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Don Blow Jon

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Everything posted by Don Blow Jon

  1. Decided to test the benefits of using 6P > delayed 5HS > BR in corner combos for more advantageous oki. I used the following combo for consistency and proper position 5K/2K/c.S > 6P > 5HS > j.D > falling j.D > Fafnir > 6P > delayed 5HS > BR to then go into my mix up of choice. This route should let you hit a late BR on most of the cast, but I'm positive it doesn't work on Faust (last BR whiffs), Ino, May and Millia (Fafnir doesn't connect deep in the corner. For Ino and Millia use 5K/2K/c.S > 6P > 5HS > j.D > falling j.D > dash jump j.D > falling j.D > forward jump j.D > Kudakero > 6P > delayed 5HS > BR. The above route is finnicky on May so you're better off just going into Kudakero from the dash j.D. So far I have not been able to connect 6P > delayed 5HS > BR with any route so I assume it doesn't work on him. When you hit the BR at the end of the combo you're able to space yourself for an empty jump just outside of throw range that catches jumps, max range Wild Throw or just safe jump with j.S. Here's a video example of the oki on Sol, http://youtu.be/KQktWFud9xE
  2. Ohhhh me like, could be applicable from say after f.S > 2S(whiff) to position yourself into starting distance and then GF(YRC). Thanks for the share my friend. An oki option I've been really trying to apply is Kudakero (YRC) but it just doesn't seem as strong as I initially though and always spend the meter elsewhere. Could be possible to set up some decent cross ups on wake up with right angle, will look into it.
  3. A mix up I've been trying to incorporate is a close up 2P/2K > GF(YRC) > WT, mostly practical when going for dash up 2P pressure. If spaced correctly they cannot throw you out of it, in the case that Wild Throw whiffs due to them jumping GF catches that option as well as back dashing (not sure if you're safe after whiffing WT while having them block the GF in mid air) and finally they cannot mash out of it. The strength of the mix up is that they will be expecting to block the GF and respect your pressure but instead they eat a Wild Throw and if they do manage to punish with say a 5P, the trade is still in your favor. I've been trying to incorporate similar mix ups which allows for a command grab mix up with GF(YRC) of similar vein from the one above. f.S > GF(YRC) allows for this too but allows for easier escape options, this should be possible with 5K > GF(YRC) but I haven't tried it. If anyone has similar mix ups, please share the goodies for us to exploit.
  4. Pretty sure it's still an overhead. I'm curios, why did you come to this conclusion?
  5. Players were just starting to get the grasp of his playstyle in 1.1 and to have it changed again in less than 7 months is a bit discouraging. Not to mention most of his notable changes were nerfs. I can imagine he won't get much players until the console version comes out for some lab time to get used to his new tools.
  6. Can't say, maybe they don't know the optimal combo routes.
  7. After the past 2 Xrd hype induced weeks I finally decided to freaking post my findings with our boy. Mainly I've been focusing on applying mix ups that can get j.2D to hit on the later active frames so it stays plus on block and to make use of the changes to j.41236C. Now on to the first goal, j.C gatlinged into j.2D is still the go to for the latter to hit on the later active frames as to allow a combo on crouching hit, j.B into j.2D is looking to be a viable option if timed properly but needs to hit on the early active frames and at a certain height to allow the gatling to be possible. Finally j.D into j.2D in my opinion has little potential as a mix up option and more as a free way in for Terumi if it's possible to time it right. Now to make use of that new hotness j.41236C, after j.B is blocked in the later frames or j.C's third hit connects it gives you just the right amount of block stun to go for a fuzzy set up with instant j.A and allows you to combo into 623B (go to option) or j.41236C. Sadly in the current version j.41236C doesn't allow for a follow up unless it hits at a certain angle or you have your opponent cornered. However this is not the case with 2.0, fuzzies will be even more rewarding and allow for his best oki knockdown with the following combo j.A > j.41236C > 2A > 5C > 2B > 5C > 22Clvl3(lvl2 in 2.0) which nets 2.1k. Another thing I've been working on is jumping after a deep 2A to go for a cross up j.B which can lead into a guess between an empty jump into low or a jump cancel into j.2D.While it may be unsafe as all hell no one really expects it, and by the time they see you jumping you're probably already hitting them with j.B. This can work of other blocked normals such as 5B or 6B but 2A has the royalty of being throw cancelable for when they try to eagerly hit you out of your jump start up. It's also possible to make certain anti airs whiff such as Kokonoe's. Cross up j.B mix ups can also be applied with jump cancel 5C and 2C, I will continue testing tomorrow plus I'll be sure to keep you all updated. Gonna start applying these fuzzies to my game plan and make a video on em when I can.
