Jump to content
Dustloop Forums

daymendou

Members
  • Posts

    250
  • Joined

  • Last visited

Everything posted by daymendou

  1. https://twitter.com/mochida_tw/status/563272628886970368 https://twitter.com/en_turuou/status/563195971165634560 Taka and En both couldn't get anything off 6P, even on CH. A lot of players are putting 6P and P Pile in the same sentence. Hase doesn't seem to have played yet so maybe the master can work it out
  2. Looks like most players are disappointed with 6P and CH P Pile, but I hope they find other moves to be stronger. I want to hear about higher untechable time on 2H. It might allow 2H DOT. At very least, corner combo will be easier 5H P-Pilebunker might become a real combo CH 6K already links to c.S/2K, don't think +2F will allow anything but 5K/DOT. Non-CH 6K probably won't convert to anything. I think It's currently +6 on CH crouching (based on 2K link), it would become +4 on non-CH crouching hit.
  3. Hase actually asked about the meaty link to 2K and Taka thinks it is harder. Hase is wondering whether 2D would still connect without the crouch
  4. Taka finding some bad stuff: https://twitter.com/mochida_tw/status/563268482028937216 It's Late no longer forces crouch on hit https://twitter.com/mochida_tw/status/563270073230446592 Sounds like CH P Pilebunker wall bounce makes the opponent fall right after, no good followup Hase is @KamoneSoccer, hope he reports on more
  5. Konsome also posted those so they seem pretty real https://twitter.com/consomme0914/status/563149354974724096 https://twitter.com/consomme0914/status/563149659464425473
  6. https://twitter.com/SpicaTerrible_/status/563178576380321792 CH P Pilebunker wallbounce confirmed? "髭のpパイルchと前pchの壁バウンドが俺たちの想像してたのと違うんやが" "中央まで跳ね返ってこなくて、前pを端で通常当てして跳ね返ってくるやつとたぶん一緒ですね" https://twitter.com/kedako_faital/status/563184907711553536 Kedako says it's not a full wallbounce? "髭のPパイルカウンターは俺たちの期待してた壁バウンドじゃなかった。帰ってこない。" It has wallbounce, but not all the way back across the screen (like non-CH 6P?) "バウンドはするけど、中央までは戻ってこない感じです。" https://twitter.com/SpicaTerrible_/status/563200358311141376 6H doesnt combo off CH P Pilebunker "パイルとか前pchの帰ってきてみたけどやっぱ前HS無理かな" Search #xrdロケテ (xrd loketest) Probably unchanged, same sliding/tumbling like Fafnir as it is now
  7. I was interested in this too so I tried the hitbox viewer for PC #Reload: http://www.dustloop.com/forums/index.php?/topic/5918-guilty-gear-xx-reloadaccent-coreaccent-core-collision-box-viewer/ The viewer displays a countdown for invulnerability frames. I didn't record a video, but forward dash seemed to have at least 6 invul frames. It might be a little higher since the viewer only showed 12-14 for back dash, which is too low. What happens during the dash is Slayer's hurtbox disappears from his starting location then reappears at his end location. I think the hurtbox moves before you see Slayer reappear. Edit: If I'm reading this correctly, 4gamer Wiki says Strike Invul from 5-12F and Full Invul from 7-12F (無敵:5~打 / 7~12無). That's 8 frames of Strike Invul and 6 frames of Full Invul, which matches the hitbox viewer.
