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SonicBoomBrad

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About SonicBoomBrad

  • Birthday 05/25/1994

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  1. It is max damage but you're not really making a difference at all if you spend the 25 meter vs not spending it. 5C jC route seems better even if you're not going to spend meter.
  2. In the combo video how do you get the command grab super to connect after .....>2C>236BB>command grab super?
  3. I'm going to guess it's that I wasn't dashing before doing the 5B. Because I can get it every time after adding in the dash.
  4. For the anti air 2B combo that goes 2B>whiff jC>5B>2C(1)>hop cancel jC> etc. How do you whiff the jC properly to connect 5B? I can't get it to work for the life of me, and it seems like this combo is the core to all his damage. Are you sure you're doing 236BB? Because I don't understand how you're getting the result in the video if you're doing 236BB, on connecting he grabs them and side switches. Never mind, this was answered in the post right above mine. I got it to hit it's just a really strict juggle time.
  5. It's not necessary but it exists if you're shaky about their offense or are in a position where you don't need to take a risk. I'll use it if I have a huge life lead and want to close out a round. If someone is low on life, has a lot of meter, and tends to wake up I'll end a combo in front of them and jump back chain shift to see if they reversal, 99% of the time it's a super free punish. Like I said though it's just another option. Also catching an air throw with CS is pretty godly because you can get a beefy ass combo, it's an amazing air to air. The way I see it, it's not really a waste because you're getting the meter anyway, and you get to retreat to a distance where Wald is very strong while still keeping the pressure on because you can react to what they're doing when you chain shift. It also makes the opponent second guess themselves because you're controlling a lot more of the neutral game. Idk just getting thoughts out. I've edited this like 4 times, I feel like it's a pretty strong option but I understand why it might seem like a waste to some. Also I was wondering if anyone had a max damage high counter combo for dp punishes. I'm not really sure if any of Wald's moves are changed by high counters but if someone does that would be dope.
  6. It's kinda wonky unfortunately, it was a nice idea but I'm not really sure how practical it is. On a side note Waldstein controls the air like a god with j.214A/B. If I'm ever scared of someone's offense and I have chain shift, I'll just jump back CS, from there you can watch your opponent and react accordingly with an air normal or 214A/B if they try to jump and contest you. It's pretty godlike as a general spacing tool too.
  7. As a Waldstein main, I'd like to hear your thoughts on this. Maybe we can help each other out. Because I have a lot of trouble in this MU. Though I haven't really played a good Linne in a while.
  8. Mid screen. I use the typical combo into 4B and either get corner carry or a reset, when I have meter I just go for 3C charge super. That's what I see most Japanese players do. Although some go for that weird ass charge jC combo that only gets like 2.1k. Just wondering if anyone's found something better. Also we should compile a list of block strings that can be used to set up dash 360A/Mix up. Pretty sure that's the future of this character. That and fundamental spacing obviously. I've been messing with 6C as an anti air. It would be such an amazing anti air for damage if [4]6C wasn't 38f of charge time. I mess up the input so often and get [4]6C and it makes me so sad.
  9. As someone who actively plays this character in tournaments, I think the infinite should be banned. If you can't beat a player when you have them in the corner with Waldstein you don't deserve to win with this character. Also do we have an optimal combo out? I've just been using the Japanese one, seems like the most damage he can get without some ridiculous positioning. Like 99% of the "big damage" combos I've seen in this thread only work if you do like one normal into 214B right in their face.
  10. I'll definitely be there but I get off work around 5pm in Seal Beach, so I may be cutting it a little close. Hopefully it's not too big of an issue. I don't see why it would take me two hours to commute but you never know with 5pm LA traffic.
  11. What do you do with him when you're getting pressured though? How do I counter poke? How do I escape the corner? I can't count the number of matches I've lost due to not being able to escape the corner. Edit: After watching a bunch of Watanabe videos it seems like when he's cornered he'll do a lot of backdash command grabs for the invul frames. He also does a lot of veil cancels to get the pushback and gain real estate. Both of these seem super risky but I suppose they're better than nothing considering his normals are good at pretty much everything but close range. He also does a lot of wake up regular command throw, or read AA grabs. Lots of risks on defense but I suppose that's what a grappler has to do.
  12. Is there a list of invul frames on specials? Getting pressured seems like a huge issue with Waldstein against characters with fast normals. I can't seem to win a round against a Linne if I happen to get knocked down in the corner. I'm sure this is just due to lack of blocking knowledge, as I only started playing a week ago. But it would also help if I had the option of a reversal. Can anyone help me out?
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