Jump to content
Dustloop Forums

daymendou

Members
  • Posts

    250
  • Joined

  • Last visited

Other Info

  • Location
    Califonia
  • PSN
    daymendou

Recent Profile Visitors

1,692 profile views
  1. K Pile > 6H P Pile FA PO Kum (KU?) Works on any grounded K Pile wallstick, like raw K Pile, 5D starter, 2H RRC K Pile K Pile, etc. Edit: Pushback will stop this from working in longer combos
  2. There are a lot of the CH 6P TK super combos on this channel: https://www.youtube.com/channel/UCMTfrIYeY-LUIcp3KKX0dSg
  3. SSSS 5K 2D will drop a lot on May, I-No, and possibly Ramlethal. I have resorted to using SS 5K 2D against them, unless I did crossup Dash cS, since blocked 2D is still very negative after SSSS 5K. I would not focus too hard on P CWH as anti air because it's relatively easy to bait and CH j.S can lead to 150+ damage. If May hasn't set up, I would go for air IB > Throw and sometimes 2S. If you are confident in your spacing, air-to-air jK can be decent. If you get an anti-air 5P, I recommend doing 5P > jPK > djSHD2K > jD(2K > jPD). It's a very stable route and does a decent ~140 damage. You can also add several 5P or jP at the beginning without breaking the j2K > jD.
  4. Most of Jack-o's combos. Getting knockdown on her can be randomly difficult https://www.evernote.com/shard/s581/sh/96b9d37a-db17-459c-84be-f6b7737e22cd/bb8aed01c4e537b3 (Crouching) CH Mappa > walk > cS fS 5K 2D SO SI LE ZA PO SL AX BE FA JO JA JC Walk longer or use 2K: CH MI No walk needed: EL KY VE Impossible?: MA RA IN Nice damage upgrade from CH Mappa 5K 2D, which is universal on crouching. Corner cS fS K Mappa RRC > 6D > 5H K Pile > jKD Trying to figure out when you should do 5H K Pile instead of 5H 5H K Pile. CH 6P > K Crosswise Heel > fS > jSHD2K > jPD > djPKD K Cross > 6H Pile wasn't working on JO PO LE and often BE. This does a little more damage than 6H Pile or 6H UP IL. However, it tends to be very unstable once the opponent touches the corner. Usually you will have to end in jPD > djPD or just jPD Midscreen, it's easier to end with jPK > djKD, but this won't always work in corner.
  5. Played a lot of Revelator in the past 2 days Jacko may end up being Slayer's worst matchup. 5H and 6H are extremely annoying to deal with. Magician and crossup IAD jK(?) cover BDC very well. She is very finnicky to air combo into knockdown. I think once people get used to setting Ghosts very quickly, it will be very hard to play against any Jacko Johnny still has a substantial learning curve so players are not getting knockdowns every time yet. 2S is very good but can be played around. 2H will be a big problem once people get Mist Cancel timings. His damage output is very high but he also feels easy for Slayer to air combo in this version. Jam feels very easy right now. 6H can be annoying but none of her counterhits feel threatening. Charge Blitz is annoying and the knockback really benefits long range setup characters like Elphelt and Jacko. While you can get 200+ on punish, it's not easy to react to. Midscreen, you can crossup with Long Dash then 6H or K Pile, but in the corner you might have to jump back or backdash immediately, which can give them a free escape. Usually I felt safest punishing with throw before the Blitz Attack If anyone has the demo, I would like to check if BDC Charge Blitz has enough invulnerability to guarantee the high+low reject. Side Dust is very helpful for stabilizing near-corner RC combos. I think the basic 5H 5H K Pile route doesn't work with a 6+ hit starter but otherwise it works from a surprisingly large range Burst DOT is very funny. Definitely a threat with Hellfire and 100 tension. I think characters that build a lot of Burst (Chipp, Millia, Ram, Jacko) will have to respect Burst DOT
  6. Did a quick list of some Revelator Slayer combos https://www.evernote.com/shard/s581/sh/1ec246b7-28e6-4560-b543-cb32a373b4b9/47a216774f5f1b67
  7. cS > jSKD2K > jPK > djKD does 157 and doesn't seem to drop anywhere. cS > jSK long delay D > djPSHD2K > jPD does 167. Seems pretty stable as long as you only add delay before the first jD. cS > jSK delay D > djPD does 149 5P > jPK > djKD does 129. You can get a little more damage if you do 5P 2S but that's too much trouble for me. 5P > jPK > djHD does 134 5P > jPK delay jD > djPKD does 142. djP can whiff if too far 5P > jPK delay jD2K > jPK > djKD does 144. j2K jP can whiff if too far If you are close and do a delayed air dash, you can do jD2K > jPD > cS/5P jD2K > jPD > cS fS > jSHD2K > jPK > djKD does 172
  8. Played the Revelator demo at AA last Saturday and here are my observations on Dust: Midscreen Dust cannot combo into K Dandy (black beat). 6H and 6P also seem to be too slow to combo midscreen. If you combo into P Crosswise, the next hit will knock them down back to the tumbling state, so no air combos. Dust > 2D > 2D > 2D > 2D does around 79 damage on Bedman? I forget who I tested it on. You cannot TK out of the followup animation, but it's no longer needed to do K Pile > K Pile. You can input K Pile normally after the sliding animation ends but it's very tight. On Sol, Dust > K Pile > K Pile > 5H 2H > jKD does about 176, Dust > 5H > 5H > K Pile > 5H 2H > jKD does about 181. Since Dust has Initial Proration, I believe 5H > 5H should be even stronger from Mappa RRC Dust, etc. The situation with high RISC should also favor 5H > 5H.
