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GodPress

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  1. Playing around with it, midscreen you can do j.H> RC> j.S > j.H |> 2k > 2D into oki again. j.K > j.S works too, I don't think you land close enough for c.S but I may be wrong. Other things with the Hball safejumps you can do it with j.D midscreen. Whiff the j.D but hit the ball, its safe to Volcanic Viper and the ball will catch their backdash if they attempt it or just conk the top of their head if they wake up with nothing allowing you to carry on pressure. Can also go for shenanigans with j.D YRC on ball hit to reach the floor quicker for high/low. Lots of options with the HS safejump.
  2. It doesn't work on Zato's drill.
  3. Just to give you a hand, tested some ODs simply because you can QV Ky's Sacred Edge. Ky: Sacred Edge (236236P): Yes Ramlethal: Cassius(236P): Yes. Sword deploy OD(632146HS): No Faust: Item throw hammer: Yes Item throw poison: Yes Item throw 100-ton weight: Yes but you'll still get knocked down. Every other item throw doesnt get nullified. Sin: Voltec(236236P): No May: Beachball(214P/K): Yes Elphelt: Pretty useless on Elph come to think about it. Pineberry(236P > 2P/4P): Yes during its trajectory, doesn't nullify the projectile. No on explosion Ms.Confire(236S>PKSH): Yes. Genoverse(632146HS): No Chipp: Shuriken(J.236P):No Ryuu Yanagi(j.214214K):No Leo: Stahl Wirebel(432146S in backturn): No Bedman: Task A(236P): Yes. Deja vu A(214P): Yes. Task A' (236K):Yes Deja vu a'(214K):Yes Task B(236S): No Deja vu B(214S): No Venom: Stinger,Carcass,QV, Regular Summon:Yes Bishop Runout(632146HS): No Dark Angel(632146HS): No Just to see how much durability it had I set down 4 charged QVs, it appears to have unlimited durability until the end of the charge. Which is nice.
  4. It just nullifies them. I'm not sure if there is a limit to what it can nullify. It will nullify Leos HS projectile entirely & Ky's projectiles however I'm not sure about projectiles charged by the seal. It won't absorb a single hit of Dark Angel though.
  5. The bars are currently a horrible way to filter connections.
  6. Just a little more to add to the P > K Formation, you can instead do j.P to hit the K ball and on the way down j.D on the P to provide a really aggressive way of controlling your immediate space as a worthy alternative to j.K on the way down.
  7. This might be of use to you guys trying to implement Deadman's Hand into your game (The command grab from Eddie). Found it whilst trying to get some use out of it. Corner unblockable with it: Throw them into the corner (Eddie is behind them) TK Shadow Gallery > -d- > 5K > 5S > 2D > j.S (unblockable) into whatever your chosen follow up is. You can also do it with -s- but it isn't needed. Im sure you'll be able to optimize it further. Fairly sure its possible from front throw too.
  8. The j.K is done immediately, should give you enough time to get the descending j.S. Practice and you'll get it.
  9. It would appear Leo is also a heavy character. c.S(3) > j.SHSD |> j.KSHSD > 6H also works on him.
  10. So a few things to note about this matchup: I think its in Venom's favor. c.S(3) hits crouching, Leos HS fireball has a fair bit of durability, I believe its 4 regular balls or lvl 3 Stinger to nullify. You can use QV to negate it and give yourself a nice charged ball. Backturn counter will reflect a projectile, didn't test to see if it'd reflect a charged SA or just nullify. His backturned super will punish careless ball summons from anywhere on screen. S>H formation is particularly useful because of his low airdash, looks like he has a lot of trouble getting in. IBing the last hit of his Rekka allows for a c.S punish & big damage with iad JSHSD>JKSHSD>6H>oki. It's apparently -7 on block without IB so you're free to go for c.S without but I find his rekkas incredibly easy to IB. Same goes for IBing the second hit if they're looking for backturn shenanigans (rekka x2 > bt K/D) without IB you'll either trade or straight lose if they just go for BT D(counter). Blockstrings into 236H (run through slash) can be punished by 2k/c.S as he's running through for CH. KSH > bt is punishable without IB with 2k/c.S however you can get tagged by the counter. BT 214HS(unblockable overhead) can be punished effectively with Blitz, Throw, 2K or c.S. The usefulness of these depends on how the overhead is done. For example, I've had a lot more success just blitzing the OH if the Leo does bt K > bt S > Overhead, you're in blockstun for quite a while and a 2k/c.S punish is pretty risky here where as bt K > Overhead has a huge gap and the best punish would be to c.S(3) iad staple.
  11. It can, if they're blocking Dark Angel and you're not setting up balls you can chase it down and high/low from it. That said, its still not as strong as other projectile supers (Ramlethals).