  8. 7 matches of Taka vs FAB (POT) https://www.youtube.com/watch?v=fJsow3hgtMw 7:24 16:22 20:26 32:05 43:53 50:32 1:18:24 Lotta j.2K launches. I think I saw BDC Gold Burst haha
  9. No training today, just matches. Focused on dashes and Instant Blocks so I died a lot, but I think I'm getting more consistent damage. I can even do DOT somewhat consistently now. Starting to feel that Slayer magic. What I need is faster UP/IL and to start using BDCs then I'll really start to feel like I'm playing Slayer. Today's set is versus Sol, 2-4. This was the last set I played tonight, but I was doing some fancier stuff earlier. I played this guy before and he plays cautiously. He uses big specials a little too much so I get some okay punishes off them. I was trying to test what forward dash could go through so I end up blocking a lot less than I usually do. Match 1 http://youtu.be/--cKrxep_2M Match 2 (Win) http://youtu.be/HfY0GU8P9IQ Match 3 http://youtu.be/39NSgb4zn8M Match 4 http://youtu.be/hZecnemskdA Match 5 http://youtu.be/Q4rzwCFbc4o Match 6 (Win) http://youtu.be/_mtqyzr8JeM Enemy notes -Doesn't throw against dash crossup -Doesn't mash 2P or 5K out of guard -Kinda random specials or HS's out of range, will never YRC them -After double jump, tends to use Break -Almost always mashes VV after blocking UP My notes -Against c.S f.S > Bringer, should backdash or jump instead of block -Against Gunflame YRC, don't get hit by 2H from air -Against regular jump, probably should dash away instead of standing still -Against Riot Stamp, forward dash will never work, just hit 6P -Need to switch guard slower against airdashes -Need to stay closer sometimes for 6[6] punish -Need to confirm when to use c.S 2D instead of c.S f.S xx 2KD, also sometimes I'm too slow with f.S xx 2K -Don't forget to use walk instead of only dashing -Don't give up on 2H/6P, try to work them in more intelligently -Don't use Faultless so much before starting to block -Gotta get that Mappa confirm and RC combos -Maybe start using more YRC. Hase style??? Can't believe our critique thread is already the biggest. Where is everybody else?
  10. #R Slayer did not have raw It's Late. Non-CH 2H was just a regular hit (no stagger) but it does a dumb little launch now. He also lost CH j.H ground bounce but kept the 80% prorate. You could also gatling c.S -> 6K Xrd Bite is a lot more damaging with Guard Bar but that's nothing compared to loop of course, before even considering the Tension/stun As for AC, RIP Hokuto no Slayer
  11. I got to fight a Venom and a bunch of others who shut that down fast. I did start training mode after that. My regiment is: 1. Practice 44/ 66/ 6[6] by itself - Should be able to do it 10 times consecutively. I still get accidental jumps/superjumps, which should never happen. 2. Set dummy to Random block and practice c.S f.S / 5K / 2K confirm into Mappa - I get about 1 out of 10. Sometimes I think I buffer 236 too early/fast. 3. Work on f.S links - This is really annoying online cause I always lose momentum when I drop the link. It's not a problem on 2-3F but 4F really hurts. Unfortunately, I'm stuck with wireless for now. 4. Work on confirming into 2D and spacing far hits - I agree I don't understand 2D very well and mash it a lot after 2K. 5. BDC Mappa and 66 / 6[6] BDC Mappa - Seems useful but I can't reliably do it in live fights After some training, I got about 20 matches against eh_sama Ky aka ehuangsan and won 2 separate rounds, so our matchup is 0.5-9.5 . I think he almost played 50 matches in a row and about 60 overall. I felt he was giving me an easier time but it was still fun and challenging to try to read him. Enemy notes: -If he has meter and gets 2D / Stun Dipper / VT, he will confirm into RRC corner carry or VT loop -If VT hits too high in corner, he will know it's techable and go for Airthrow forward tech trap. I beat it once with a late tech I think but that was random -Did most variants of CSE oki, didn't use whiff j.K. Empty jump 5K / 2K and delayed airdash j.S gave me trouble -During guard pressure, he