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silverhydra

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Everything posted by silverhydra

  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.
  16. My god, that was amazing. Thanks for the link.
  17. Can we get get a link to the Google Doc and the Skype group added to the first page? Bullet info from the doc: Enhanced Bullets: Frame advantage: 236A becomes +1 rather than -4. 236B becomes -1 rather than -7 22A/B don’t gain extra frame advantage. Damage and crumple: 236A increases from 715 to 935 236B increases from 884 to 1208 22A increases from 800 to 1100. Causes crumple on counterhit. 22B(5 enhanced bullets) increased from 1085 to 1422. Causes crumple on normal hit 236C increases from 1539 to 1845 I don't know if it has invincibility but it has a hitbox where 6B doesn't and lacks a hurtbox where 6B does.
  18. Guard Thrust, most likely.
  19. It's expensive, but you can do j.236B x j.236C at max (or appropriate) height to force people to block and then respect the incoming B wind.
  20. I created a public Google doc for people to contribute to if they're so inclined. https://docs.google.com/document/d/1Lf7kANGdmrXrbSfQsEBCibiOkp4vXn_E29Zr_vOLg3s/edit?usp=sharing We've already got quite a bit of information contributed. It's probably easier to iterate in the public Google doc than to get everyone wiki accounts. Filter whatever appropriate information into the wiki.
  21. You get 5B because you've already used 6B in this chain. I use 421B x w5A > 66C
  22. How is everybody here dealing with Merkava flying around in the top/corner of the screen? I'm stumped.
  23. Yeah, I went back in training mode today and didn't have any problems with it. Just spent too much time practicing yesterday, I guess. Thanks!
  24. Could I get an invite to the skype group? username is silverhydra_fgc
  25. Has anybody been working on Chain Shift conversions or extensions? Off the top of my head: Command Grab Conversion j.214B x CS > 2C x 214B x 6 into gun loops (2C(1) x 22B > 66C x 22B > 66C x Reload) You can end gun loops with 66C x 22B x 623C x CS > 623C to squeeze a little bit more damage in. Might be worth investigating the rate at which you gain meter from CS to see what's necessary for some versions. I came up with a 2C 5[C] x 214B x CS conversion yesterday but I'm not sure if the range was appropriate for a full combo conversion or if it just let you get more Cs into another whip knockdown. I'm going to assume most conversions are easier to do with 214C but it might be worth knowing both for situations where you don't have meter. Also might be worth forgoing the damage increase from Vorpal and saving the meter for a 623C ender but this is also probably dependent on how much meter you'd get from CS. I'm at work right now or else I'd confirm what the full conversion was but wanted to get thoughts on how people were using CS in combos. Side question: I'm having some trouble with the last rep in gun loops. Does using the 2A whiff cause less hitstun deterioration than the 2C pickup? Or am I just not consistent enough and it's generally the same timing as the previous loops?
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