  8. After 236D you can use another 236D to catch no tech and forward rolls (will be much more effective come 2.0), micro dash 5D to catch back tech and go into a full combo with 41236C. As for 6C, micro dash 2B or 236D will catch no tech and back rolls (might be character specific), any other normal (preferably 2A) will just catch them forward teching.
  9. Ending them with the 1st rekka seems to be my go to for ending block strings. Don't really like using RRC Sonic Boom for pressure and seems like you're better off using YRC for it during in oki. Also I'll start off editing the frame data into the wiki by the 26th if no one else has done it by then.
  10. You can set up some 50/50's with backdash > YRC > j.S (followed by 5K > 5S > 5HS > Rekkas leads into 113 damage) or land 2K and 5P/c.S > JC > j.D > YRC > j.P/K/S/Airdasher into normals or land 2K. For example, 5P > j.D YRC > j.K > 5K > c.S > 5HS > Rekkas nets 121 damage The one with the most potential would be the second one as it allows to combo from certain heights (haven't tested enough, but j.K seems to be the most reliable) or just from airdashing into normals (only works from certain distances) and going for a 50/50 during the air gatlings (such as j.K > j.S > j.HS(whiff) > 2K or after j.S > gatling into j.P. j.D YRC can lead into some amazing mix up potential, can't wait to see what's discovered over time. .
  11. Leo frame data findings WIP. If you notice any errors please let me know to ensure the correct values. Used various normals to punish certain moves on block and pinpoint the start up frames. block = recovers in time to block. Hit = punish. 5P 6 frame start up (tested versus Ky 5K (-5, block), 6P (-6, hit)) 6P 10 frame start up (tested versus Slayer 5D (-9, block), Ky 2D (-10, hit)) *Both normals blocked with Leo in the corner to ensure 6P connects. 2P 7 frame start up (tested versus Chipp 2D (-7, hit), Sol 2D (-6, block)) 5K 8 frame start up (tested versus Chipp 2H (-8, hit) and 2D (-7, block)) 2K 7 frame start up (tested versus Chipp 2D (-7, hit), Sol 2D (-6, block)) 6K 15 frame start up (tested versus Sol 632146HS(-15, hit), Ky 236K (-15, hit)) c.S 7 frame start up (tested versus Sol 2D (-6, block), Chipp 2D (-7, hit)) f.S 10 frame start up (tested versus Sol 5H (-9, block), Ky 2D (-10, hit)) 2S 10 frame start up (tested versus Sol 5H (-9, block), Ky 2D (-10, hit)) 5HS 15 frame Start up (tested versus Sol 632146HS(-15, hit), Ky 236K (-15, hit)) 2HS 11 frame start up (tested versus Ky 2D (-10, block), Slayer 2D (-11, hit)) 6HS 24 frame start up (tested versus Millia IK (-23, block) Ramlethal 5K > 4K (-24, hit)) 2D 12 frame start up (tested versus Slayer 2D (-11, block) Ky 3HS (-12, hit)) [4]6S 10 frame start up (tested versus Slayer 5D (-9, block), Ky 2D (-10, hit)) [4]6H 35 frame start up (tested versus Ky 623HS (-34, block) Faust 6H (-35, hit)) *Faust's 6H blocked in the corner to ensure that 46H connects. [2]8S 6 frame start up (tested versus Ky 5K (-5, block) 6P (-6, hit)) [2]8H 8 frame start up (tested versus Faust 2S (-7, block) 2H (-8, hit)) 5D 25-26 frame start up speculated after testing versus Sol and Ram. 236S 15-16 frame start up (testing versus Axl ([4]6S (-15) with 236S hitting at max range so far not connecting) and Ky (236K (-15) blocked and punished with 236S close range)) With this method, the most I can gather would have to be start up, gaps in certain gatlings and static differences. To finish up the frame data (active, recovery and hitstun) it's either record the moves and analyze frame by frame or wait till Arc releases the official frame data.
  12. Naw, that wasn't max range 5D It's almost there tho, like at 90%, it's good to have a video showing it linking into the new 236D from a pretty good distance away. Also 214214D/236236D is gonna be so freaking good now, coupled with the barrier drain, speed in which it comes out now and drastically reduced recovery to go into a 5B now is gonna lead into some nasty unblockable set ups. Plus with the reduced recovery, we won't have to worry about getting punished for whiffing it.
