Jump to content
Dustloop Forums

Pomparomp

Members
  • Posts

    251
  • Joined

  • Last visited

Everything posted by Pomparomp

  1. You're ~15 minutes away from two monthly events, and weekly friday casuals. At the same venue, even! http://www.dustloop.com/forums/index.php?/forums/topic/4822-november-21-2015-norcal-dogfight-ggxrdunielapexvsfb-belmont-ca/ http://www.dustloop.com/forums/index.php?/forums/topic/10516-nov-7-2015-monthly-california-burst-san-carlos-ca-gg-p4-unib-etc/
  2. Not so much an approach as getting back in ASAP. The H ball doesn't hit until j.s hitstun, so you need to have something else already putting them at disadvantage or catching them off. Inserting it into common pressure you can catch them downbacking whereas stinger YRC just gets blocked. When done input correctly they won't be able to see that you left the ground before you airdash back in as the YRC animation override the air set one. Not a super great mixup, but in my experience it's more likely to net you a confirm against more cautious players over stinger yrc or QV. It's deffo a gimmick though, and if you try to rely on it you just get rocked by jab mashing and dps once they figure out your trick.
  3. TK H set YRC 66 j.s > stuff seems like a good gimmick? The YRC obviously telegraphs what you're up to if you use it a lot or in the same spots, but as a once in awhile thing in the middle of common pressure strings it'll catch people off guard. If used during stuff where they're conditioned to stay blocking, or are very close to having to block something when you YRC ( i.e. inserted into 6h > pset > carcass raid > 5p setup or pset 2s x n pressure) you're not vulnerable to much other than a good reaction dp and your usual worst case scenario is 25 meter to be back in their face. If used raw, the ball doesn't actually cover your approach and just acts as a scare tactic, some extra damage, and midscreen it guarantees you're close enough to get a full confirm.
  4. I've never understood the point of the j.p whiff in that setup. Is it for hitbox manipulation or something?
  5. facing the wrong way to chain anything from j.s. is it actually possible to get mad struggle to come out the right direction after an air backdash j.s?
  6. If you don't hit backdash j.s high enough it's possible for them to IB throw you on landing. Any ideas on how to bait and punish this on someone who tries it every time? It's simple enough to avoid altogether(git gud), but the options I've been labbing to bait it lose real bad to a bunch of throw OS's. I've been trying backdash, instant overhead j.s/j.h and backjump delayed mad struggle.
  7. nooooooooooooooooooooooooooooooooo
  8. I have a lot of trouble escaping his corner pressure, even if he's got no meter to actually YRC rensen. Well spaced I'll be too far to poke rensen recover with f.s and YRC stinger takes long enough to him to just rensen again. Are there places I can IB to create holes? Should I just wait things out until he has to make a move back in?
  9. People are just scared of the QV counterhit, and around the time someone is noticing QV is happening it's too late, you gotta be real autopilot with it for someone to beat it on purpose. I played one dude ever who would stuff uncharged qv, and he was the braindead never stop pressing buttons type. BTW, if you ever run into someone like that 2p > 5h will counterhit them and qv will combo after that
  10. how do we contest trance? i can't for the life of me do anything but sit there and eat the mixup because j,d shuts down any air options
  11. There's a few of us in Sac, but we've mostly given up on the Sac scene and just go down to the bay area stuff now. If it's not Street Fighter or MKX no one shows up to events.
  12. I was tired and drunk when I wrote this down. It was supposed to be midscreen c.s > PQV> 669 J.KSHD > 6H Hset 669 j.s
  13. I'm dumb, you can just do the K QV > P set > 5P > H set > f.s > TP setup off the second thing.
  14. midscreen c.s > SQV> 669 J.KSHD > 6H Hset 669 j.s Timed right it'd blitz safe and jump proof, a good alternative to SK stuff, which I have a lot of trouble performing for whatever reason. I tested it using the same recording on Chipp, Venom, and Bedman, the timing appears to be universal. Wanna delay your jump slightly, a tiny bit before the S ball finishes moving into position, otherwise your ball will hit too deep on their wakeup, and you'll be close enough to get blitzed. edit:I'm having trouble getting this to work now and i'm finding SK brainless, the opposite of last night VOV I tried to find similar stuff that could be done off crouching confirms midscreen using SQV > 5p > QV. Best I could find was S QV > P set > 5p TP, didn't feel very solid or reliable.
  15. By the fourth revision of Xrd Blitz will be renamed "Fuck Venom"
  16. "A balance change that I think EVERY character needs: PRCs added to all dragon punches. It's half a meter man, seriously, let me cancel that." please do not troll me i am fragile
  17. You can easily absorb those bigger balls with your own QV, too. QV YRC shuts down almost any approach, but a really low ball will fly under QV and tag him out. Not sure exactly how to get that low ball, since it's been awhile since I played the matchup and actually needed a ball at that position.
  18. Does f.s have a really bad hurtbox? It feels like it possible to smack the pool cue from midscreen before it even hits active frames
  19. It really 100% should not eat YRC or basic movement inputs.
  20. heads up, this was cancelled. The venue is gonna be closed due to the owner's personal emergency.
  21. Gonna start carpooling in occasionally, can anyone recommend the best way to avoid as much bay area traffic as possible coming in from Sac? I'd think hitting the 92 bridge should be fine, but I don't know for sure if it's near as busy as the ones heading into SF proper.
  22. http://www.dustloop.com/forums/index.php/topic/4822-july-25-2015-norcal-dogfight-ggxrdunielapexvsfb-san-carlos-ca/ http://www.dustloop.com/forums/index.php/topic/10516-aug-1-2015-monthly-california-burst-san-carlos-ca-gg-p4-unib-etc/
  23. This is definitely old news, but no one has written it down anywhere as far as I can tell. Whatever antiair into c.s > j.h > p set > j.d. Not the strongest mixup options, but keeps them blocking at least.
  24. There was a bizarre amount of Venoms and Bedmen at Evo. edit:and an equally bizarre number of daiandohs
  25. Turns out taking a step back still tags the third ball if they crouch, something I didn't test. Your spacing stays tight enough from a low airdash in to either confirm a full punish or start pressure, but you'll sacrifice less damage with a normal combo. NOPE, K QV stuff pushes you too far out unless they're hella wide like Faust or Potemkin.. If they're a character that S QV throw combos work on, like sol, you can do that, otherwise you're sacrificing damage to try the setup in the first place. Spent a few hours trying to find a way to get the spacing right and still retain all your options, but I could only find it off of a c.s launch. Double QV link does work on millia (I wouldn't want to risk letting her out for free from dropping this though), and it looks like winger still loses to the original throw set up with no changes. I might have been mistiming the reversal when I tested it though.
×
×
  • Create New...