was kind enough to only use dash to Throw, no dash normals. I kept thinking I should OS Throw when I saw the dash but I never tried it -j.D all over the place. I did manage to 6[6] through some Air Stun Edges so that was cool. The crossup setups hit me a lot My notes: -Sometimes 2D would not combo after c.S f.s (x2) > 2K. I thought it should always work after forward Dash crossup so there's something I need to look into. -Against blocked/hit Mappa, he would spam 2P/D, basically forcing me to block. -Against 66 crossups, he would spam 2P or rarely wakeup VT. If I actually tried to do a meaty, I think I would beat 2P easily but then he might start Throwing. I did try faking the dash then using 2H but that's just random. -I could not Throw meaty 5K or 6H. He wasn't bothering to space them so it should have been possible right? -Need to be faster at IAD and try with j.K -Need to use more meter offensively. Once I start using UP more, I'm going to have a lot of tension. Questions: 1. When to IAD in my block pressure? - I assume c.S / f.S / 5K JC are the usual. What about after 2K / 6H / UP / Dandy? 2. What to do after 66 / 6[6] crossups? - I use c.S and I'm thinking of 6K (YRC). I'm still scared of Throws. 3. 2P/D spam? - I'm guessing once I do any oki at all, this will start going away. Just in case, what should I respond with? BDC / Dandy (YRC) / IAD? Thanks again for your time and effort Fogelstrom
  12. If you JI Dandy Step, you get jump options on Helter YRC and CWH RC JI Helter YRC seems really funny and I'm trying to OTG 2K JI Helter, but I don't have the execution. Someone help? Edit: Got it with OTG 5H Edit 2: I'm dumb, you can already airdash after Helter. Any use for jump?
  13. Some matches before I hit training mode. 3-1 against SJDeuces (Venom). Sarvets was playing Sol in same lobby, gotta get a match with him later 1 (Lose) http://youtu.be/4701pzFey5E 2 (Win) http://youtu.be/ZA0PnKti2ss 3 (Win) http://youtu.be/U6OgIoeNF34 4 (Win) http://youtu.be/Gf4HPscFmMs Lots of fun with airdash j.S oki, but I guess Venom doesn't have much to respond with Enemy Venom notes: -Oki felt slow sometimes, rarely did TK Mad Struggle instead of 2K on landing -Did a lot of raw Balls in front of me -2H/6P probably would have stopped my air offense -Mainly used 2K/D to stop guard pressure, so I used 2H a lot -Didn't seem sure what to do with Stinger YRC -Almost no Carcass Ride, Double Head Morbid, or teleport use -Tried Blitz Shield a few times, not sure why he didn't use more on wakeup against j.S My notes: -Tried some ways to go through balls, ended up just jumping around -Should have tried more 6[6] when closer -Still doing random/early air attacks and dumb Dandy Steps -Sitting on meter a lot -Back airdash j.S doesn't always allow c.S followup, maybe try 5K/2K -Never went for a lot of anti-air opportunities -Could have used more Faultless -Need to get better at confirming c.S f.S into 2D -Air combo route seems to be j.SHD2K > j.K > dj.SHD
  14. Some nice stuff in these: Sol (transcript included): http://youtu.be/kcfzph1qgY8 Ky: http://youtu.be/_7VQk6ldvjI Faust: http://youtu.be/xNmjIpTxy6s But the real treasure is a link to a massive Evernote, compiled by Moga/Eternal with contributions from Saku/Suck (サク), Taka, En, Eternal (エターナル), Tanabata, Nage (bless him), Makki Not sure how to read some of these combos... Top to bottom appears to be: 1. Corner combo from raw 5H 2H 2. K Dandy CWH followup 3. Corner 2K > c.S f.S > followup with 50% tension 4. Midscreen 2K > c.S f.S > RC K-CWH followup 5. Midscreen Throw RC 6. Corner Throw RC 7. Midscreen 5H 2H RC (link doesn't work) 8. Forward Dust Character specific links don't seem to have anything different, just compiled from the top half 前ステ is forward dash 永遠 is EW super 横D is forward Dust 画面端 or 端 is corner 画面中央 or 中央 is midscreen 5S 6S is probably c.S f.S 近S is c.S Have fun guys
