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sterkenburger

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Everything posted by sterkenburger

  1. There is, u can go into IK from any corner dust, throw or Helios into dust in the corner. You can also do the same with RC-ing a ground Task C on 2nd hit given the opp is high enough.
  2. @GCYoshi Thanks for the tips, much appriciated. I never know that combo on Chipp before , will try doing that. As for the Pot the reason why I don't Task A often is because he know the timing really well and will just jump to dodge the 3H and j.H to stuff my face if i try dashing through, will definitely try to run away from him more.
  3. Local tournament vids that i'm in, any pointer would be much appriciate. I just switched to using a stick recently so i messed up a lot of combo and pay quite the price, dropping all those simple motions. Note : Mute the sound... the background noise is quite irritating
  4. Actually I don't think that you can simply FD any time during the dash and get the cross up though, i haven't have time to go into training mode and test it yet but from what I see in the video , he never did a 6 float. It was a 6 float canceled into FD and allow us to keep the 6 float momentum so i assume it is FDC and i doubt tapping FD anytime during the float would be similar to. And yeah i'm focused on the offensive use of the this purely, the safe movement it provide help us a lot in certain match up like Axl as you mentioned and maybe against DP as well, maybe sol since none of his ground aa move can beat our j.K so he would probably like to DP or j.P to beat us instead.
  5. The only thing that i would say we would benefit from this is the cross up overhead from the use of FDC mixed together with a YRC B or C seal and maybe some DP bait with our 6 float. Now that we have a crossed up over head, YRC any B C seal is basicly godlike now with the possiblity of going low/high both side , throw with j.H drop or fuzzy j.K
  6. You totally miss the point of the video. This is Faultless Defense Cancel, allowing you to do air cross up as shown in the video which is impossible to do normally. Also 886 > j.K > j.H throw is way more powerful Necro, i've been doing this for a while and i'm sure i shared it before. This look like alot of time gonna be spent in the lab to get this stuff down, as far as i know, all FDC is ass to input , timing wise.
  7. It does, but as always, height/distance specific so it kinda unreliable. The 6P c.S need to juggle them just the right height for it to work. If they are too far away the air task C will also miss
  8. 5K asap, the 2nd j.S need to be delayed a bit. U can do 5K j.S 6j.S c.S as an easier route or 5HS j.K 6j.S c.S. As for the list : http://www.dustloop.com/wiki/index.php?title=System_Data_%28GGXRD%29
  9. You can do normal jump 883P 236HS on El , which is much easier to do, this however doesn't work on May ( stupid japanese 22 year old loli anchor wielding hitbox ). The sj 883P is so inconsistent that i feel it better to just do regular 1h 236HS and get it over with.
  10. I'm already aware of the vid.. yes they will get up before we finished recovering from hemi completely but will they be able to cover that much space that fast. I'm sure we recover fast enough to punish any reckless approach. That vid is a guarantee 100 meter set up, which face it, rarely gonna happen
  11. Sj 883P 236H for may and el, havent try venom yet, and yes it base on weight . Sj PPS for ino, millia. Rest can be hit with Sj PKS or SPS ( not tested on slayer zato and ram )
  12. Oh that one .. I'm taking about the generic combo where you go from 1H straight into tk task B or j.ks task B, as it still throw them to the other sides. Also i'm pretty sure u can make task B to throw them out on the other side after the Air Task C if you confirm 1H into sj.XXX
  13. Why would u need 100 meter for the setup, after task B u end up on 2 side of the screen and they are even knocked down for a while, if you start up Hemi the moment u land even if you don't YRC the opp won't be able to immidiately get to you, and YRC'ing will only take 75
  14. You can easily get sheep out now if you sacrifice some damage, do a combo that end in Air task B that throw the opponent on the other side of the screen and immidiately use Hemi Jack after u recover, proceed to poke, DV the task B and keeping yourself safe in order for Hemi to do it work.
  15. I manage to get 2 hit of 5HS off just fine, weird. I get some really close front A' before the patch, mainly cause i use it as a meaty a lot, allowing 2 hit of 5HS. Also previously you can do Task A' > DV A' YRC > 6H > A' hit > c.s > 5HS x 2 > 1H , it isn't the case now Also the 5HS buffed hit box is really nice , the 2nd hit manage to land on opponent further away where it previously couldn't.