  9. Some other things I noticed: Autocombos can sometimes vary depending on the button used to continue the combo. For Sol, I tried 5D(up) and the autocombo would use whatever normal I pressed then try to end in j.D Volcanic Viper knockdown. On the topic of knockdowns, Slayer autocombos were successfully getting knockdowns into 2D, but things like Sol's Volcanic Viper knockdown may require some timing to autocombo properly. SP button DPs have pretty poor invul. Slayer's Mappa will often traded with or even won against SP Volcanic Viper. For moves with multiple versions, the SP input doesn't seem to allow you to pick which version to use. On Venom, I could only do H Carcass and S Stinger with the SP input, and on Leo I could only do H fireball/DP. I didn't test if the version used was affected by spacing like autocombos.
  10. On Sin I would go for jK2K jK djSHD2K jPD since j2K jS doesn't always work out in my experience. IIRC on Faust you can do jK2K jKD djKSHD but I don't remember the details for getting knockdown. On Elphelt, there's a slightly stronger combo using jK2K jK djHD2K jPD, but it requires very precise delay after djH. On Zato and Venom, you have to add a delay between 5K and j.K so it's not match practical.
  11. Look at the round vs Sol at 3:24. You used a lot of Dandy Steps after your blockstring ended. In other words, you put the opponent in a situation where Throw was a strong option for them. If Sol had chosen to use 6H instead of Bandit Bringer, 2D, etc., he could have punished you for 200+ damage. Same situation in the match vs I-No at 6:54. I-No has a fast 6H that has the reach to punish Dandy Step. She can also beat Dandy Step pretty safely with Stroke the Big Tree. If you try to Dandy Step this way against Potemkin, it's very easy for Potemkin to catch Dandy Step with mashed Buster, 5H, 2D, etc. Most of your opponents did not choose to block, so your Dandy Steps seemed to work out very well. However, if they do decide to block, most characters can punish Pilebunker/Crosswise for 75+ damage and knockdown. If you want to use a lot of Dandy Step, you need to put yourself in a spacing where their options can whiff or lose to your own pokes.
  12. Dust > K Pile > K Pile is still possible but does less damage than Dust > 5H > 5H > K Pile. One big benefit of using 5H > 5H > K Pile is less pushback since you are special canceling 5H into K Pile instead of recovering from an initial K Pile. Pushback scales with hitstun length so the shorter hitstun length from 5H > 5H > K Pile makes 5H > 2D ender more stable on many characters. Occasionally you'll see shorter followups like 6H > K Pile or 5H > K Pile in order to get 5H > 2H > c.S to connect in longer combos. I do see K Pile > K Pile very rarely but I can't think of a reason why to use it over 5H > 5H > K Pile Midscreen you will see weird stuff like 2D > 2D > 2D. I read that it is possible to combo into K Cross, though I have never seen that used.
  13. I can record videos on the PC version so frame count is not a problem, but the in-game counter is useful to double check. I still want to check against hard frame data rather than just rely on the hitbox viewer. I think doing knockdown > meaty is a bit unstable, so I'll probably record something like Under Pressure > "meaty" instead and perform block > BDC.
  14. If you can't make Fridays, we usually have 3-4 people on Wednesday sessions. Opening time is generally after 7 PM, though sometimes people don't show up until 9.
  15. About halfway done with the movelist List of albums: https://imgur.com/a/kKPcR I have decided to put each move in its own album, which should make loading a lot faster. 5P Large: http://imgur.com/a/lH4DC 5K Large: http://imgur.com/a/7RGtT c.S Large: http://imgur.com/a/bcyFN f.S Large: http://imgur.com/a/q9Bks 5H Large: http://imgur.com/a/cmnen 2P Large: http://imgur.com/a/WFdeK 2K Large: http://imgur.com/a/Qd4Wm 2S Large: http://imgur.com/a/S4eO2 2H Large: http://imgur.com/a/f30y1 j.P Large: http://imgur.com/a/5rkua j.K Large: http://imgur.com/a/xeCxc j.S Large: http://imgur.com/a/FRmzq j.H Large: http://imgur.com/a/GQq1W j.D Large: http://imgur.com/a/tlnao 6P Large: http://imgur.com/a/kJrdF 6K Large: http://imgur.com/a/IfpeW 6[K] Large: http://imgur.com/a/BxkNy 6H Large: http://imgur.com/a/IZC2D I am also including mobile versions of each album for when internet is slow (at events, etc.). Currently, the mobile images are rescaled to 75% of original and are about 90% smaller in file size. 5P Mobile: http://imgur.com/a/dj23A 5K Mobile: http://imgur.com/a/qGprh c.S Mobile: http://imgur.com/a/QATPF f.S Mobile: http://imgur.com/a/ZsqNO If there's a better way to organize this, let me know. Any other comments and suggestions are appreciated.
×
×
  • Create New...