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rubedo777

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Everything posted by rubedo777

  1. Pre-emptive jump S will get beaten easily by Millia just running in with 2H, 6P or jP. I mean I do it from time to time but I don't feel it's the right thing to be doing... The thing is that I can beat good Kys, Slayers, Zatos ,etc but even a subpar Millia can be a problem for me. By subpar I mean someone that perhaps knows how to setup oki but is pretty autopilot on neutral and just does whatever.
  2. Keep in mind that in order to throw, you need to be standing. If they're trying to throw and you do the 2K airtight, it will hit them low even if they were stuck in blockstun. Same goes if they are trying to jump out or they're inputting some special move.
  3. I thought it made more sense to do 214A right away, so that it can reach the center of the lightning rain earlier (and therefore hit more than once). Right now it just hits the edge for one hit and opponent quickly drops out.
  4. probably just going straight into 5C, 22A/22B after 2B...though I haven't thought about using air 236CD for extension, I'll check that out. Speaking of which...that midscreen combo some people use, where they do 22B, then 214A and bouncing them into the second part of 22B...it rarely works out for me, maybe I'm doing something wrong. Always when I do it, it hits the very edge of the lightning rain for one hit and by the time I can continue the combo, they drop out. So...what is the exact proper combo midscreen, that uses 22B? I'm talking after you hit them out of the air with 5AA.
  5. Online I use 2A instead of 2B. Lower damage but more consistent...after the new patch, it will be easier to land 2B since it got a speed buff I believe.
  6. What kind of combos are possible from a counterhit 5B or 2B, now that they don't fatal counter in the new patch.
  7. I think this matchup is in shadow labrys favor and the only thing that evens it up is Akihiko's damage once he finally gets in. Shadow Labrys can get in whenever she wants, unlike Akihiko (and she doesn't really have to get in, she can keep him out easily), so I don't think it's about whoever gets in first. Also to any Akihikos that like doing random maziodyne from half screen, she can punch super through it after the flash and Akihiko can't OMC that.
  8. I played around with this before but I forgot now...pretty sure if you OMB 214A in a juggle combo in the corner, you can combo the dance super.
  9. To be honest, I agree with the approach of spending a lot of time in training mode before even attempting your first match. Your gatlings and combos are really important and you can practice them against the maniac cpu. Yes, cpu is not the best way to learn your tactics, but it is a good way to get used to the movement of your character and to be able to punish a moving target with the right combo. Neutral can be somewhat learned while playing cpu, but mostly learned from playing real opponents later on. You never want to have punish opportunities in a real match where you're unable to capitalize, and so I think combos and gatlings are one of the most critical things to be learning first (after you figure out what your moves do and their spacings of course). Today I started learning UNIEL...going to be playing Merkava. I don't know much about the system so I'm reading the wiki to figure that out. Odds are whenever I play my first match(probably a week from now), I won't know how to use the system mechanics well...but that is something you have to get used to while playing opponents/cpu. Right now I'm focussing on safe gatlings, near optimal combos from most useful starters (like low, jump, Merkava's divekick and full screen grab, etc) and some mixups.
  10. faultless defense into 6H? can you explain i do a lot of airdashing...not necessarily at the opponent but at various trajectories.If I airdash down back or something, i can walk forward to get more tension.
  11. So how is the viability of Shadow Rise in the new patch?
  12. That was some amazing stuff from DIE-chan...pretty inspirational.
  13. fS, 6H is pretty good. I do that into task A, YRC to combo if it hits (and pressure if it's blocked). I also often YRC my 6H after fS. It's a good way to get in their face, if you're out of range initially. If they're grounded, you can throw them and if they ended up jumping, you can airthrow them. Usually works well for me.
  14. 6H, jD or 2K is what I do
  15. I really like this Rise player...anyone got the name?
  16. Make sure you go to neutral after you hit 9...like, 9581 K should work. I have no issues performing this crossup, I use it a lot against characters with dp reversals for two reasons...first, it messes up their inputs and secondly, it is a safejump if done properly.
  17. I'm not one of these people but there's many that are mashing throw, like constantly. They seem to abandon blocking entirely if you are anywhere close to them. Even if you space your normal just outside throw range, you still see them get hit or in some cases even whiff stand H. To be honest I think too many people read Digital Watch's article about throws and got the wrong idea...I think the article was overexaggerated and sensationalized and now we got tons of people mashing throws. I think it's really scrubby and also shows a lack of awareness (atleast the way they are doing it). The chance of mistiming your throw and eating a 2K, or getting baited with jumps or whatever other methods, makes throwing a big risk in a number of situations. It still has uses, particularly if you are able to react to someone's misinput/misspacing of their meaties or jump attacks, but players need to block more overall. Edit: Mashing throw also works better online, because it's easier to mistime/misspace your pressure, whereas mashing throw is not affected by online lag. People get away with this even in the slightest bit of lag messing up your pressure.
  18. It's a skill icon. Blue down arrows mean they're lower level, red up arrow means they are higher level. The other symbol you describe is something like an equal sign... The system seems pretty flawed...I can beat someone like 5+ times in a row who is a down arrow but if they win one match, they suddenly become equal...yeah no. Anyway I'm very good at noticing bad habits of players...and it really makes me cringe to see the kind of nonsense being done by online players. There are many players in particular that keep holding upback (especially the Ramlethal players). I remember throwing out the bedman teleport ball into 2K and some people always getting caught low and I"m thinking "why does this guy never block low". I eventually do another mixup and they immediately jump out...and then it becomes clear to me. The problem I have is that people are not learning from these very obvious mistakes. The problem must be that a lot of these "bad habits" work for them online (I'm talking strictly about online players now), because netplay allows them to get away with all kinds of things. The thing is that even if I get away with something due to netplay, it should be apparent that I shouldn't have gotten away with it. Why these players continue to center around tactics that work well online but fall apart offline, I don't know...looks like more interested in stealing matches they have no business winning instead of learning the game. tldr, netplay sucks
  19. He's saying there is a problem with the concept of opponents questioning anti-airing your telegraphed jump-in because of blitz shield.
  20. I don't think Shabrys beats Margaret...I think it's the opposite actually. I'd like to see the reasoning...
  21. I use it a lot as a Bedman player, in situations where I can't really do anything else (certain Leo strings, bandit bringer, bedslams, millia left/right mixups). Some people forget that you don't have to actually going for the punish once you've landed a blitz...you can get away or set up your oki while they're stunned.
  22. You should risette field on reaction to any titanomachia...risette field shuts it down completely. If Rise does 22AB in neutral to try to get in, Shabrys can answer with 214CD (ex buffalo hammer) which sorta keeps things at a stalemate.
  23. Not liking some of these loketest changes...some of the buffs have been reverted: - Hemijack: total recovery reduced from 83f to 73f; projectile speed buff reverted; increased projectile stagger nerf reverted - Command Airdash: changed so it's easier to use it off aerials - j.236S: damaged reduced from 26 to 14 (why???) - f.S: 90% starter proration added - j.D: 90% starter proration added - 6HS: startup increased from 21f to 31f still waiting on more translations...
  24. I don't think it's better...first, the FRC is much harder to perform. You also can't FRC at any point during the Hammerfall and it doesn't slow down time. The slowdown allows not only for the potemkin player to react to the situation better, but it also makes it harder for the opponent to escape (since their escape options are slowed down).
  25. Except AC potemkin didn't have YRC Hammerfall(or YRC anything really) that let you react to exactly to the state of the opponent. This option really makes xrd potemkin scarier than previous games I think.
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