  12. You're doing the J.S too late. Look to hit the j.S within the early descent of the jump, if that makes sense?
  13. I do indeed, my mistake. Edited
  14. So messing around with some of the stuff from the seeaawiki, I noticed I had already done some of the same things listed but I might as well document them here as well: Tested on slayer unless otherwise said. Corner standing from any starter (p/k/s) only c.S(3) > KQV > 6P > 6HS > SQV > 5P > 6HS > QV/Set = 113DMG from 5K || 138DMG from c.S Things to note about this, you can walk between KQV and 6P to put you closer to tag on an extra QV at the very end, does 1 damage and puts them into a techable state; lets you get a quick 2 ball setup, 3 with yrc. Pretty good positioning otherwise to go for K ball oki & there should be enough time to do 2 ball setups without the extra QV. c.S(3) > IAD JSHSD > 6HS > SQV > 5P > IAD JSHSD > 6HS > QV/Set = 128DMG from 5k || 150ish from c.S This combo is hard as anything due to the second rep of JSHSD, you have to hit the j.D incredibly low to the ground to link 6HS. Most reliable way i've found of doing this is by just delaying the HS and D as much as possible. Works on both standing and crouching: Air Dash > j.S > j.D > 6HS > SQV > 5P > IAD JSHSD > 6HS > QV/Set = 204DMG Both j.D's need to hit awfully low to the ground for this to work; not too difficult though. Viable option from K ball oki in the corner too. 2D(1) > S Carcass Raid > Micro Dash > c.S(1) > J.KSHSD > 6HS > Set = 170ish, can't remember the actual value. Character specific corner combo from a close range 2D. The hardest part of the combo is actually getting the c.S(1) after the microdash, though that said, it isn't all that difficult it works on these characters: Sol, Ky, Zato, Chipp, Potemkin & May. If you're dropping the 6HS after the j.D you're not delaying the HS and D enough to hit low to ground. Furthermore SnowMonkeyFunky's advanced combo on Pot & Bedman applies to all heavier characters, particularly effective on Ky midscreen to corner carry for about 180DMG from a c.S(3) starter if you end it with KQV>6P>6HS>QV/set. Things to note in the corner: KQV is your go to staple for both standing & crouching on most characters, c.S(2) and c.S(3) can be utilized to go into KQV > 6P > 6HS > K/SQV. Times where the aforementioned KQV doesn't work is in situations where smaller characters backs are in the corner, you're hitting them with c.S point blank and they also happen to be crouching(Millia, May and Faust come to mind). I'll need to test it but theoretically you should be able to do c.S(1) > 5HS KQV to give you the pushback you need on the ball for 6p to keep them propped up. The universal follow up QV combo for K and S should be 5P > 6HS > QV/Set. For extended QV combos use SQV 5P > IAD JSHSD > 6H after your initial KQV starter.
  15. Ah its much more updated than I last remember it being. Definitely do it.
  16. I was doing a little testing with it: c.S(1) > sqv> 5p(BH) > 6p > 6H > Set from absolute point blank the 6H will whiff. You can omit that for just 5p>6h>set. Shouldn't affect it from j.KS/SH combos though
  17. SQV>5P BH > IAD > j.SHD > 6H > Set as far as I know is character specific, there are others you can do: SnowMonkey listed this in the combo thread which is universal. PQV >5P BH > 6H Alternatively you can do this below for a bit more damage: c.S(1) > SQV > 5P(BH) > 6P > 6H > Set works on: Sol, Ky, May, Chipp, Slayer, I-no, Ram,Venom
  18. Fafnir is +4 on block. IBing it will be as close as you can get to resetting it to neutral.
  19. I use Dash j.K. I should definitely use j.S more as Dai mentioned though.
  20. Someone else was having issues with this so there might be weight to it. Personally, I haven't had too much issues with meaty K ball oki. Like you said though, netplay is gonna be netplay.
  21. Sol. I'll go through the cast and check on a few others tomorrow to see if its character specific. Edit: j.KS > c.S(1) > SQV > 5P(BH) > 6P > 6H > Set works on: Sol, Ky, May, Chipp, Slayer, I-no, Ram,Venom Blacks at 6H on: Millia, Faust, Pot, Elphelt, Axl, Zato, Bedman Every character that 6H blacks on you can omit the 6P and do 5P(BH) > 6H to combo. Furthermore the 5p>IAD>J.SHD>6H combo is even more specific on top of that e.g it works on Sol but not Ky, May or Chipp.
  22. If you're doing them from say, c.S(3) wait before going for the IAD as per Snowmonkey's advice, 96 IADs seem to be kinda iffy as well so do 866 or sj.iad if you dont want to delay.Other than that, practice.
  23. Point blank c.S(2), SQV & 5k,5HS, SQV work with 5p IAD 130 and 138 damage with jshd >6h respectively. From j.KS / j.SH you can do 5k > c.S(1) > K/SQV > 5P > 6P(BH) > 6HS > Set for 113DMG and 136 - you don't get the corner carry though.
  24. Not sure about whether or not they're 1F but delaying the IADs enough so you don't whiff the j.HS is a pain. Carcass raid does indeed seem shorter on charge times; I'm a lot more consistent with things like j.h, c.S(1), carcass. Have fun at NEC!
  25. https://www.evernote.com/shard/s432/sh/e2a07045-67ce-432a-bd11-34ca0b649385/131a39dffad3db405b2afff6950d4080 My pre-release whack combo list now updated with damage values & guestimated meter gain. Edit: Just noticed the combo thread.
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