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www.keeponrock.in

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Everything posted by www.keeponrock.in

  1. On the contrary, I find I want to stay on the ground as much as possible. I always want to be in a good position to punish Ky from doing any sort of jumping and I'm only going to jump if I feel like the Ky is over-committing to controlling the ground. To get around S SEs I want to use either crawl or jump immediate FDC or drill kick to get back to the ground asap. Anytime he's in recovery from SE you can use that time to get out an item if you're far enough. I do have problems with the S split ceils though. For jumping in on Ky, my preferred anti-anti-air is the bomb bag. This gets blown up by Ky's rising JK if he's anticipating it, but usually that's not on reaction so it's probably fine. The go-to jump in to punish stun edge or whatever is JP. I see a lot of Japanese Fausts use it often and it leads to nice things on block, like JP-JK-jc J2K-(GMW) for some good frame advantage. Generally you want to do it pretty early so that the other Ky won't be able to anti-air in time, but it carries the risk of whiffing if they crouch until the last minute. (!!) If they like going for the crouching until the last minute you can fall back to JK or J2K. If I'm knocked down by Ky, I'll maybe test 5D, but the best thing is just to block. Just make sure to target your responses at the moment right after 6K or 6H. As long as you vary your mashes and can execute fuzzy jump properly, it's not so bad. As for meatie projectiles, you can try to blitz if the spacing is bad, otherwise you just have to hold that.
  2. I put emphasis on knockdown, so 2H-pogo is my goto.
  3. If you want to anti-air J2K, you probably have to do it preemptively. The difficulty in anti-airing J2K is that often you don't see it early enough to get a move out in time, so either you react to Faust's positioning with a fairly active move like 2H, or you use a move with invincibility or upper body invul if you're trying to react. Of course, if it's too deep you won't be able to use your upper body invul.
  4. It's possible he was anticipating the burst gauge to be filled up from the pogo, so he wanted to avoid chancing that the Elphelt would burst and reset the situation to neutral.
  5. Try not to airdash above Sol. If you do end up above Sol, you probably want to mix up either just landing with FD, early FDC JD to bait preemptive anti-airs or air throws or if you're reasonably close to the ground, maybe drill kick or bomb bag. At a farther range, try to react to whiffed 2S with a move. Some Sols like to do IAD off 5H as well, so if you sniff that out you could probably do anything and it'll work. Jump gunflames and crawl bandit revolvers/bringers. If you end up blocking bandit revolver or bringer he's -5 and +-0, respectively. At a closer range, try to mix up fuzzy jump, fuzzy throw, plain blocking and a bit of FD. If Sol doesn't open you up right away, you should be able to gain a bit of distance and it will transition into the 'farther range' pressure.
  6. Let's do this, Chaz.
  7. Backdash.
  8. Could you mark your post with a timestamp? like [2:46 Evo 2015 - GG Xrd Loser's Final: Woshige vs ODG | Nage] I'm going to be updating that post, so it won't be immediately clear which point you're talking about.
  9. Nage's last win at Evo, Faust versus Millia, was a match up most of us hate. Faust wants to prolong neutral and Millia wants to end it. This is the first match I'd like to analyze and I hope you'll assist me in my analysis. Play by Play: [0:02:50] Evo 2015 - GG Xrd Loser's Final: Woshige vs ODG | Nage First round. Nage opens with jump back JH and covers his landing with J2K. [0:02:52] Evo 2015 - GG Xrd Loser's Final: Woshige vs ODG | Nage Woshige trades JD with Nage's J2K. Nage wakes up with Item Toss. [0:02:53] Evo 2015 - GG Xrd Loser's Final: Woshige vs ODG | Nage Nage gets Meteors, does a backdash, gets hit and mashes J2K. [0:02:54] Evo 2015 - GG Xrd Loser's Final: Woshige vs ODG | Nage But Woshige manages to low profile J2K with a running 2K! Woshige continues his string 2K-2K-c.S-2D and tries to roll through meteors but doesn't get the timing right and gets hit. [0:02:57] Evo 2015 - GG Xrd Loser's Final: Woshige vs ODG | Nage Seeing that meteors hit, Nage tries to confirm with a burst safe 2K, but goes for 5H after, and somehow messes up following up with pogo. [0:02:58] Evo 2015 - GG Xrd Loser's Final: Woshige vs ODG | Nage Nage's drop causes a scramble, in which Nage manages to avoid getting clipped by JD with J2K and tags Woshige with a 2P starter combo, which Woshige bursts out of. [0:03:00] Evo 2015 - GG Xrd Loser's Final: Woshige vs ODG | Nage After getting bursted, Nage neutral techs with JH to cover the air and Woshige aims for his landing with airdash