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About Drake Aldan
- Birthday May 1
Other Info
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Location
NW Florida
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PSN
DrakeAldan
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Oh, it's you. ... It's you, right? Bridal Express has lots of active frames. Theoretically, El can be +7 on block. In practice, however, this doesn't usually happen (you'd have to be sitting there for quite a while from afar for Bridal Express to hit that late). Most of the time you can punish a Bridal Express that is too close with a throw. From a certain distance (around El's fS) Bridal Express can't be thrown because of pushback, but you should still be able to 2P her out of followups. Air Bridal works like a divekick, it is + the lower it hits, and more likely to be throw punished the higher it hits (unless it hits high enough that El crosses you up and lands far away on the other side). Don't try to whiff punish it as it recovers extremely fast (3f) and you will likely get nailed by fS or something trying to set something up on her recovery.
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Dead Angle. Blitz. Sit there and block. (Instant block for meter so you can do the above two options.) Faultless. Backdash into jump into airdash Footloose (YRC if you want). The backdash gives you some invul frames to work with, but if you find a spot where you can jump out raw you can just do that. (If you do not do airdash Footloose fast enough, you'll just kind of float out of the corner, which is not what you want. Do it right and you should shoot across the screen.) BDC bite (6321447H). Eternal Wings (236236H... but I would rather Dead Angle). Depending on what they're doing, you can abare and start pressing buttons, but you need to have that sort of read (study your frames, please). Dead Angle is just going to be very easy to apply in most situations as long as you have the meter. Keep your head on straight during the reset to neutral and it is usually a very good investment.
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Mo mappa mo problems. GGs to all, let's play tag again!
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Magaki reacted to a post in a topic:
[Xrd] Elphelt Gameplay Discussion "The True Best Girl"
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Good play this week all around. Many +1s.
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... So. Undertow setups! Let's talk about them. - Helter Skelter RC (Hase?) - It's Late RC (thanks Sanger Zonvolt) - Pilebunker RC - Raw/deep K Mappa RC RC proration reduces the damage, and RC setups can be beaten in a variety of ways (except for Helter Skelter, which is "guaranteed" but difficult to execute). http://youtu.be/hD1YWV4KXW8 Canceling into it, via - cS - cS > fS - fS - 2P Undertow is 60 damage (less if prorated by RC). It knocks the opponent away, and doesn't give hard knockdown unless it lands CH. (I am assuming that you would accomplish this by cranking the opponent's RISC.) Even on CH it doesn't seem comboable unless you spend meter for RC, or unless the opponent's RISC is at least 70% full (Undertow, 5K > 6H > Pilebunker/CWH). So what would be the use for this move, as compared to walk-up throw or bite? As far as I can see, you can use it as a gimmick to end a round, or as a mercy kill if your opponent is just not willing to press any buttons as their RISC gets filled...
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866j214K (or just air 66j214K) is sooooooooo, soooooo cash. Screams across the screen, smacks anyone in the air. First I'm getting zoned, then boop! Hi, how ya doin'? The only thing I don't like is how fast you have to input it- but even then that works out, as the "slower, shorter" version can mess up people expecting the "long, fast" one. Is there any drawback to doing this aside from getting predictable with it? I do not feel uncomfortable with Slayer now at all. No more hanging out at fullscreen... There's no escape!!!
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So what's the deal with reversal backdash/how does it work? I've been getting stuck in the corner fighting El, sitting in crouch block and getting my RISC cranked. I thought I really had no options, but... Slayer's backdash invul frames are as much as Pot's... I guess I never paid attention to it. I know I read it here before, I think, but it must've flew over my head. I've always been doing BDC and never using the full backdash... 20f of invincibility, whiff punish cancels on reaction with P/K Mappa, DOT, etc.... I guess being stuck in the corner isn't so bad after all... Can you mash out reversal backdash? (Should you mash it out?) Can opponents call you out for it by using lows in blockstrings (is there a better way to sneak a backdash in)?
