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Motakshi

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Everything posted by Motakshi

  1. That sounds about par for the course, for me atleast. Azhi zoning for the most part is pretty fraudulent, I only really use it if I don't feel comfortable trying to go in or am trying to stall out for Vorpal/meter. If you ever wanna play, let me know, though I'm not sure how the connection will be from Canada to Central US
  2. EDIT: Woops scratch all that, I didn't see you had updated your post on CH j2C damage, you managed to bump it up a little past the damage I was going to try and one-up you with. I'm curious though, what do you mean when you say your Chaos is fundamentally different? If you're saying you've had success playing him in other ways than I/others have been, I'm definitely willing to listen.
  3. I'd enjoy an add to that group. Skype ID should be trill-tan/Trill if that doesn't come up. A quick question/idea for oki on Carmine: You can use 66B to stuff wakeup Wald EX Command Grab/EX Assimilation, right? I tried the same against Tsundere-chan's Carmine, but wakeup CS -> EX Grab consistently hit me anyways. I think because the startup is slow enough to jump out of on superflash, the tech jump ends and the grab connects. I know you can jump out after the superflash, but trying to press buttons on his wakeup gets me blown up and doing nothing lets him get out back to neutral or start his own pressure for free, which is less than ideal. Would 5B (delay) B both meaty his wakeup and stuff the delayed startup of EX Grab? It seems like it should work, and if it does it seems pretty massive. His only other pseudo reversal has no actual start up invulnerability if I recall, and the upwards hitbox on 5B B might stuff it too. Also for maximum cheese, 9TK 623B when timed right dodges Hyde's DP on wakeup. I think it'll beat Vatistas/Orie/Akatsuki's too, just based on the way it goes right above his head, but I'm not sure on its actual hitbox.
  4. This is maximum gimmick, but I've been having a lot of success with using 236A FF as a crossup/reset on hit. What are the frames on 236A's hitstun and FF? It'd be neat to see what they can actually punish with. I know you can 2A mash out of it, but I've used it quite a bit and most people flat out don't block it, much less punish it even later on after multiple matches. http://youtu.be/7D-Nh86CMFA?t=6m58s EDIT: Wrong time, but I wouldn't mind help figuring out the Hilda MU in general. I feel like I can't do much but wait for her to press a button I can roll inbetween. http://youtu.be/7D-Nh86CMFA?t=7m24s This should be the right timestamp for the crossup.
  5. Do moves hitting Azhi count as whiffing? I was wondering if any moves could be punished by doing 22C postmortem (assuming it will track to them instead of spawning at Chaos's location) If so I figure it could help his longer range pressure game, as unless Azhi is on the ground, you can pretty much just mash 22C if you suspect a punish attempt and it won't actually activate unless he's hit Edit: at 53 frame startup I can't imagine there's anything it can actually punish, sadly, but I figure it would at least let you get in or catch them off guard
  6. It's probably already been discovered but a gimmicky corner combo that ends in fireball oki: 5B/2B 2C 5CC jB jC j2C 66C 22A 2C 5C j2C 214[A] It's nearly 3k in vorpal, which beats any other methods he has to get fireball oki sans confirms off a raw 22A/B or just ending a combo in 2C 214[A] I think.
  7. I'd watched this a while ago to help deal with GR, and I forgot all about this section. https://docs.google.com/spreadsheets/d/1PCbvhv9PJhfpjTpMoKFV90GqRYVTs2Xkhpwl5CbJnko/edit?pli=1#gid=0 Looking at Chaos's frame data... 5CC is his only normal that has a lower startup than 5? Assuming that's right, my safest option is going to be throw punishing (to beat Gold Throw Assimilation/frametrap 22B/236A), and 5CC for if I think he'll go with an option I can mash out of?
  8. Is there anything you can do with a shielded 66C (his tackle)? It's the single biggest issue I have with the matchup, even more so than Grim Reaper. Any Gordeau who catches on that I can't deal with it can just repeat it ad infinitum until he manages to get a hit/Assimilation
  9. This actually helped a lot, I'm getting it fairly consistently now. Now onto to everything past that Also, a small question about how crossup protection works: Trying jump over 623A 236A wouldn't actually ever cross up until I hit the ground, meaning they could just hold down back like usual despite their animation turning around?
  10. Is there some trick to landing 236A 22A 2C? I've tried this for hours and I can't get the 2C to connect in time.
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