pin. Nage jumps in anticipation of any approach and throws a bomb bag. [0:03:01] Evo 2015 - GG Xrd Loser's Final: Woshige vs ODG | Nage Both players get hit and Woshige air-techs backwards to make some space, while Nage neutral techs down to get to the ground faster. On landing, Nage does a microdash 5K, while Woshige does a 5P, then runs. [0:03:03] Evo 2015 - GG Xrd Loser's Final: Woshige vs ODG | Nage Nage tries to throw an item (!?) and Woshige gets a CH with f.S. Woshige drops his combo into sweep, so Nage immediately retaliates with f.S. [0:03:05] Evo 2015 - GG Xrd Loser's Final: Woshige vs ODG | Nage Nage throws a poison with f.S-item toss, then microdashes before pressing 2S to cover any ground and low aerial approaches. Seeing Woshige, do a relatively high airdash, Nage tries to run under the poison for cover, but gets hit. Woshige stops his attack in case the poison would hit, and Nage pushes him back out and prevents jump outs with 2S. [0:03:07] Evo 2015 - GG Xrd Loser's Final: Woshige vs ODG | Nage With the poison whiffing, its hitbox is still in play, so Nage goes for a pressure reset by letting 2S fully recover before pressing 5P. He goes for 5P-2H-item toss and covers space after item toss with microdash 5P, then FDC JH, pushing out Woshige back to neutral.[0:03:09] Evo 2015 - GG Xrd Loser's Final: Woshige vs ODG | Nage After returning to neutral, Nage immediately throws an item, then uses fishing rod to cover space. [0:03:11] Evo 2015 - GG Xrd Loser's Final: Woshige vs ODG | Nage Then he uses the cover of the previously thrown Mini-Faust to reset into 6H. He goes into pogo on block and then YRCs out of pogo stance for safety. [0:03:14] Evo 2015 - GG Xrd Loser's Final: Woshige vs ODG | Nage Immediately after YRCing, Nage goes for f.S, then on whiff 2S, managing to stop Woshige's run and net a counterhit. [0:03:18] Evo 2015 - GG Xrd Loser's Final: Woshige vs ODG | Nage Nage throws a bomb after the Going My Way knockdown and YRCs before doing 2P-2S-(sj)bag. Woshige manages to jump out of the bomb explosion, but ends up blocking the bag. [0:03:22] Evo 2015 - GG Xrd Loser's Final: Woshige vs ODG | Nage Nage keeps Woshige in the corner with a f.S-item toss but Woshige uses 2D to hit Nage out of a follow up 2H. [0:03:23] Evo 2015 - GG Xrd Loser's Final: Woshige vs ODG | Nage Luckily, the poison prevents Woshige from capitalizing off of it and Woshige promptly commits suicide. ... Sorry it took so long just for one game guys! Here's some extra stuff: [0:05:21] Evo 2015 - GG Xrd Loser's Final: Woshige vs ODG | Nage Sometimes when you bag YRC, the opponent is smart enough to run past the bomb. In this case, Nage covers himself with JP. [0:05:26] Evo 2015 - GG Xrd Loser's Final: Woshige vs ODG | Nage You can tell Millia's setup is a little bit loose, since she had to run a bit before doing disc, so Nage mashes 2D after guessing the mix-up. [0:05:51] Evo 2015 - GG Xrd Loser's Final: Woshige vs ODG | Nage Nage goes for an unpredictable burst, to try to steal a round or cause Woshige to use his burst, but for the rest of the round he kind of just freaks out and gets punished for unsafe stuff like 6H-pogo and blocked kanchou. [0:06:29] Evo 2015 - GG Xrd Loser's Final: Woshige vs ODG | Nage Woshige ends up a bit too far to connect the combo after bad moon and ends up getting thrown. Nage gets a bomb and goes for an overhead bomb combo setup. (fdc JK-J2K,(microdash)5P,(jump cancel)etc. [0:06:52] Evo 2015 - GG Xrd Loser's Final: Woshige vs ODG | Nage Run up slightly delayed J2K will beat out fuzzy mashes if the opponent is scared of throws. [0:08:05] Evo 2015 - GG Xrd Loser's Final: Woshige vs ODG | Nage In this combo, Millia lands almost at the same time as Faust, so this setup is also a bit loose. Nage goes for a throw, since he's in throw range. It's a forward throw, so I think Nage was option selecting it. Probably 6P+H. [0:08:18] Evo 2015 - GG Xrd Loser's Final: Woshige vs ODG | Nage Nage went for a lot of these 6P CHs earlier too. It's very good reward and covers jumps as well. [0:08:26] Evo 2015 - GG Xrd Loser's Final: Woshige vs ODG | Nage He gets punished for bomb bag here, but neutral techs and then does K door YRC. [0:08:45] Evo 2015 - GG Xrd Loser's Final: Woshige vs ODG | Nage This looks like a really legit setup, but Nage IBs hair car and manages to 2P it! Wow is this the nerfs from 1.1? [0:08:56] Evo 2015 - GG Xrd Loser's Final: Woshige vs ODG | Nage Disrespects 6H KD using mash throw on wakeup. Take Away: -Don't chase Millia too hard before controlling the space in front of you. Don't let Millia run in after you whiff a move. Instead, after whiffing a move, use a high reward or low risk move, like 5P, 2P, 5K, 2K, 2S, to punish any attempts Millia may take to run in. -Pay attention to Millia's combos before she knocks you down. You might have a chance to get out before the second mix-up.
