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daymendou

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Everything posted by daymendou

  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.
  16. I am going to start testing today. Unfortunately, I don't know how to make an exact frame input for each frame of backdash (20 different frames with invul, 28 total...) so I'll probably just record a million times. Checklist: What is the BDC invuln transfer limit? - Record frame perfect BDC Mappa/jump Does BDC invuln transfer limit differ between moves? - Record a set of delayed BDCs for each move Does BDC invuln transfer rate differ between moves? - Record a set of certain frame BDCs for each move What BDC cancel frame is needed to transfer 6 invuln frames? And 5, 4, 3, 2, 1, 0 invuln frames? - Record a set of BDCs for each frame count of the backdash (assume that first frame that transfers 0 means all following frames also transfer 0). If any of the above 2 statements are true, then record a set of BDCs for each move. Edit: The record/playback function in training mode uses frames as units; "Replaying 10" means it is replaying the 10th frame of your recording. Since BDC invul should run out before the move hits, the playback frame count should give an accurate count of invuln frames. When I say "BDC X on frame Y", I am counting the 1st frame where Slayer exits the backdash animation or becomes visible as Y, which I also count as the first frame for the I-frame count. Now these results are really strange... BDC Mappa on frame 7 - 6 I-frames BDC Mappa on frame 8 - 6 I-frames BDC Mappa on frame 9 - 5/6 I-frames (yes, sometimes it transfers 5, sometimes it transfer 6) BDC Mappa on frame 10 - 5/6 I-frames BDC Mappa on frame 11 - 5 I-frames BDC Mappa on frame 17 - 0 I-frames BDC Mappa on frame 20 - 0 I-frames BDC Mappa on frame 25 - 0 I-frames P and K Mappa seem to behave the same. BDC Jump on frame 3 - 4 I-frames BDC Jump on frame 4 - 4 I-frames BDC Jump on frame 5 - 4 I-frames BDC Jump on frame 7 - 4 I-frames BDC Jump on frame 9 - 4 I-frames BDC Jump on frame 10 - 4 I-frames BDC Jump on frame 12 - 3 I-frames BDC Jump on frame 14 - 2 I-frames BDC Jump on frame 17 - 0 I-frames BDC Bite on frame 3 - 6 I-frames (beat meaty Slayer 2D) BDC Bite on frame 6 - 6 I-frames (lost to meaty 2D) BDC Undertow on frame 6 - 6 I-frames BDC Undertow on frame 8 - 6 I-frames BDC Undertow on frame 12 - 4 I-frames BDC Undertow on frame 14 - 2 I-frames We can conclude that BDC has the potential to give significantly more than 6 frames of invulnerability total, but there is definitely a transfer limit of 6 frames to the move's startup. BDC Jump doesn't seem to be able to gain more than 4 frames, which will cover jump startup, but requires a precise FD input to block air unblockable moves with a long active window. If I think about it, I have beaten Ky 2D with BDC P Mappa once... And for the curious, my average BDC Mappa is around frame 8-11 and my average BDC Jump is around frame 4
  17. Investigating FDC and BDC invulnerability with the hitbox display mod. FDC doesn't seem to transfer any invulnerability to the jump. I suspect further testing would show that it doesn't transfer any invulnerability to any moves. BDC invulnerability behaves much differently than I thought. Summary of the video is that jumping on frame 12 transferred 3 invul frames, jumping on frame 14 transferred 2 invul frames, and jumping on frame 17 transferred 0 invul frames. To be thorough, we'll have to check if BDC invulnerability depends on the move used.
  18. To be specific, this is during recovery on whiff so these inactive hitboxes show up after active frames are over, which was very confusing in previous versions of the mod where it gave the impression that certain moves had extra active frames compared to the frame data. It's still confusing to see inactive hitboxes like this and most of the moves that I've checked don't have these inactive hitboxes on recovery.