  13. 6(B) isn't total suicide now!? God I need this version of Terumi now. 236D whiff pressure is gonna be insane (also dodging projectiles looks sick), 5B does look to have less pushback (tighter tick throw set ups?), new fatal combo route probably means 6B has less recovery now (hopefully on whiff too so trying to backdash our 5D > 6B is now favorable for us).
  14. I usually go the other way around and use 236D after 22Clvl3 midscreen to get some extra meter and catch people trying to roll away, plus if it whiffs you're at an insane advantage to go for a meaty normal of your choice (5B being the most practical choice). This is also more effective in the corner since you can now punish rolls with 2B thus allowing you to go for more pressure on oki. Haven't tested 2C after 22C in the corner but I did try 6D > 2C, if it whiffs you're at enough advantage to either continue the pressure if they emergency tech or punish roll attempts and if it hits you can go for an reset with air throw or meaty j.C (make sure to confirm if they tech in mid air, if not just wait for them to fall to the ground and continue your pressure from there). This could all be applied to 22C > 2C, gotta test it later in in the week. Also on the topic of getting people to respect you and apply said mix ups. TD probably broke it down precisely, using frame traps to check of they respect you, getting used to their habits and going from there. If they like to backdash catch em with 5D, if they're jump happy anti air with 6A or in the case of going into mix ups from 2C go into frame traps from the normal such as 2C > 5D/3C/5C. In the case of these air dash mix ups it's all about learning how to bait and punish accordingly with air messenga (still testing against whole cast), they're still a WIP and while they don't grant much damage, it gives great corner carry with 22Clvl3/6D if you open them up and can continue your game plan from there.
  15. Forward or neutral jump get the job done, and yes the mix up is much better in the corner as we have more combo options and they get desperate to escape. Also not really sure what you mean about forward tech as these are mix ups for when their blocking 2C.
  16. So I just got back from the lab on testing out some new mix ups which could be a lot more common with the air messenga buff and below are some of my results. 2C > jc > barrier/whiff j.A(used for timing and baiting AA) > AD(air dash) > j.A > j.B(2) or j.B(1) > j.D > 2B or j.C > j.2D. The pattern here is to bait anti airs with jump barrier and then go for an air dash mix up with Terumi's air normals, it's mostly effective with j.B being easier to combo after then j.C in this case, but that all depends on timing. 2C/5C > jc > barrier > j.C > 2B. This one is more about timing j.C to make it so it either hits overhead twice or just once into a quick 2B. Overall air messenga should let us get away with a bunch of jump cancel mix ups if we apply it properly. I'm gonna start trying this stuff out with the current air messenga and see how it works out.
  17. I would enjoy it while I can as a pressure tool (could never open someone up with raw TKj.2D after they learnt the match up). Ah thank you for that, I had just edited my post, 2B just has less recovery now.
  18. To make up for it we will have to abuse the fear of j.41236C, they would have to respect our jump cancel pressure now or risk eating 2.5k into a 50/50 on wake up. We could go for 2C > jc > barrier > cross up empty jump j.b > 2B or 5C > jc > j.C > j.2D (if were at -1 then this should end up being +2 on block hopefully and this allow us to go for 5A on a crouching opponent into more jump cancel pressure) or my personal favorite 2A/5B > jump barrier > j.C (j.B to mix it up with it's 2 hits) or cross up j.B (or empty jump). I'm also testing out j.C so it either hits twice or just once into a quick low (this should end up being more effective with 2B starting up at 8 frames (this change alone makes me happy)). We'll just have to adapt to the new change, we have plenty of tools to compensate for the loss of TKj.2D, I'm still wondering if you're at advantage after 5D > 236D whiffed.
