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Everything posted by madigawadesperate
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A quick and accurate description of the hilda matchup: SKEWER SKEWER SKEWER
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I think i got the combo list finished is there anything else i should add guys??
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so what exactly does 4b beat? I need to know for science
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Hi, so i'm learning yuzu and i was wondering what are some good things for a beginner to start off with? Also i don't really understand her stance d cancels or how they're suppose to work exactly if someone could explain that too me that would be great
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w.i.p Hilda combo starter 5a, 5b, 2b, 2c-c (can connect with j.2c into 2a at the beginning for around 500 more damage) 623a, 3c-c, b-lynchpin = 2304 623a, 66c, b-lynchpin = 2375 22a, 3c-c, b- lynchpin = 2389 22a, 66c, b- lynchpin = 2442 623c, 3c-c, b-lynchpin = 2574 623c, 66c, b- lynchpin = 2612 B-lynchpin enders(more damage on 5a combo) 22c = 363 damage (meter) 236+a = 270 236+a, 236+c = 520 to 570 range charged c = 73 x 4/5 depending on hit j.2c, a+d = 1700 damage (good damage, opponent can tech throw and leaves you at huge disadvantage use at your own risk, use on unwary opponents) 41236+D = around 1000 damage Charged C starter C- lynchpin = 1703 22a, 3c-c, b-lynchpin = 2630 22a, 66c, b-lynchpin =2589 22A > 2CC > 623A > 66 > 3CC > B Lynchpin = 2749 J. Charged C starter 2c-c, 22a, 3c-c, b-lynchpin = 2424 22a, 632a. 3c-c, b-lynchpin = 2591 5c,c, 22a, 3c-c, b-lynchpin = 2626 22a, 632c, 3c-c, b-lynchpin = 2831 22a, 2c-c, 623a, 3c-c, b-lynchpin = 2833 22a, 2c-c, 623c, 3c-c, b-lynchpin = 3046 66b/66c starter(66b does less damage, all versions here will be done with 66c) 22a(refer to 22a starter) = 1610 236A = 1610 (frame trap on block) 623a(refer to 632a starter) = 1470 623c(refer to 632a starter) = 1830 623a combo starter(this move is used to punish grim reaper) 623a, 623a = 1508 (for when you feel like you need to style) 3c-c, b- lynch pin = 1848 66c, b- lynch pin = 1866 66c, 22a, 3c-c(slight delay on this), b-lynch pin = 2556 2c-c,22a, 3c-c, b-lynch pin = 2610 (if not done on fastest speed, lynchpin will not stagger) 632b 66b, a lynchpin = 2016 66c, 22b, 3c-c, a lynchpin =2864 (difficult to confirm) 22a/b starter(can use 66b/66c as a starter for 22a/b. 66c/66b add around 200 extra damage) 3c-c, b-lynchpin =1993 66c, b-lynchpin = 2062 632A,3-c-c, b-lynch pin = 2362(difficult to confirm) 632A, 66c, b-lynch pin = 2373 (difficult to confirm) 2c-c, 623+a, 3-c-c, b-lynchpin = 2672 623c, 3c-c, b-lynchpin = 2702 623c, 66c, b-lynchpin = 2709 Anti-dispersive (veil off combo) 41236+D = 5176 (dat white girl damage tho) 66c, 236+a, 236+c, 66c, b- lynch pin = 3737 66c, 22a, 3c-c, b-lynchpin = 3444
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Ottawa: Why have fundamentals when you have gimmicks?