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After going back to Slayer and playing casually for some time, I've started to dislike K Mappa as a general tool. If it's not RC'd, it feels negative on hit and block- which is fine, but some characters can start whiffing attacks (Ky 2D, Ram 2KK, Leo gatling series, etc.) to beat BDC P Mappa/Pilebunker/etc. I end up having to block, which isn't good at that range. Sol can IB 5K > K Mappa and 5K punish as well (really no good!!!) Watching Hase, he seems to never use Mappa except- - when he can RC - to chase down (like a movement option, or to catch backdash) - to hit at tip (for more leeway if backdash is necessary) I found it quite interesting. Hase does some peculiar (well, to me) things. - Lots of 5K IAD. - Jump-in/IAD attack, canceled into j214K. (Seems pretty safe, knockdown on hit.) - Confirms into 2D (cS > fS > cS/2K > 2D, 2K > cS > 2D, etc.) - Use of BDC P Mappa as a "DP". - j2K as a movement option after super/double jumping. - 7/8, 66214K to escape the corner. - Use of 214PS in neutral (rarely 214KS). What are some other Hase habits you notice?
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I believe this is actually listed in the in-game movelist. IIRC the ways to enter BT are: 5H hold 6H hold Throw 236S > 236H 236H (must cross up) j236H hit 632146H hold The totally lame thing to do is get 632146H blocked, enter BT, and then BT D their punish because they were too slow.
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I just use BT 214H combos (BT 214H, 5K > cS > air combo). --- If you use 236H to approach... Is it pragmatic to always block if you whiff (especially if the opponent is grounded)? 13f recovery, obvious startup... --- How about using dash 5K > cS as a standalone stagger string? I saw Jiyuna doing 5K > cS > rekkas. In training it seems very confirmable (I don't need to rely on sound cues to hit it). cS is +2 on block which is just... OK, but cS is jump cancelable (seems like leading with jK > jS or jK > j236H for risk is good. Or, you could empty jump throw, or back jump airdash forward, or...). And you can still do 6K, infinite blockstring, 2D, dash FD brake throw, etc... I wonder what the merits are of dash 5K > cS vs dash 5K > 2S. --- Apparently, dash 5K, walk forward throw is a thing. A little more inconspicuous than dash FD. --- For my own reference... in 5K > cS > 5H > 6H, you can insert dash FD brake throw after 6H and after 5K.
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Assuming that 5P trades with fS, you can sub in 5H, which will cause the opponent to whiff, and you'll whiff punish them for trying to interrupt you. If 5P doesn't trade with fS then I need to git gud... Someone like Zato with his long-ass 5P might be able to shut down the whole thing... How would you get him to stop? I'm having a hard time of thinking up good deterrents...
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Wait, are you using 5P to check interrupts, or fS? If it's 5P, I just can't seem to catch the timing for that. (Chipp seems to be boned hitbox-wise on his 5P/2P, strangely enough... but it works with his 5K?)
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Am I timing this wrong? Ky, Sol, I-No, Slayer (2P), May, Leo, maybe more... will trade with fS. http://youtu.be/Gsz59hbVpl8 Some 6Ps may beat it entirely (I haven't thoroughly checked, Sol's is one.) fS has a bad hurtbox, and trading with it is not as good as trading with 5H... --- This seems pretty good (speaking of which, I do j236H RC on block to make it safe often, since the fastfall catches a lot of people off guard...) I think you would be better served by ticking into it with 5K first (i.e. 5K > 5D or 5K > 2S > confirm into 2D). When the screen darkens due to the RC it makes the red glow of the Dust more obvious.
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Is there a risk for consoles, even the next-gens? I've put my PS3 in a DMZ since day one and haven't looked back.
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Because of BT based setplay Leo only needs one knockdown to come back, even if he is dicerolling the whole time. If your opponent lets you rush them down you should, but otherwise you can afford to be very patient getting in. --- [4]6S seems very good for controlling space, stopping opponents from rushing in on you... Since it's two hits it works well to negate projectiles, too. Runs right through Zato's drills, Ky's regular Stun Edge, etc. --- Mashing 5K to "travel" along the ground may not be so bad, especially if your opponent likes to jump away/stay airborne. You might be able to catch them with it...? --- If you get the feeling that your opponent will airdash in on you, a preemptive j236H may work as an air-to-air (?!) It has a pretty big hitbox...