slayer, axl, ramlethal, venom, zato, bedman Does not work on: Chipp, I-no Have to change the follow-up on: faust, may, ky: iad j.SKS or j.S > j.214S (j.KSK and j.K > j.214K also works on Ky) Leo: j.K > j.214S only -
In an effort to have to think even less, I tried to come up with universal calorie-free (after the j.214s) for the cast, tried to get as few routes as possible to group the characters into. Got it down to 3. Route 1: Sin, Ky, May, Chipp, Potemkin, Axl, Ramlethal, Bedman Route 2: Faust, Sol, Elphelt, Slayer, Venom, Eddie Route 3: Leo, Millia NOTES: *Ramlethal - must delay the initial 5H *May - must delay the initla 5H ** Millia - Can't be TOO deep in the corner, you'd actually want to jump away j.D if you were ***I-no...don't try it...
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More labwork. Found out how to get IADs on LEO Thank you Chonari for showing me the ways of 6H iad j.P, everyone should go watch him.
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I think every "escape" you mentioned except for chipp/eddie who have ways to just dissapear, the other person will wind up losing all of their meter trying to block or eating a counterhit if you j.H or 214S A) 214S CH = dizzy... B) Both of the first 2 combos build 50% meter C) The best reason that I can come up with though that I didn't think of originally is the best counter to VD setups for most people is a well timed Dead Angle, Using these setups the other player can typically eat a mix-up BEFORE they're put in blockstun, right when they eat the overhead, or sin will simply be too far away to get hit by it, which can eliminate that threat. If they're mashers keep them still, you still get to play around with the incoming VD, if you have them blocking on wake-up go for mix-up. My bolded text is a just good natured joke because I really didn't expect negative feedback when I posted on the youtube video that the person waking up can hit buttons. I tried to make it silly enough that you couldn't take it seriously. I'll go sillier next time. Was just trying not to come off like I was fighting you. You also wanted me to tweak my combo into the airdash BnB that everyone knows...i was disappointed :p edit 9: OF course you should be using tighter VD setups in your gameplay as well.
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I think you're missing the point but thanks I guess. these are not air tight but they keep all your calories and build a ton of meter for any followups. (The first combo literally builds 50%) (The idea here is that if they had the health you can string at least 3-4 setups without ever running out of bar or calories as long as you start with about 30-50%, if I'm counting right your setup is going to leave you hungry if you try to finish your 3rd rep?) (this started as just cmv shit...more airdashes is automatically more swag too... (this is the most important thing at the end of the day, I have allergic reactions to people telling me to shorten my combos) ) Also, if axl wants to try to jump block this voltic dean then running up and making him block 2H will eat about 50% of his tension guage) I actually managed to land one this morning online. If they're hard pressed to try to force their way out of an oncoming VD, just 214S > Leap to make them sit still. I believe this will stop everything anyone can do outside of teleports. (setup doesn't work on chipp without making it tighter) For character specific stuff: j.D > j.214S > 5H works on everyone but i-no, (airdash follow up not possible on Leo). I can get the whole string of combos to work on most everyone except these 2 by adding/removing 1 or 2 j.Ks or 5Ss j.236S > 5H > airdash is more consistent with iad j.SK |> instead of iad j.KSK |> and does more damage ~usually~ (if you have guard bar always use your calories) (It's also way more reliable on characters like ky or even sin that have somewhat low hitboxes in the air.) however I noted like 5 characters where it makes it more consistent with an extra j.K at the start. I have that list at home though, i believe it was like eddie, venom, faust?, ?, ? I found another route that involves a running 5H > (normal jump forward) j.KSK instead of 5H iad j.K/S that I will be using for these characters.
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Shenanigans
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it'll be the ones with wide hitboxes (elph, may, bedman, ky come to mind) but it's going to be extremely reliant on landing a really deep 6P. or getting way above/over them with the super jump. It's less character specific and more situation specific. I'll try p dive air dash extenders on any character if i get over them but off of 6P I would probably never do it outside the corner for fear of losing knockdown.
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2S is the new be all end all poke, It's not super fast, but they buffed the range and depending on how it hits you can convert it with 50% meter from a long way. As long as you have 25% meter HCL FRC and note FRC are some of the best ways to approach in the game...without bar, they're a liability. You can get away with long range HCLs against a lot of chars/players, but if you're doing the follow-up without hit-confirming, people that know the match-up will kill you for it. She struggles to get on top of someone without meter, most characters limbs just have better hitboxes, she just got even stronger off the knockdown.
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Posting more options https://www.youtube.com/watch?v=hvxVMQ0TVXQ https://www.youtube.com/watch?v=qn4b3qp-lTo (inspired by the dustloop combo/ino thread) https://www.youtube.com/watch?v=xTgskM3Bi_0 https://www.youtube.com/watch?v=oCgiZlLPGRs https://www.youtube.com/watch?v=SFWZch76wio I haven't spent a lot of time for optimization, this is more just showing hey she has these options/enders/starters (i used dif starters for each). The bottom three were inspired by recent posts in the dustloop forums. Once we have these compiled and we weed out whats worth writing down, I'd be more than happy to build a video compendium.
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Official Austin Topic, 4th Edition full of fun and happy times! ;o
faultydefense replied to PozerWolf's topic in South
when are you coming through scottie? we're gonna have BB tonight at my place -
TEXAS SHOWDOWN 2014(HOUSTON, TX - APRIL 4-6, 2014)
faultydefense replied to Ranma0005's topic in Archive
If anyone's coming through by Thursday It looks like we're gonna have some BB casuals goin on at an apt about 10-15 minutes from the Hotel. We're gonna have a couple Houston players and we've confirmed about 3 out of towners showing up so far. PM me for info -
BLACKSNAKE! tell him we gotta rematch. @watches, depending on how this region thing goes I might be part of team louisiana but if not i'll submit my resume to portland . I'll be trying to get in all the gear i can @xaq, i'm coming for revenge for last NEC, and from what I recall, alive or dead, doren still had 9th place reserved
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some guy beats his justice and every argument except baiken has been discredited you will use macros now, or you will be putting yourself at a disadvantage, fucking love nailing 1f throw > super 100% of the time with chipp. Actually played some mirrors last night and almost felt bad after the other guy tried to do it and ate death combos for being a frame off. I remember just a month ago I was telling myself even after all these years I needed to just sit and practice on my reversal timings...Pfft, why bother now. I hope everyone reads this thread, practices using macros, has people to play against that know how to use the macros, pick justice and let them practice escaping it before NEC... not even gonna try to bother arguing if it breaks a character
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I set aside my taunt (in between punch and dust) and i've been playing around practicing using it and it really is super easy reversals, so much that i dont have to think about the timing anymore. I have PKS set to it and already its great for doing reversal perfect betas and instant air alphas. This is not something I have to practice or think about now...just getting used to the glitch will change some of the way you play... GRANTED you probably need to be more precise on the motions than we've let on, but it throws timing out the window and nets you the best case scenario every time also if you do fuck up the IAA motion it nets you a ground rekka which combos. if you fuck it up normally you might alpha too high or go flying somewhere which is usually how I end up dying...so this makes it safer as well as stronger
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dammit you're right (edit) as for the anji thing, ya that would help a tiny bit but the timing is very dynamic and requires you to visually judge the distance extremely well. Doing what was done in the previously posted video, butterfly ad-infinitum is not humanly possible (like if the opponent was actually trying to do ANYTHING) and you're gonna have to prove otherwise before you argue it is.