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Gambler

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Everything posted by Gambler

  1. 66C and 66B are pressure godsends. Also 214B after a lynchpin is so goddamn good, makes it hard for people like waldstein/gordeau/merkava to respond. Also Her 421(412?) teleport is great too, leads into a 2C nicely and spooks the opponent. Man I'm barely comboing but still am winning cause these options are so goddamn good (so long as I don't let them get in my hurtzone)
  2. Let's say I do choose to back away, what should I do after wards, apply ranged pressure? What's the best option in the case that I'm able to get a little bit of distance, and to keep that distance constant and stop them from rushing in.
  3. Can someone make a generalized gameplan for Hilda, I am struggling hella hard landing a single hit with her because of terrible options. What are some good options to start right off the match, and what can I do to keep people from getting in?
  4. For byakuya? I'd suggest block low, if he's in the air block high. He has 0 mixup game on the ground unless he throws a 6D out there. Don't know why people have a hard time against byakuya, just block low whenever you get combo'd or block low in general. I guess Byakuya gets people spooked and causes them to lose their cool, but it's fine his pressure's pretty simple to avoid.
  5. Any good reversal options for Hilda? My main issue is people getting in and being forced to block and wait for them to get far enough away on their own. Would her B+C be considered a good reversal option?
  6. What combos are people using for Hilda, for me the only things I got so far is to wait to punish moves/blockstrings with 2A, then my route is: 2A(starter)>2A>5B>2C>623A>3C into the follow up>22A>C Another option I do is a fully charged J.C to catch em off, and then I follow up with a fully charged 5C, which then leads to: 5C(full button hold)>Keep C held until the 6th hit>Let go of C for that drop thing to come>Dash up to them>2A>5B>2C(Hold it)>623A>(let go of C)>66B>22A Don't know how to follow up, after that. First combo is a BnB that's tough to drop, second combo gets weird with the timing for when you let go of C and you need to take into account their distance
  7. Yeah, I'm struggling with her neutral as well. I mostly attempt to stay far away enough from the opponent where they can't hit and see if I can punish impatience, but when I fall flat up close I lose pacing and they gain momentum. [EDIT] I see a lot of jap players using 6D as an option to get in and then follow up with a j.C, might see what I can do to work with off of that.
  8. Anybody here have any good options to start up matches with? Against people like Gordeau or Mekarva I see if I can bait out their long range moves and dodge with her backdash I have a nice safe zone and can punish with 236B/C(given I have the meter). I feel as though her backdash is one of her most useful options. My major issue with Orie though is getting a hit in edgewise. Trying to find the right opportunity to attack is tough and when I successfully block blockstrings I have no idea what's good to punish them with, any tips, also good opportunities to start combos are appreciated as well.
  9. Anybody have any good options to start with/confirm with. I'm having trouble picking when to start hitting and how I should. The cast is pretty diverse and find it a bit weird to figure out what's safe and what's a good option, also what are some safe moves to end blockstrings with...maybe teleport?
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