Jump to content
Dustloop Forums

MoralHazardPay

Members
  • Posts

    78
  • Joined

  • Last visited

Everything posted by MoralHazardPay

  1. You're plus on both of them; +1 on It's Late (which I assume you're doing, not Under Pressure) and +4 on 2K. Another 2K will beat almost any normal they throw out. A half step forward Bite of Dash throw/5S can also work. Or do a BDC Mappa if you think they'd delay the normal to catch the throw attempt, or another Dandy (which you can YRC). You can also do a 6K which beats mashed lows and hits overhead. Or you can do a 5S 6H Dandy blockstring into another mixup. There's also hitting them with any jump cancelable normal into an IAD.
  2. Looking at the frame data you won't be able to combo of a 6k meaty without a RC, but using YRC to eat inputs still seems like a plan. Also, I think doing c.S 6H 214PK is the best punish on VV in terms of damage and consistency. I should use Dandy YRC more though, good point
  3. I'm not really making a value judgment as to how easy the situation is, just trying to show the decision tree that's at your disposal. You have to guess if they're going to reversal or not. If you guess reversal, there are a few options for beating it, each with their own downside if you guess wrong. Then you have to guess if they'll throw, and that has a couple of different options. After that you have a legitimate high/low game A thought; can you YRC on their wakeup to eat their reversal inputs and go into a meaty 6K/2K mixup?
  4. You can jump cancel 2S into an air combo starting with j.k fairly easily. For 6P outside of the corner I think you need to RC, but that gets you a 6H into Dandy follow-up
  5. Early meaty It's Late beats throsw and, if they try to throw, gets you a CH combo. A late It's Late loses to throws but gets you a combo on normal hit. I'm not sure if doing a 2k meaty beats throw or not, but that also gets you a combo. If you expect a reversal instead of a throw you can can either block or do a BDC Mappa, or Dandy Step. The last two can beat both reversal and throw but are risky if they do a delayed attack
  6. Yeah, jump installs make little sense, but I understand why the motions are more difficult, as it makes it harder to react with them. I mean, I'd love for everything to be simple quarter circles with the occasional SRK, but I can get why they'd go with a more complex motion. I do agree on the input parser, but that may be because SFIV has made me extremely sloppy with my half circles.
  7. YRCs are easy to fix; the burst mechanic just puts the player in "burst-stun" which makes any RC into a RRC or PRC. Command throw RCs are RRC only like a DP. Other than that, their only real disagreements seem to be on the simplification of the game, and on how much they hate optionselects (quite a bit vs. a million burning suns).
  8. I'm totally new to Slayer, so I don't know the old setups. I figure that if you cancel K Mappa off a f.S you're probably close enough to throw, but I'm not sure how exactly the YRC slowdown interacts with the opponent's options; if they're mashing are you going to get hit out of the YRC, or is it a free throw if they didn't press anything?
  9. I don't think that works if you do two reps of c.S > f.S. I believe you also need them to be crouching
  10. A random thought: there's a gap on block between a normal canceled into a K Mappa. Is it possible to YRC that and do a throw/other mixup?
  11. 6P also blows up a mid Axl Stance attack. What is everyone doing after a landed bite? I tend to just do a RRC 5H > K Mappa, but would a 2D be a better idea for the knockdown? Also, P Mappa: I see a lot of talk about the K Mappa, but how about the P? I tend to use it whenever I'm toss out a 5K or 2K within it's range because it means you get the combo if the 5k/2K connects and are safe from being thrown
  12. I'm finding midcombo IADs to work best with a delayed 99 input, as if you do it too early you just get a jump cancel and 956 is iffy at best. Also, thinking out loud, can we get any good mixups off a jump canceled normal? Been playing Slayer and he can do some cross up shenanigans, wondering is Millia can get some instant overheads, crossups, or extra mixups
  13. So what do you do with Slayer's oki? I'm new to the game, and have mainly been either comboing to Mappa or RCing to CWH into j.SHD (as I don't have the continuation down pat yet), but I'm not quite sure what I should do once they're knocked down. Do you instantly go into a Dandy Step S followup with a P Dandy whiffing the first hit (and then either It's Late, throw,) or a low) and a K Dandy landing it meaty, make them guess if you just did a BDC Mappa vs forward dashing and hitting them with a c.S or a 2K?
  14. How did he get hit by every Fly meaty? The unreal black things mean you can't shield and punish, sure, but you can block
  15. 2c is a decent enough poke as long as you buffer into something safe due to its massive effective range. Otherwise the C buttons are for mid to long range almost exclusively. 5BB is a nice poke that leads into plenty of damage, but can have hitbox issues.
  16. I've had Kidnap stuffed before, and I don't think it managed to reach active frames. EX Flail can definitely trade, but I've never had it get stuffed
  17. Great job on the document! For the 66C notation; is that just his running overhead (very similar to 3C)? Something I'm thinking; end a combo in 236B > 22C, jump back and go for the flight mixup. Is this easily escapable? Also, what sort of flight oki is everyone doing?
  18. Okay, so I'm working on my Merkava combos, the general combo path is Confirm -> 2CC jc9 jC jA jB j2C 2CC 4B B+C. If I do a divekick to start I can't end on the B+C and instead go for a 236C. Is this reasonably optimal? I'm not sure where's the best place to chain shift other than off a 214A (As I'm having trouble figuring out how to connect a relauncher after a 214B CS Assault jC 2C and have been setlling for a j214C instead of a CS). Where's a good place to land a 22C? Also, best places to IW? In terms of anti-airs I'm relying on 4B, but it's not the greatest. Is my DP worthwhile on that angle? Is there a good CS combo off it?
×
×
  • Create New...