madigawadesperate replied to Freezerburn's topic in International
fun news, Looks like i'm staying in ottawa until january. -
I'll try to get some combos filled out and some varations hopefully around this saturday
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I'll write some easier combos for hilda and some that do big damage
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Nope, but 3c is unsafe(i've never seen 3c into fireball tbh) as i said before b+c beats all flight options
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tell that to all the merkava's i fought who kept eating her bnb cause of yolo divekick, 7 frames is more then enough time to kill a badly placed dive kick especially with guard All i'm saying is that some point, you will make an error with your offense because fireball loses to b+c and she will get out of the corner because i've gotten out of there tons of times against merk 5a also loses to jump back 2c and if worst comes to worst i can always nail torrent in the corner to make sure i can leave it it ain't as free as you think, just saying
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I'll post this here and the hilda thread for the hilda/merk match up Fly and all it's options lose to hilda's b+c If you're both full screen apart hilda can just wait for to make an error and make sure you eat a skewer, also your long hand grab doesn't close the distance without chain shift so she doesn't need to worry too much except for the ex version but then again she can make you eat a skewer if you screw that up While yes you can make an argument that she is dead when she hits the corner, the only way merkava can open her up without the fireball is through unsafe means Overhead is unsafe, dive kick is unsafe unless positioned correctly, if you try to get cute with fly you can eat a full b+c so basically if you don't want her counter attacking it's high/low/throw which throw is unsafe since she can push you back midscreen if she get's a 2a off at neutral it's the only time they need to really respect each other because they're both not allowed to make an error because they'll both get punished hard Merkava doesn't really need to respect her frame traps and she doesn't need to respect most of his 5/5 match up
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Nope, j. 236+a at full screen can beat everything vatista does especially at the correct height so she's forced to make to move Also she can teleport right behild vatitista during the lazer/orb spam and you'll eat a combo and be pushed to mid range Also, i've played that game against a few vatistia's and I won because I forced them to make a move 1) basic bnb puts you midscreen 2)Debatable because you might want that vorpal guard because it helps you a LOT during this matchup 3)You're saying that now but after you stand up you lose your charge so technically we can jump in unless you have chain shift I basically learned to do a neutral hop at most of them Besides most of the stuff you just said proves you don't know the matchup at a high level at higher levels vatista needs to rush hilda down Teleport.
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yeah, sounds about right
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Good match ups: Akatuski, Byakura, Nanase, Hyde Even: Mekava, Eltnum, Carmine, Vatista,Chaos, Orie, Yuzuriha, Hilda Bad: Gordoeu, Waldstien Please disconnect the controller: Linne, Seth
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over 5k combo w/ veil off 41236+C(all swords should connect), 41236+D If it doesn't hit, you're at advantage and can perform a reverence pillar/lynchpin mix up
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@lolokoa do you know about 623+A? supposidly 623+B is + but i don't know about a, i feel like it's negative on block
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Believe it or not if she does a roman cancel she just gets a free charge so she can be standing up while you're jumping in and boom, you're wacked with a dp
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My god, i faced a vatisita who knew what they were doing and she under no circumstance will give you ANY breathing room. Literally the match ended up with me spamming air skewers until she respected me, I under no circumstance was even allowed the generic 2cc pressure and my god it was so stressful Due to her height the c. teleport whiffs and I ate a combo, I swear i've had matched with gord/linne that are less stressful then this Oh, don't bother trying to dive kick you'll eat a dp and then they'll start spamming projectiles bleeeeehhhhhhhhhhhhhhhhhhhhhhhhh
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Go have fun and post your opinion http://www.dustloop.com/forums/index.php?/topic/8986-waldstein-infinite-discussion-tournament-legality/
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Waldstein Infinite Discussion (Tournament Legality)
madigawadesperate replied to Tigre's topic in Under Night In Birth
The one video i saw him do was around 3k damage with the loop, oh god -
Waldstein Infinite Discussion (Tournament Legality)
madigawadesperate replied to Tigre's topic in Under Night In Birth
I personally think while no they shouldn't ban said combo, they should ban motions over two wall throws because it actually is a pretty damaging combo and I don't think he should lose that combo tbh. Like if you throw twice you lose the round. personally this sort of stuff makes the game really ugly and seeing this in a tournament would really turn people off, it's a great game tbh it would be sad if people ended up saying lulz marvel jr. -
Actually scrubs will use infinites to win tournies, check yo self
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Language darling, Normally if merk is mid distance in flight he hits your dead zone you can try to knock him out with b+c, fully charged C works. Most merkava's i've fought are scrubby little bastards who really like doing his dive kick, you can make him eat a full combo if he think's he can yolo dive kick all day If you see his overhead coming it's also unsafe so yet again free combo, if he feints you can still put him in the bnb block string and knock him back midscreen If he likes to fly a lot you can meet him in the air with j. b (it's a great move, disjointed hitbox and will hit far in front of her) If he likes to simply stay full screen and grab, jump up and down and skewer just to annoy him into doing something, you somewhat win at normal range i'll write more of this match up later and waldstein Nice to know gord doesn't care about a full screen +8 because GRIMMM REEEEEPPAAAAHHHHH Ugh, that move just gives me salt
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welp, better start talking to people about banning that set up at tournaments
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I thought it was free for hilda, I just wasn't 100% sure So did you do anything that was effective against her?