  15. If you Google "guilty gear xrd mission list" you will find a guide, but I'll do a writeup too. 14 and 24 are hell missions and there's been a lot of advice in the thread for them already. 11: Survive Ramlethal as Sol for about 10 seconds If you get lucky, she will just laser super twice and run out the timer. I would start with a backdash then keep backing off. There is a pattern that she ends with command grab so you probably want to jump and airdash away from the corner when she gets close. There are some moves that will catch you if you jump (you can't block for the first few moments of a jump) but just keep learning her patterns. 13: As Sol, do dash-2P-5K(2)-5S-2D-236K in the corner I failed this a lot at first too. I think the biggest problem is being too slow with each part of 5S-2D-236K. I believe 5S and/or 2D pushes you too far away if you don't cancel it fast enough. 15: As Ky, land 5K-c.S-2D on Sol's wakeup If you hit 5K too early, you will fail. Once you have a sense of how long to wait for 5K to stop hitting Sol OTG, you should be able to do it pretty easily 16: As Sol, whiff j.S right before Ky's wakeup then block Vapor Thrust You might find it easier to push Ky into the corner first by moving forward. I don't remember how lenient the game is with j.S but I think you have to do it pretty late. This one needs practice. 18: As Sol, Instant Block Ky's j.H then throw him when he lands You don't need to IB the j.S but it might help set a rhythm for the j.H. IB is performed by releasing the stick to neutral moments after blocking. Input 6H as he lands and you should get it. 19: Airthrow Sol as Ky on wakeup I think you can't throw with a corner input so make sure you are holding 4/6 when you press H. Input 7 then 4H with a slight delay. I seem to remember you have to be faster rather than slower. 20: As Sol, hit Ky with a 2 Beat combo then airthrow his Burst I think I did Gunflame-2H to activate. Jump out of the 2H then input 6H. You should not see the blue flash from Burst and in fact will be able to airthrow before he reaches full height. Also read in this topic that you can block the Burst then airthrow afterwards. 21: As Ky, beat Sol on wakeup with 6P or a ground throw This mission teaches you the Option Select (OS). It was really easy for me just by spamming 6PH. Figure out a method to press both buttons at the same time and get a sense of when you can begin to act. 22: As any character, Blitz Shield Sol and deal an 80 damage combo Your tension is fixed at 25% so you have to figure out a combo without Roman Cancels. First, make sure you can get the Blitz Shield input comfortably; if you did 21, you should be able to do it here too, but remember not to hold any directions. Second, you should spend a few attempts figuring out whether you want a ground or an air combo. As for which move to Blitz, there are several options. I think the easiest patterns are Gunflame x2, Bandit Bringer; S Volcanic Viper x2, H Volcanic Viper; and Riot Stomp, Break. You get several opportunities as long as you stay alive so sometimes you should just block and wait for an easy pattern. 23: As Sol, Blitz Shield Venom's projectiles. You fail if you take too much damage You start with 100% tension. Successful Blitzes will be a net loss of 12.5% (1/8) so you can miss 1 completely without needing to gain more tension. The balls move relatively slowly so Standing and Crouching BS shouldn't be hard. I would prioritize getting the Air BS first by jumping, though sometimes you will need to Blitz twice to avoid getting hit. You can also use Faultless Defense to avoid taking damage but remember you will not get Blitz Shield if you are holding back to block. If you run out of tension, move towards Venom slightly then move back when you're too close before moving forward again. 