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Orrax

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Everything posted by Orrax

  1. DI Riot Stomp is +45? That... seems like it's got to be a typo. But I never really messed with the move the few times I've played the game, so I don't really know for sure.
  2. The closest stuff is probably in Tucson. There's only a few of us playing anime fighters (mainly Persona and UNIEL right now), but there's a bunch of people who play Street Fighter or Smash if you're into either of those.
  3. If you're looking for advice on neutral and oki, I suggest looking at the early posts in this thread (if you haven't already), as that's what was being discussed.
  4. The best way to deal with it in my experience is to just have good spacing. Sol's command grab outranges all throws, so the best place to be is just outside of your opponents throw range and just inside Wild Throw range. The other typical way to beat it is to jump.
  5. Fake gunflame is not very useful. It can be used to cancel long recovery moves (like 5H) to make them safer, but 2D does the same and is low-profile and doesn't leave you in a counter-hit state. Each hit of dustloop after the first j.D is fairly tight. You need to dash then jump pretty quickly or your opponent will be able to tech. I suspect you are doing the second rep just a bit too late.
  6. Just to point out, AnnelFrank mentioned last page that we can make our own matchup threads -- should just be able to go to the matchups sub-forum for Chie and do: [P4U] Chie vs <character>. I've considered doing it myself, but I thought I'd first make the offer to any Chie mains who might be able to keep them updated, since I only sub Chie and I don't have a lot of time to go looking after a sub-forum. Or I can make them if you guys want; I just might not get around to it for a few days. Did I mention I've been really busy lately?
  7. I'm not sure this is completely correct, if I understand you correctly. Things like choppiness, slowdown, and frame delay can all commonly be referred to as "lag," but delay usually specifically means frame delay and not choppiness or slowdown. This relates to the amount of time between when you hit a button and when the output is registered on the screen. So, if there's a lot of frame delay, there can be a visible amount of time between hitting a button and then seeing something happen on screen -- which I take it can happen without choppiness or slowdown. That is, you can have plenty of frame delay and still have the game running at a smooth 60 fps. This may affect a player's ability to hit combos and to block appropriately (especially the latter), and can change pretty drastically what tactics work and what tactics don't, even though the game is running smoothly. One clear tactic that gets better in bad frame delay is abusing slow overheads -- AoAs are the common example of this in P4U. That's what I was trying to refer to by saying that bars measure delay. The lower the bars, the more the delay. I was trying to differentiate it from choppiness and slowdown, which I referred to as "lag," because low bars are not necessarily an estimate of how much choppiness or slowdown there will be, but are a better estimate of how well you'll be able to do things like, say, block your opponent's AoA attacks. Just trying to clear up what I was originally trying to say, since I think I may have been a bit unclear.
  8. You might be right -- I don't think I've tested safe-jumping Robo-Ky's dp since relatively early in Accent Core, so it has been a while. I'll do some testing when I get home. EDIT: Ok, I just tested. Robo-Ky had full meter, and I set Sol to do sweep and then j.S as low to the ground and as meaty as I could make it. If Robo-Ky blocked, the move came out, and Robo-Ky was put into block stun. If Robo-Ky did reversal dp (meaning the word "Reversal" appeared on the screen), Sol was on the ground blocking, and blocked the first hit. So, yeah. I was able to safe jump Robo-Ky's level 3 dp with j.S (unless I'm missing something wonky with training mode and Robo-Ky's dp isn't automatically at level 3 with full meter). I also tested j.H(2) and didn't get a true safe-jump (I didn't test j.H(1) -- I figured j.S probably covered that since they're the same level move), but the first hit of j.H always clashed with the first hit of Robo-Ky's dp, so it still seemed pretty safe.
  9. There are no reversals in GG that cannot be safe-jumped with the right move. For example, Sol's j.S and j.H have zero recovery on landing -- that means you can safe jump 3F reversals (like Robo-Ky's dp) with them. Also, because some moves recover instantly on landing (again, j.S and j.H are the main ones you'll be using), timing the safe jump is considerably easier, so learning the timing isn't that bad in my opinion, and doesn't require visual cues to get down. There are some ways to OS back throw I think, but, if I remember correctly, they're kind of a pain and are not typically done. And yes, 6H + K is a good option select. There's not really a reason not to use it, either -- at least, not that I know of. Whiffing 5K is a lot better than whiffing 6H, anyway.