  16. - DV Task C new hit stop can allow for some pretty interesting new combo on hit, but will need to be precise as it cause hard knock down, you can do DV Task C 1st hit > c.S > 2nd hit > c.S > 5HS > etc. - 6HS now spoon the opponent up in a weird way when u RC into it from 2nd Hit Task C, although the opp clearly touched the ground, follow up with Task C and the combo will count as legit, you can do it twice with 100 meter now , which wasn't possible before. - Task A' now put us futher away when hitting opp from the front, roughly the same space as our dash does, thus reduce it reward, you can still do c.S > 5HS task B. Hitting from behind still put us right next to them -5HS > 1HS > sj.SPS > Air Task C > 2HS work on Faust, Leo and Ky The new float timing is kinda weird for me, caused me to do some weird air hang from time to time but i guess i would just need to adjust to it.
  17. All the old combo still work though so it mostly gonna be optimizing into the new stuffs.
  18. Brace yourself, 1.1 is coming ( tomorrow )
  19. There's also 9 8 3 j.H feint into low or 8 8 3 into j.K or j.H feint 2K.
  20. Throw > 5K > j.S > 3j.S > j.S > 3j.S Task C
  21. You can also do our godlike overhead mix-up festival when u get the chance, just either on wake up or after 2D Task A YRC. Might as well do all sort of variations and break your feeble, non-Bedman player opponents mind. Ex : j.K j.P 6j.P > low , j.K 6j.K > low , j.K 6j.H x 1 > low , j.K 6j.D j.K j.S > low j.K > 6 j.H feint > throw j.K > 1 j.H > low j.K j.S > throw j.K .6 j.K > throw j.K j.P 6j.P throw j.P> 3 j.H feint > throw Throw in a fancy IOH j.D after you land instead of the usual low if you have the meter to confirm it if you feel like toying with them a little more. Just mix them all up and remember that they aren't Bedman players, they haven't join our glorious society, so they can't see pass our tv stactic. Use the safer, less risky one at 1st though and make them respect it.
  22. 1 - After DV Task C, you can either go for high low left right mix-up if they respect u, or simply block for a bit to block their attempt to mash at u and stop the DV and wait for it to fall. There's also the choice to just walk up and throw them if they are crouching cause the 1st hit of DV Task C will wiff if they are. 2- The time lag often occur when u are in recovery frames of moves when DV A' hit i think. There's time when i try to just DV A' without YRC and go for j.D, the A' hit right after the j.D connect and since i'm in recovery of j.D the recovery frames carried over ? It might not be the case but i think it's the most likely reason.
  23. I never figured out how ppl manage to squeeze in those hit after the 3rd hit of task C. I know it's height specific but I never manage to get the timing to even close to being right... any tips? And doing j.H on a 1 or 3 float will slightly alter your momentum, causing you to land a bit away from the point you normally land on , and also faster + it create an illusion for the opponent that you're doing something when you're not cause the j.H animation come out but the j.H didn't start up fully, making them think that you're doing an overhead but you actually isn't. One useful use of this is that it allow you to do your corner air YRC Task A setup safely if you get your height right cause normally when you try to go for a 2K, if the opp do an OS he can easily throw u no prob due to the normal float landing being too close, , but with j.H it would be perfectly safe
  24. Yeah that's what i usually go with as well , just annoy them with Task A until they try to go in and catch them. Floating too aggressively , using Air task C alot often result in me getting shut down with a good anti air so i rarely use it, only from time to time as a surprise factor. I do 6 float f.S counter hit fishing a lot after task a though since it's fairly rewarding and safe if you have 25 tension to YRC your 2nd task A and react to their IAD or low profile
  25. j.236S tech trap is kinda height specific so it's kinda meh .. and it's also fairly obvious.... As for OTG the best one is probably after Task B , 2K > c.S Deja vu Task B in the corner. Out of curiousity , what kind of neutral game you generally run ?
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