25: As Sol, Jump Install 5H then perform 2H and Superjump Make sure you're close enough to combo 2H. You only need to press up for a moment so try to input 8 before 5H hits and go straight to 2H. For the Superjump, you have to go from down to up quickly. I found it helped to input 2 again after doing 2H. The full sequence is then 5H > 8 > 2H > 88, or 5H > 8 > 2H > 288 26: As any character, combo into Instant Kill on Potemkin In order to get the combo, you need 50% tension remaining. If you kill Potemkin without Instant Kill, you will get another attempt for free. Make sure you input PKSH correctly because an incorrect input will use Roman Cancel and take away too much meter. If you have Sin unlocked, it's very easy to fully charge Beak Driver (236[H]) for wallstick then Roman Cancel into PKSH Instant Kill. 27: Deal over 100 damage to Sol after H Volcanic Viper The main thing to watch for is whether or not he follows up with 214K (the spinning kick) as that will move him further left. You can adjust your spacing with a backdash. This is basically a slightly harder mission 22. Remember you can start a ground-to-air combo as Sol falls or ground combo after he falls completely. 28: With 50% tension, deal over 120 damage to Sol after Fafnir Sol will use Gunflame then Fafnir. I think a fast normal will hit him out of Fafnir for a Counterhit. Your options are to Roman Cancel, combo with a super, or Blitz Shield then earn enough tension to Roman Cancel. 30: Deal over 80 damage to Ky after Greed Sever Ky does a short combo then Greed Sever, you have to block 2D yourself. You can jump and block the Greed Sever, which I believe gives slightly more time. 33: With 50% tension, deal over 120 damage to Millia after Digitalis Millia does 2 rolls then Digitalis. You can just throw her out of the second roll then Roman Cancel the throw into a ground-to-air combo. Millia has low defense so 120 damage is comparable to 100 damage against Sol 34: Block all of Millia's attacks Millia doesn't use any specials so all you need to do is guard low then react to 6K (her frontflip). Make sure you don't drop your guard when switching low to high or high to low. You may want to come back to this one later 35: Block Chipp's j.HS after teleport Chipp will always attack once he teleports into the air. He can teleport in place, to the other side on the ground, or to either side in the air. As soon as the screen moves up, you'll want to change to the correct side. Make sure you don't block low. 36: Block Chipp's attacks while he is invisible Chipp can be blocked low until he uses Dust. If you have problems reacting to Dust too early, just don't change guard until you see the red bubble. 37: Kill Eddie after Zato's Invite Hell Block then mash 2P. Bye! 38: Hit Zato with Dead Angle Attack Eddie will buzzsaw then Zato runs in. You don't have to hold block, but the timing differs between characters. It seems buzzsaw hits 4 times when blocking so try timing the DAA to one of the hits. Zato needs to be attacking (or about to attack?) for success. 40: Avoid Potemkin's attacks Potemkin will end with either 2D, Sliding Head, or Heavenly Potemkin Buster. Just block low and react only to Sliding Head. 41: Stop Faust's f.S Faust will combo into his item throw then follow with f.S. Use your longest range normal and start it before he does. Some specials will work too, like Slayer's K Mappa Hunch 42: Survive Faust's items Faust will throw a bunch of items. Only a few of them are worth noting. The bomb (little black stick) will probably reach you and hit you, so use Faultless Defense after a short wait. The 100 ton weight will knock you down if you are on the ground and lets the bomb hit every time. The black hole sucks you in so other items can hit. The meteor (brown meatball thing that flies off the top of the screen) will create a set of meteors that hit after a delay. Double jump backwards right away to avoid everything but the meteor, black hole, and bomb. You don't have enough tension to Faultless Defense the whole time, which you'll need to survive meteors. 43: Deal 100 damage to Axl after Artemis Hunter I'll have to look this up later. I think Slayer can just use Dandy Step Crosswise Heel and combo 44: Stop Axl's Sparrowhawk Stance I think he does Mid-Low-Mid-Low. I would crouch under the Mid then try 2P against the Low. I remember that mashing doesn't always work so you'll need to develop a timing. 