  10. There are a few people in AZ still playing GG, but it kind of depends on where you're located. I think I'm the only person in Tucson playing GG (+R, but I'm down to play some #R as well), while there are a few more people in Phoenix.
  11. Bars are, to my knowledge, not a measure of lag. Instead, they're more a measure of the ping, and thus the frame delay -- the fewer bars, the more delay, and the harder it is to react. At least, that's my understanding. If anyone else knows more than me or can correct me, I'd be interested to hear it.
  12. GGs people. The level of salt in this game is unreal. I swear I am not out to ruin anybody's day. Speaking of salt, I need to work more on being level-headed during a match. I end up doing too much stupid shit if I let myself get frustrated or panicky.
  13. You also need to hit the j.B(1) as soon as possible after the teleport.
  14. I primarily use 5B (CH) as a punish.
  15. GGs to everyone I played. I don't think people mind fighting my Chie, but I get the feeling that most people hate fighting my Minazuki. But then, I get the impression that most people just hate fighting Minazuki in general.
  16. GGs everyone. I really shouldn't play when I'm tired. I just get frustrated more easily.
  17. I think pretty much everyone already knows who I will be playing. Also, just curious: were there any plans for more tournaments?
  18. From what I remember from my brief time in Japan, dustloop seems even more dependent on getting the first j.D of each rep out as soon as possible. It seemed easier to do it after a normal (like 2H), which is probably why the first rep seems easier -- possibly because there's a buffer in the game, not sure. I think maybe Sol spends slightly less time in the air in his normal jump than in previous games, which gives slightly less time to do each rep.
  19. For 5B (CH), I like to do: 5B (CH) > 2DD > dash 5B > j.B > j.BB > j.C > 236B > 236B > etc. It should work anywhere, just make sure the dash 5B catches them as low to the ground as possible. Not sure which does optimal damage, but they all should be pretty close.
  20. Hmm, looks like we need some P4U matchup threads. Anyway, I've fought Ken a few times, but I haven't fought any that are really good. My first reaction to the match-up was basically your reaction, but over time I've been thinking it's not that bad. In my experience, his pressure is deceptively safe -- it's not actually as airtight as it seems. On the other hand, I'm not really sure what Ken's mix-up game is supposed to be. Most Ken's I've seen use lots of pressure and an occasional AoA, and I'm not really sure if that's his optimal game plan. I'd guess he probably has something better off of jump normals with Koromaru pressure, but I haven't really looked into it. From the Kens I've fought, I've usually been able to break free through patience and instant blocking. His anti-airs are also not the best. He has no spammable poke in close (he can't gatling 2A into itself), and his dp will get him killed (there's more than enough time to instant kill him, but there are usually better ways to punish). As a result, he seems pretty weak against Chie in close. Seems like he's got some solid oki options, though: https://www.youtube.com/watch?v=V47sbvNZsAo. I haven't run into any Ken players making good use of that yet, so I can't really comment on how to deal with it. One other thing: animal abuse, and lots of it (ok, not really). If you're at neutral and you have a chance to knock Koromaru down, in my experience it's been a good idea to take it. Ken's game without Koromaru to back him up is pretty weak. On the whole, I usually find patience in the neutral game pays off, and you've really got to make it count when you get in. Hopefully someone with more match-up experience than me will toss in their two cents.
  21. This works and does good damage meterless: FC 2C 5C 214B 4B j.A 2B(1) 5C 2C 5D xx 236C land 5A 5B 5C 214B 4B 4A = 4620. I tested it on Chie, and I had to delay the j.A a bit to get the 5C to connect after 2B(1). I haven't tested it on anyone else yet.
  22. Rest in peace, you will be missed.
  23. Generally speaking, the farther away you are, the safer they are.
  24. Thanks for the comments all. I definitely agree I need to improve my meter management and hit confirms, and I could certainly use some 2A/command grab mixups. I've been slowly trying to add more B rekka followup into my pressure game, but I could certainly use some more. Hmm, I don't know how much I can say when you're only day 2, but I watched a few matches. I'm seeing a bit too much AoA for my liking. In my opinion, Minazuki's AoA is too slow to be abused. Same goes with teleport. You're doing quite a few, and you're risking getting fatal countered. More j.2D/2D, less teleport. I'm also not sure why you're doing OMC 5D into teleport instead of the C Wave super. In the matches I watched, I didn't notice any command grabs. I wasn't watching everything super closely, but... yeah, try to work those into your game a bit more.
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