  10. Using http://www.dustloop.com/forums/index.php?/forums/topic/11074-cpex-izayoi-video-posting-analysis-discussion-thread/ as the model, here's the new match analysis thread! I'll go first...
  11. Haha yeah while I do miss mini-robo ky, mini-potemkin and dustpans (And even +R coin) some of the new items are really interesting and ridiculous too, like miraculously placed platforms and the 100-ton weight.
  12. It's interesting to see how Koichi places I-no and Elphelt too, since he has a lot of experience with playing those characters. His placement of Sol and Faust look like MU problems too.
  13. It's very easy for Ky to change the timing of his meatie to make it so that he'll hit dust YRC out of YRC startup. That being said, if you make him change the timing of his meatie, he'll be susceptible to wake up kanchou! If you're going to use 5D YRC, try to come up with specific situations for its use rather than just throwing it out there. You can force Ramlethal to change the timing of her 2kpp/2kpk string, since it goes through both if there are no delays, you can use it to get out of some frame-trap type stuff like some parts of Leo and Slayer pressure.
  14. https://www.youtube.com/watch?v=oC_1ZWLOPJc https://www.youtube.com/watch?v=8Glw9bIDwLU you'll find that when you watch hands there are a lot of unseen inputs. those are probably option selects. if you have any questions on what somebody is doing, please ask it. somebody who plays the game probably knows what it is.
  15. The thing about if you could have the two threads link up to the same one would be that every time a new version comes out, an administrator would have to create a new thread and link it to each character board. (If it's possible) The other way to do it would be to create a board for each match up and have threads in there for each version.
  16. Is there a way to leave the layout, but make it so the two match up threads just link to the same one?
  17. testing a new feature from keeponrock.in [2015-03-24] 2015/3/22 GGXrd Mikado Same Character Teams Part 7 [Goldenrody] [2015-03-24] Kuma (ky) vs Gonzaburou (fa) (1) [2015-03-24] Kinensanka (ky) vs Gonzaburou (fa) (2) [2015-03-24] Yuki (ky) vs Gonzaburou (fa) (3) [2015-03-24] Hiraoka (ky) vs Gonzaburou (fa) (4) [2015-03-24] Rion (ky) vs Gonzaburou (fa) (5) [2015-03-24] Rion (ky) vs Nage (fa) (6) [2015-03-24] Ain (ky) vs Nage (fa) (7) [2015-03-22] 2015/3/21 GGXrd Mikado stream - Mugen(SO) matches [Goldenrody] [2015-03-22] Mugen (so) vs Nage (fa) (1) [2015-03-22] Mugen (so) vs Nage (fa) (2) [2015-03-22] Mugen (so) vs Nage (fa) (3) [2015-03-22] Mugen (so) vs Nage (fa) (4) [2015-03-22] Mugen (so) vs Nage (fa) (5) [2015-03-22] Mugen (so) vs Nage (fa) (6) [2015-03-08] 2015/3/7 GGXrd Mikado stream - Mugen(SO) vs Nage(FA) [Goldenrody] [2015-03-08] Mugen (so) vs Nage (fa) (1) [2015-03-08] Mugen (so) vs Nage (fa) (2) [2015-03-08] Nage (fa) vs Mugen (so) (3) [2015-03-08] Nage (fa) vs Mugen (so) (4) [2015-03-08] Nage (fa) vs Mugen (so) (5)
  18. The first main difference between most airdashers and traditional fighters is running. In SF2, the main method of movement is walking, so you can try to get responses out of opponents by walking into their range and walking out. In airdashers, usually walking is very slow so this kind of tactic cannot be done in exactly the same way. There isn't a run backwards so you might think you have to run into their range and then backdash out, but backdashing isn't quite as flexible as walking. You can only go a set distance and there's recovery. However, since running is so fast, you could possibly get away with something like running and then stopping just outside of the opponent's range. The opponent will be anticipating that you'll run into his range and you can get a response like that. While the footsies are not exactly implemented the same way, there are a few parallels and you can try to emulate some of the tactics in traditional fighters for the ground game at the very least.
  19. There's a bunch of stuff in rising thunder that actually appears differently on each person's screen so offline versus would have to involve minimum two setups and a connection.
  20. Oh! Just like proximity OS from running then.
  21. When they are: -on the ground, press (P-S)xN, -in the air, you can try jump loops or something with j.KSH and get a relaunch when you land, like Naka said When you hit Rerere early enough in the black hole, you can send them up and instead of following them, let the black hole pull them down.
  22. Interesting. This is most likely because those moves don't trigger proximity guard. Wait taunt triggers proximity os... it also trigger proximity guard?
  23. Yep this works. You actually have to input the full FD command though. So something like 214K+S, K+S. It's pretty easy to do though. https://youtu.be/0tDLbouhmqE
  24. Oh hey, thanks for the tip! I'll try it out. sasuga game dev
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