46: Block Venom's attacks Everything is blocked low except for Mad Struggle. Faultless Defense will push you out of range of Mad Struggle but I seem to recall it misses sometimes anyways. 47: Avoid Slayer's followup after Bite Slayer will follow up with either 5K Mappa, 6H, or forward dash Bite. The first thing you have to do is be able to mash out of stagger or you will always fail. You can't attack in this mission so just mash all attack buttons real hard. 6H will hit if you jump and I think also hits most characters' backdashes. The second Bite might give you the hardest time and all I can suggest is keep trying. 48: Deal 50 damage to Slayer after Mappa Hunch Slayer does c.S-f.S-Mappa-Bite. At first, you will probably always get hit by Bite. As I understand, normally you have 2 frames (1/30 of a second) to respond, which means nothing works. You need to Instant Block, which gives you 6 frames. I don't remember if IB on one of the Slashes helps at all. 50 damage can be somewhat tricky so experiment. I think Throw will work for some characters? 49: Deal 100 damage to I-No after Stroke the Big Tree I-No does the move twice and you have to block the first one. Pick an attack that hits relatively low or she will dodge it. 50: Block I-No's attacks This mission showcases I-No's special dash. I'll have to replay this but I recall just blocking high and switching to low when she starts to land. The air Dust (split-kick) could be tricky. 51: Deal 80 damage to Bedman after Task C Bedman will combo into Task C. You have 25% tension for Blitz Shield so it's mission 22/27 all over again. There are plenty of anti-air normals that will beat Task C and give you an air combo. Try 2S or 2H and comboing after the Counter Hit. 52: Break a Deja Vu icon then hit Bedman Bedman starts with Task A (the flying ball) then uses Task C, so crouch and block Task A then start moving forward once the ball passes you again. Any attack will break the icon. What I do after breaking is double jump forward then hit him. I think airdash or regular dash will work too. Don't take too long or he will start attacking again. 53: Block Ramlethal's attacks This mission showcases Ramlethal's unique Punches and Kicks. If she starts her string with crouching attacks, keep guarding low. If she starts with standing attacks, you have to watch the third attack in the string to see if it's high or low. 54: Throw Ramlethal I don't remember this at all 55: Deal 100 damage after Sin's Hawk Baker This is like mission 43 with Axl's Artemis Hunter. However, I think in this one you can act earlier and backdash or jump back from Sin. There's a big opening so give it a good shot. 56: Block Sin's attacks then hit him Block low until you see the big windup for the overhead swing. You will have to block high at least once or twice. Note that Sin will end up at different distances depending on his final move. 57: Deal 50 damage after Elphelt's air Bridal Express This is like mission 51 against Bedman. The difference is Elphelt is weird to hit in the air so your followup should use attacks with wider coverage. Try not to hit her too early or she'll be too far away to combo. 58: Hit Elphelt out of her attacks This one is kinda weird. Sometimes you can just block and use a Punch or Kick. I think there's chances to throw? Have to replay this
  16. Alright, thanks for that Fogel. Can't play until Thursday so I'm making a list. 1. Practice moving with dashes and spacing 66/6[6], less jumps and Dandy 2. Cut out random PB/CWH 3. Stop randomly attacking when out of range, get closer with dashes first 4. Buffer and confirm Mappas, learn what to punish with 5K Mappa RRC K CWH 5. More UP or empty Dandy, less PB/CWH/Helter (already had several people beat Helter with Throw or 2P) 6. After c.S f.S, go into c.S 2D or (c.S f.S) Mappa RRC 7. Start using dash crossups, Throw OS, (5K) IAD S 8. Practice BDC Mappa, Dandy, maybe DOT, and FDC Mappa on 4F delay 9. Gatling 2PSD on 2P confirm instead of 2PSH 10. Get better at blocking and punishing slower specials, maybe IB or Blitz 11. Work on timing j.2K-PK and j.2K-K and confirming height after j.2K (get a lot of black Beats here still) 12. Escape corner pressure with Faultless and (BDC) sj. airdash FLJ 13. Get better at predicting obvious Bursts and reversal supers 14. Maybe study frame data
