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silverhydra

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  1. I've been working on integrating jump install combos from 2K cl.S starters into my play for damage, burst safety, and increased corner carry. So far all I've really found consistently is that 2H sj. makes your launcher burst safe, and you can jump install 6K x Disc cl.S 2H sj. to get the full j.SD dj.SH air combo on certain characters. I've found you can do sj.SPKD dj.SH as your air combo but burst-safe solutions are character specific (and this one isn't). What has everyone else found? 2K cl.S JI 2H > sj.PKSD djIAD.SH from LK elsewhere on Dustloop, on Sol, though I don't know if this is just a JI combo or one designed to be burst safe. Some dust loops done with JIs below.
  2. It's just the button sequence. Do j.P followed by chaining into j.H, j.K followed by chaining into j.S. j.DDSD IAD j.SH or whatever notation you want to use is considerably less verbose than typing out j.D j.D j.S j.D dj. IADF j.S j.H, etc. And as I mentioned in my previous post, switch to using j.DD dj. IADF j.SH for your vertical dust combo, unless it's your forward dust combo you're having trouble with?
  3. You didn't mention the Pin at all, but it's your most threatening neutral tool. If you're pressuring your opponent and recognize that after 2K 2S you're not hitting your opponent, you can jump (or j.IAD) cancel your 2S. This sets up a mixup where you can jump straight up and then either land and go low, throw the pin and dash up for a confirm or additional pressure, air dash in with j.S, j.KS, j.S x Pin, empty airdash throw, airdash j.K > tick throw, etc. The important idea is that your opponent can't respond to each situation in the same way, so they have to start making decisions, and that's where you create your openings. The fact that you mentioned that you often get thrown tells me your approaches are haphazard. Your opponents should be scared to throw you because they should be concerned with getting hit by your 2D or counterhit by Pin, or counterhit by your 2S, etc.
  4. I learned how to do this tonight. I found that 2H, j.S, dj.S, and dj.H (all hits) are burst safe. j.D can manually bait bursts, but I didn't find it to be safe (because of the IAD). Should more of it be safe or did I learn which important bits are safe? I don't know which resource Engellier is referring to otherwise I'd refer to it myself. Edit: I watched some Nakamura footage today. He did JI into j.SPKD dj.IAD.SH. Sol bursted the j.S and the j.P whiffed while he crossed over and blocked the burst. I saw him do it 3 times. One bait which resulted in what I mentioned before, one combo went through, one burst was baited but he got hit when he crossed over so I imagine he either mistimed it or it you need to do this combo while holding forward so that you block the burst when you cross up. I'll test it at some future point.
  5. I've been struggling in the Sol matchup, particularly in the oki department. I don't feel like I can run mixups effectively between baiting DP (or not) when a successful bait either results in a burst (which I am not successfully baiting, often due to the weird situations you can find yourself in when punishing) or when a safe setup (or just a regular block) results in a dead angle (that I'm also having trouble baiting). What kinds of setups do you look for against Sol? Pin > Secret Garden? Pin > Lust Shaker? Pin > 6H x Secret Garden? Chroming Rose? What results do you expect from some of those setups? What mixups do you try to use when you don't expect a DP? When you do? Do you have any particular punishes you find yourself using for common situations out of oki? The last time I tried to play this matchup, my opponent told me that high level Millia players look for Secret Garden more than disc and I'm seeing that represented in match play that I watch, but I don't feel like I understand the theory behind the followups to that situation/setup and maximizing rewards and opportunities to the results.
  6. 5K/P j.KSD dj.IAD SH 5K cl.S(1) j.SD dj.IAD SH Notes: Cancel H into Turbofall where appropriate (if the last hit(s) would whiff) Omit j.S in j.KSD at far ranges or at high heights. I don't do this, but you can probably chain into 2H. I'm sure someone will correct me if I'm wrong or if there's a specific scenario where this adjustment is useful. Both combos listed above work for counterhit 6P(1) x Roll. First combo should be universal. You can also 6P(1) 2H, but I haven't started using this yet.
  7. This section of the wiki covers the mechanics you're asking about. http://www.dustloop.com/wiki/index.php?title=GGACR/Damage#Hitstun.2FUntechable_Time_Scaling_and_Gravity
  8. It's not ideal, but as a hitbox user I don't have a whole lot of choices, and it lets me build custom sticks that are cheaper than madcatz sticks with stock parts. To be honest, the disconnect is a little annoying but it's functionally a nonissue because you can just cover your reconnections behind loading screens anyway. When you had to manually reconnect the stick, that was much more of a concern for me.
  9. The PCB can be used for 8 minutes before you need to use the soft reset (Share/Select + 3K). It takes a couple seconds, then you can press Home again and it'll autoreconnect (if it's the only controller) or bring you to the profile select screen (multiple controllers). I think it bypasses the profile select screen if the other player is signed in as a guest, but don't quote me on that. The reconnect time is shorter than the loading screens for rematching in just about any game, so I reconnect it after every match. If you forget, 8 minutes is long enough to play a tournament set in most games and most circumstances. My PS360+ is a couple minor versions out of date, but I don't see anything about an automatic reconnect in the patch notes.
  10. Linked for you.
  11. You still kind of have to guess. You have to make a read on whether your opponent is going to target the same vulnerabilities you've been displaying, or if he's going to assume you've adapted without you showing it and target something else. For example, if I'm in your head getting counterhits for days, I can make a determination of your skill level and figure out if you're going to figure it out and quit trying it and the next time I'll just throw you. You're "out of my head" if you play on that level and tech my throw out of nowhere, basically.
  12. I'm using default PC mode/autodetect. Have you confirmed it works properly via Windows (if applicable) device interface in the control panel? Have you tried forcing it into 360 mode? Have you unplugged all other USB devices or tried plugging it into a different USB hub? (Switching from back USB ports to front USB ports, etc).
  13. Mine is also working fine. I'm on the latest firmware, or the second latest (with the PS4 revisions).
  14. Read the Google doc then come back if you have any questions about applications or anything not covered. https://docs.google.com/document/d/1Lf7kANGdmrXrbSfQsEBCibiOkp4vXn_E29Zr_vOLg3s/edit
  15. Destroying the webs steals grid from you, so just exercise discretion when choosing to do this.
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