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xXavierx

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Everything posted by xXavierx

  1. Has anyone seen someone try to cancel his airdash with a pinwheel to stop his momentum before hitting like Jedah can in VSAV? Seems like once you start the dash everything carries the momentum. Wondering if he'll be able to stop it with his j2k and FDC for an overhead too.
  2. 5HS has a pretty nice hitbox but you have to trade that with dying if you whiff it. Even so I've been trying to find more situations to use it. I think the reward is pretty good in that you'll get a far drill knockdown if they're in range or a free summon off the hit.
  3. Zato Hitboxes http://imgur.com/a/WqTgY
  4. Half hour tutorial by Ogawa and Koichi. https://www.openrec.tv/movie/uxRnQ0Xl_gg Would be nice to get this translated.
  5. If they want to jump out you can use -S- to get an air combo if they're not using faultless immediately. Once you are better at -p- blockstrings you will know at what points your pressure is frame tight and when it is not so you can begin planning for jumps better. Air throwing is always an option as well if the player is consistently jumping at the same point in your pressure. The safest option would be to do -S- and unsummon. On hit you can continue to air combo but on block you are still positive. The frame data for blocked dead angles vary for the cast but you should at least be able to punish with jab to a short combo. If the dead angle doesn't hit Eddie and you block it you should punish with a simple combo to knockdown. If it hits Eddie you can punish with whatever you want since you won't be in block stun. Zato punishes on bursts depend on if Eddie was hit with it or not. If he was, you won't really get too much damage unfortunately but you can keep momentum and begin stalling for Eddie's recovery. The easiest way to pick up a combo after a burst is with standing P so you can construct a combo based around 5p > Jp > Jhs > Jd. You could add in Executor for a hard knockdown if you want to spend meter. If you're really close when they burst you can add in a close slash but generally you're pushed out a bit too far. If Eddie avoided the burst and you are able to do tk shadow gallery loops you should try to go into that. More commonly though Eddie will die from the burst so I wouldn't worry about that too much in the beginning. The basic pressure string to practice is 5p/2p > 2k > dash while -p- hits > repeat. This is frame tight if done correctly and acts as a 50/50 because you can mix in a command grab when you want. This also goes back to the original point of knowing when your strings are no longer frame tight as this is when they'll start trying to jump away fearing the command grab. If the opponent is sandwiched between Zato and Eddie you won't have to dash but hold 3 sometimes during the string to move Eddie back to keep the sandwich since -p- will move Eddie throughout the string.
  6. The fastest possible way to unsummon is to jump cancel the 6D animation. You can input the unsummon during the end of the animation of the wallstick so it should look nearly instant if you do it right. From there you can just do a short combo into knockdown.
  7. Some Ogawa Revelator matches from Mikado 9/10/15 Ashihana(Bedman) vs Ogawa(Zato) https://www.youtube.com/watch?v=tOHPI_i0jW4 3:09 TORI(Jack-O') vs Ogawa(Zato) 14:02 Ogawa(Zato) vs Fumo(Elphelt) Ogawa(Zato) vs OSCA(I-No) https://youtu.be/LxL2GRQwcnU?t=6m38s
  8. Yellow Hyde's name is Sugano
  9. So what is the trick to landing dash 3b after the 236a 236a corner combo consistently? Is there a delay somewhere in the combo previous to the dash 3b that makes it hit more consistently or something?
  10. I noticed the worms seem to jump way higher when he uses them in the corner. Maybe it could have some cool CVO application.
  11. Anyone else think Merkava looks underwhelming in the new version?
  12. Ogawa videos from Godsgarden #10. Timestamps are in the youtube info. Block play vs Sol, May, Slayer, Pot https://www.youtube.com/watch?v=zAOwAS-ed_Q Top 8 Qualifier vs NOB (SOL) https://www.youtube.com/watch?v=oTgbjgMfGWA Top 8 vs Isa(Elphelt) Winner's Semi vs FAB(Potemkin) https://www.youtube.com/watch?v=nVrW8Vl0T6A Finals vs Samitto(Chipp) and Ain(Ky) https://www.youtube.com/watch?v=dVVZrQmb-qY
  13. I was under the impression that the new 5d(6) animation doesn't change anything. Just like an added visual effect before you can start pressing buttons again.
  14. GGXrd Ogawa(ZA) vs. Sharon(EL) FT10 5/22/15 https://www.youtube.com/watch?v=HnV4QPlxOg8
  15. GGXrd Ogawa(ZA) vs. Sharon(EL) FT10 5/22/15 https://www.youtube.com/watch?v=HnV4QPlxOg8
  16. Has anyone else played around with -k- 6P to eat wakeup reversals? I saw Ogawa do it at NWM15 and thought it was pretty sick so I made a short crappy video testing it against other reversals. https://www.youtube.com/watch?v=u5uDsgU-UgI Ogawa does it here at 5:20 https://www.youtube.com/watch?v=7uF0ExF0C9w With reversals that are just one hit and don't go airborn, you could get a stronger punish without doing 6P but that would be enough content to make a video on just that probably. I'm sure most know this by now but Mawaru will even eat certain supers like Ram's Exploder and allow you to punish for free.
  17. What tools are most important to play Relius in the new version? I have basically no BB experience but I want to give this version a shot.
  18. Cancel a shortly after the 6k hits. I think if you cancel too early it feels really hard to break for some reason.
  19. Standard follow up to the 5d wallstick is dash > 6p > -d- as second hit of 6p hits > 2hs > 22s > jump and hover to unblockable. Here's a link that was posted before that has every combo you'd need. http://pastebin.com/ms8EYrL9
  20. Correct me if I'm wrong but j.k and j.s are both 7 frames so shouldn't the deciding factor between the two normals after flight should be hitbox / character specific stuff?
  21. Ah, ok. Helpful stuff regardless
  22. I think your notes got cut off, assuming you have notes for all of the cast
  23. It would be helpful. Maybe just dump everything in a pastebin here in case someone is working on match up threads
  24. BTL = Break The Law ( 214k )
  25. Tick throws with -p- are good. That whole ( 2p 2k -p- ) repeat or Damned Fang is like Eddie pressure 101 stuff.
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