  17. 4 matches vs same Chipp, 2-2. I scammed the shit out of him for those wins. This is the second best guy I've played, behind a Millia who basically double perfected me twice. Also the first Chipp I played who didn't just Alpha spam. I watched all the Kubo and En Xrd vids so maybe I copied them a bit. I sense my bad habits are jumping out of guard, mashing H instead of P/K out of guard, random air attacks, random K Dandy, and giving up momentum with bad PB/CWH/2D. Never played beyond #R so I think 2H is nice. I still get away with dumb greedy play and 0 ground dashes but I want to change that. I could probably use more Mappa and Mappa RRC combos. I'd like to get analysis on good times to Backdash. I'm using the PS4 controller and it feels weird to push 44/66. I'm not ready to think about character specific stuff but I'll keep it in mind. Match 1 - Win http://youtu.be/LyhPIbLva0I I won round 3 with my lame RRC-fake walk up throw-2H. Probably a lot of times where I should have blocked instead of attack in the air. Match 2 - Lose http://youtu.be/L-YXVQxz9xQ I get blown up. Ate all those Alpha followups,Gammas, and leaf throws. I miss the confirm off CH Helter Skelter in round 1 but he had Burst anyway Match 3 - Lose http://youtu.be/Ya1C5TSuOh4 I open with P Pilebunker cause I saw him use f.S, 5H, 6H a lot as openers in spectate. That dumb c.S f.S RRC probably cost me round 1. Round 2 is just embarassing. Match 4 - Win http://youtu.be/d6skckY4tYY I started trying to block Alpha followup instead of counter. I figured out he always does j.D after 623H and I manage to punish it. I have a lot of games where I can't close but he ran into my random CWH.
  18. I'm starting from a similar position where I just played #R Survival mode with keyboard Sol and never really learned defense. It is really important to block and not get CH from random button presses. Sometimes it helps to just block after dash or jump or airdash. Just being able to block and punish will command a lot of respect. If you can Blitz Shield dumb stuff like fullscreen Riot Stamp, all the better. I'm not using dash canceling in matches yet because I still can't imagine using it at the right times. BDC Superjump might be useful when cornered but I always get hit. Try to stay within half a screen away so you can actually dodge/punish with Dandy and not get hit out of every IAD. Do not spam Dandy followups from neutral and remember there's YRC if you need it. Be careful with 2D and Pilebunker/Crosswise if you're close enough to end at throw range. Neutral or forward jump j.S into c.S is probably a bad habit but it still works for me. I've been focusing on getting confirms, especially since anti-air stuff is big. Get whatever damage you can, even if it's just 2KD or j.KD. The confirms I'm focusing on are c.S or f.S, 2PS, 5P or 5PP, j.K/S; c.S f.S Dead on Time is great if you can do the half-circle (I can't) and it seems easy to buffer since neither 5S gatlings into 2S. Spend the time figuring out air combo routes cause going beyond j.SHD or KPKD adds a lot. I see a lot of damage opportunities off CH 5P/2P/j.K but I still miss most of them. Every good confirm you get means you need 1 or even 2 less reads to win. For pressure, I find that I have to be really persistent. It might take 5 or 6 "cycles" before I get a hit. I play more reactively so I watch the opponent's patterns, like what Fogel says. If they 2P/D after UP+nothing, I start using 2H (needs to be blocked low, foot invulnerable from frame 5 beats 2D and ties with most 2P). If they wakeup DP a lot, I try to bait it then go for c.S f.S. Every normal gatlings into 5D if you're in range. Other moves to try are 6K YRC j.K/HS, 6P/H, 5H and 5H 2H, P Dandy Helter Skelter, FDC Bite, walk up Throw, IAD j.S. Try delaying your button presses too.
×
×
  • Create New...