  19. So what I noticed according to the video on first glance (besides OD durations reduced) is the additional changes done to 5C, 2B has less recovery (yessssssssss), 3C, J.2D got decimated and 5D and 236D is now -8 on block to offset it's new mix up potential and possible faster start up (since it now connects after 22Clvl3, could just be a change with 22Clvl3 or how 3C into 22Clvl3 positions the opponent). Below is my breakdown while using slow mo on Google chrome starting from 3 minutes into the video (also compiled the combo notes for J.D and J.2D). 5D into 236D range reduced (already known) the max distance to hit is from a 2B >2C > 5D > 236D works (no delay between any of the gatlings). J.41236C optimal damage follow up leads into 3k with 14 heat gain (2.5k if you omit the follow up for oki with 22Clvl3). 3C > 22Clvl3 > 236D now works midscreen. J.D counter hit has less follow up time but J.D is now useful for midscreen juggles (this gun be good), J.D > 5B > 5C does not connect in the corner (this could be the new 5C change). 236D -8 on block (ouch) less recovery on whiff (known) and possible faster start up (22Clvl3 into 236D now works midscreen). J.2D is now -1 on block even on TKJ.2D cannot combo after on hit unless it's Tager, still possible to universally combo after when done on the lowest point (j.C into j.2D is perfect for this as it places you on the lowest point and will allow for a follow up with 2A). 5C > jc > J.2D looks to be -1 while TKJ.2D is also -1 on block after watching the video in slow mo (not sure if the second example was done on the lowest point possible). 2B from the example shown it looks like 2B has faster start up (by 1 frame) and less recovery (about 3 frames?). On the 2.0 example he did 2B just a frame later then the 1.1 example and it obviously showed 2B starting up faster and recovered faster. EDIT: Scratch that just better recovery. 5D looks to start up at 14 frames now (previously 13) and has more recovery (about 4-5 frames of added recovery not really sure (almost at 1.0 recovery)). It seems they were going for a medium between the 5D from 1.0 (could not whiff it) and 1.1 (-3 on block which allowed to continuously poke with it), so now in 2.0 we have to be extra cautious for when he toss out 5D because now the opposition has a bigger window to whiff punish us. EDIT: Probably just more recovery. Well that's just about everything I could gather from the video examples, what we need now is someone to translate the first 2 minutes. From what I speculate 5C got a change on the second hit, 2B which he probably points out the faster start up and recovery, 3C has a question mark so Kurubushi is not sure what the change was, 5D which has 18 on it which is the current recovery frames on the move and 14 which is most likely the new start up, 6D changes which points out 6D > 6C (which is corner only now and he probably points out it doesn't work midscreen). J.D changes (we know most of them by now), J.2D changes state something about DD which probably just means that it can only be followed up with distortion drives (OD version unchaged?), 236D changes, 22C lvl changes, 214D change with a question mark (probably not sure if it has faster start up but it definitely seems to be the case). Not sure about the rest besides A burensen being the best DD in the game now. I'm gonna try and compare both command grabs (1.1 and 2.0) in slow mo and see if it actually is faster (if it's just 2 frames faster we have ourselves another respectable mix up option off 5D now). EDIT: I tried doing a comparison but it's really difficult unless I have two videos with the same quality (the one I had with 2.0's 214D had terrible quality and wouldn't allow for comparisons). However what I could gather is that it is at least a frame or two faster.
  20. At 22:38 there is some high level Terumi gameplay and it is awesome http://youtu.be/IBVee56DgxA
  21. At 22:40 in the video he lands 236236D in OD during a blockstring, it looked hella fast.
  22. Overtime they will realize how much fun he can be and annoying when he gets in. There are some notable 1.1 players such as Noze, Shirushi and various game chariot players and they will increase with 2.0 buffs I can guarantee that. I haven't told them that after a knockdown from J.2D (the main factor of the many bops) there is a large window for Terumi to pick them up for a blue beat combo unless they emergency tech, they weren't respecting that and got bopped for it and Terumi overall is very good at getting blue beats on players that don't respect your oki game. Oh and yeah, the messengas were real tooooo real. I notice also that I was mistiming my back roll punishes on Kagura after landing 6C, gotta fix that.
  23. Not direct links to it yet at the moment, sounds hype tho.
  24. Let's keep all the threads active my fellow curb stompers! Here are some game play vids from me in a tournament we had here in PR last week. http://youtu.be/XtjxfvUxrO0 http://youtu.be/62DpXz-godM http://youtu.be/rwLgtL6mwFs Just by watching the vids over and over again I seem to develop a habit of disrespecting them with 2D during block strings and random 41236C's outta nowhere (it just works every time against them). Gotta fix that, also not drop my OD combos and confirm my safe jump set ups. Go nuts with the feedback, got a big tournament coming up in December and need to surpass my best to beat banana ken (he showed up and bodied all of us August and I want to repay him with an asswhooping involving boot).
  25. All of his moves stayed the same as far as heat gain goes (same goes for combos), however he should be able to gradually gain more heat than before thanks to being able to gatling into j.2D from j.D which should give a total of 8 heat if I recall correctly on block. I'm also eager to try out the new Terumi but I'm content with 1.1 at the moment, plus Xrd's in less than 2 months.
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