  19. Added jP, jK, jS, jH, and jD I put Faust dummy in the corner and recorded jump/superjump into back airdash. This prevented the majority of camera movement. Unfortunately, the hitbox mod has issues with fast movement, so many of the recovery hurtboxes are probably lower than shown. I will definitely redo these if there's a better solution. As for gameplay, I have started experimenting with 6K oki when I'm about 1/3-1/2 screen away after knockdown (Footloose 1 hit, 6H or IL air hit, sometimes Pilebunker or SDD). It feels like characters with average or slower faceup wakeup allow walk/dash > meaty 6K. It also seems pretty good if you can do spaced 6K > Bite to beat IB Throw OS consistently. Once people start to respect the spaced 6K, you can catch jump with meaty 6H and catch longer backdashes with K Mappa or Long Dash Bite. If they have a reversal, you can do 6[K] > 6P/block. If you set up the spacing such that you need to 6K > FDC Bite, you can do 6K > FDC P/K Pile instead to beat mashing and some reversals. If they rely too much on backdash, you can go for Long Dash crossup. So far, it seems pretty helpful for avoiding backdash > Throw in corner and forcing people to block oki. You might be able to get spaced UP oki from the same knockdowns, though you would probably be unable to do 2K > 2PSH or 2K > cS.
  20. Why are there hitboxes displayed during recovery here? In this update of the mod, they are hollow but they were filled in previous versions. Also, is there a way to mod the game to freeze movement in the air? It would also allow us to make good GIFs of air moves without the background, camera, and/or character moving. Right now, it's a bit annoying to capture long air moves since the camera movement sometimes prevents boxes from lining up correctly.
  21. Hello Boca, it's good to see that you are still playing Xrd. I think we played online once last year? I do agree you have improved but I think you need to play a lot more against stronger players. Just watching you play, it seems like you play the same against every character, with no regard for spacing, frame advantage, punishes, etc. You won many of these matches but you took very serious punishes when the opponent waited and reacted to your movement. If you play mindlessly, then stronger players will defeat you very easily just by waiting for you to move. It does feel very safe to jump and Dandy Step when the opponent doesn't know how to punish, but it's very unsafe when the opponent does know how to punish, such as the Potemkin player in your video. I do not think you should be thinking too hard about BDC or Dandy YRC yet. Once you find the need to adjust your spacing and mixup, then BDC/YRC will be more important. Dandy Step is a bad habit for you right now and you shouldn't get into the habit of spending meter to YRC it since you really need meter to deal damage against players who are better at blocking. For now, focus on learning on every characters' offensive and defensive options. Characters like Ramlethal and Millia have strong air options that allow them to move more safely in the air. Ramlethal is difficult to airthrow and she can stay in the air for very long so you need to be patient and make sure you don't let her swords activate when she has an airdash, usually by using fast moves like 2P/5P or by dashing out of range. Millia's hairpin makes it difficult to stop her from jumping, so you have to move around carefully and wait to attack so you don't get hit by the hairpin. So again, find some stronger opponents, lose very badly to them, then come back and ask us for help.
  22. Finished up to 2H now. Takes me about 20-30 seconds of labor per frame, depending on how much the boxes change. Break the Law worked nicely for cS. Air normals might be annoying if the camera moves too much. I think for air normals I have Zato fly and have Slayer airdash past him. I don't want to use YRC since the slowdown complicates the frame count. Hopefully the mod will be updated to include throws so we can view Bite. We also need projectiles working to view Helter Skelter and SDD tail.
  23. Recorded a replay of me vs GcYoshi from netplay. I'll do another one once the mod can view projectiles properly. Some of you might remember this picture that showed up on 4Gamer wiki last year: Here's the same frame with the mod, looks good to me (with bonus Zato-1): Also, I was wondering if it would be possible to show Counter Hit state on the hurtboxes.
  24. New update, 3.2 GB file size. Apparently adding new assets requires the large file size. http://steamcommunity.com/games/376300/announcements/detail/698424198364959015 " The following issues have been addressed and fixed as of the current update: Bug Fix: - Improved stability for online player matchings. Improved Features: - Added a new FPS indicator to display the player's FPS ratings, similar to the display for network performance antenna icon. "
  25. Working on the hitboxes: https://imgur.com/a/kKPcR Also put link in the Evernote I would appreciate if anyone has a solution to capture cS without overlapping hitboxes or moving the camera
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