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moonburn_

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    Denver, CO
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    moonburn_
  1. If the strike invulnerability works against projectiles, what am I doing wrong against venom/ky that I keep eating them when I 6[6]?
  2. This. Granted I had a hiatus from fighting games in general and even longer if you discount time spent playing DoA5 instead of something as complicated as GG, but there is way too much to learn before most people can even begin to have fun with the game, much less actually stand a chance at winning consistently. I was winning in BB without too much more effort/training than SFIV, but I have definitely put in some hours here and still feel like a slug. I do enjoy the process of learning and can still count stealing a round as a win in my book, so I am happy but it will probably be a very long time before I can say that I am even decent at XRD.
  3. Any tips for visual cues on when to switch blocking on Leos crossup attack? I feel like I am getting better at this matchup and disrupting his timing/spacing, but I usually get tripped up when he switches sides because I'm still blocking the wrong side.
  4. Sol is probably tied for worst matchup for me, along with Leo. I am starting to learn how to deal with hyper-aggressive Leos (P-Dandy PB and far P-mappa come to mind) but Sol is always an uphill battle for me. I have been able to runback a few rounds from significant deficits, but it is rare for me to actually steal the match since I have so much ground to make up.
  5. It's a bit gimmicky but I've had some luck with SDD following an air dashed j.S or It's Late that crosses up, usually after playing teleport c.D games. Also anything into CWH RC K > 214k xx SDD. Momentum from the RC'd CWH will send you flying if you footloose too soon though. I don't remember if I do one or two hits before I go for it. I need to work DoT into my game more. I played around with it in some PB combos a few nights ago and it was awesome damage, but I rarely have enough meter for RRC and OD in the same combo.
  6. Seriously. Gonna be working on that tonight!
  7. Bound to happen, yes, but still frustrating when one spends so much time in Training Mode practicing a combo or loop only to have it fail unexpectedly in an actual match. It does take a toll on the old confidence.
  8. First of all, thanks to everyone. I have been filled with ideas all day at work and just spent some time in the lab trying it all out. One of the things I am struggling with is the ability to punish when I finally do confirm. I wasn't able RC anything after bite. Either I am missing the timing for the RRC, or I have the stagger recovery set too fast... Even when I was able to get the RRC off there was way too much distance to make up. Any tips on the 214PS > c.S? I seem to drop the combo there every time. Looking forward to trying these, but I think I need more practice RCing on reaction to hit so I don't end up wasting meter. I just end up watching the PB animation going, "sweet it connected!" when I should be RCing! Would a jump cancelled j.214k be worthwhile? I was trying to work it in after CWH and I think i got j.2k > 214k or j.2k > 214214S to hit, but only once.
  9. I'm having trouble finding any of the loops. I'm still getting back into GG after a long time away and I was an Anji player before so I am lost with Slayer. Could someone point me in the right direction? So far my best discovery has been CWH, 5Px3, 214K..P RC 214P..P after seeing the challenge that had 6HS, Pilebunker RC Pilebunker. Seems to be decent damage. Barring that, a more relevant question: followups/RC combos from command throw?
  10. ...says the guy who just triple posted instead of editing...
  11. QFT. Mixups don't exist in any game if you block them...
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