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Maho

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Everything posted by Maho

  1. If AoAs were head hits, every 2B anti air in the game would beat those, but that's isn't the case. Also that test was only to check the length of the invul, you can beat a lot of moves with her 2B that are clearly not only head attribute, for exemple you can go trough Kanji's sweep, but for Yukiko's fans 1 or 2 frames won't be enough to go trough IMO.
  2. About the full body invuln on 2B i tested it after i saw this on twitter and it looks like there is some. I tested this against AoAs, most have only 1 frame active and you can indeed go trough with 2B, but when i tested against Labrys's which has 3 active frames, i couldn't get through, if 2B had 3 full invuln frames it should be able to trade at least. So i don't think it has 3 frames, might be 1 or 2. But it's not the only strange 2B in this game, after all Aigis's 2B beats cleanly Mitsuru's DP.
  3. It will depend on the DP and on the meter of the opponent, if you want to play safe when they have meter you might go for a less damaging starter just to be sure to not get hit by a super cancel. - Mitsuru, if she has no meter you can FC [5B], if she has you should hit her before she lands, safest way being 5AA 5B 2B 2D..., you might get rid of 5AA for more damage. - Yukiko, same as above. - Yu without meter same as Mitsuru, be sure to learn the timing as the landing recovery isn't as long for him, when he has meter, do a quick dash to get in his back, this way if he super cancels it will go on the other side and you'll be safe, then you can FC [5B]. Might require more reaction as if he super cancels, your punish might whiff and you have to do it again, but well it shouldn't surprise more than once. - Aigis without meter, dash in FC [6B], with meter she can cancel into her air super until she hit the ground (well that's pretty obvious) so look for it, i'll have to check again but i think you can't punish the super with a fully charge B, but a normal FC 5B is guaranteed at least. - Kanji, for this one my advice would be to backdash it if you saw it coming, it's pretty easy and you'll get a free FC [6B] afterwards. - Akihiko, with no meter not sure if you can get a charged B punish have to look into it, if he has meter and cancels into his power up super, he's completely safe so you might wanna make it whiff to get a guaranteed punish, just don't forget it's two hits so a backdash done close might get caught.
  4. I talked about this in this post, i try to hit with the tip of the B before the sweep and that make the sweep easier to time than if you're too close IMO, but it's not always possible and in some combos it might be easier to do 4B > delay 2B > Bufala C.... And i don't, there's a freeze recovery option in the options that i use from the start, it's a little tight but you can pretty much always fully charge a B during the guaranteed hitstun of a freeze.
  5. The can hit them after they land freezed from the C Bufala hit, as long as it's fully charged the sweep will combo.
  6. I saw the 2DD cross over trick in a recent Japanese video, the followup is pretty simple, with your jB starter you can continue with 5AA > 5B > 2AB > Bufala C > 5 > 2AB > Coup B for 3261. One example that come to mind is in a combo, you can do a CH throw some distance from the corner into EX Coup then 2A > 2B > Bufala C5 > 5 > 2AB > Coup B (2962dmg), keeping 6 pressed can make this work a little further from the corner.
  7. Yeah you can get more variations on distance at least on the B version, A and EX are so fast i'm not sure you can get more than 3.
  8. Actually you can change the distance Mitsuru travels for all the coups, charged or not, depending if you do it with 464, 465 or 4[6], the difference is very noticeable with the B coup, 4[6] going like 2 times further than 464, there less difference for the EX and A version but it's there. To talk a little about combos, let's take this example from the combo thread : (On crouching character)5AA> 5B> 2AB> OMC> 2B> 2D> 6B> 2AB> C Bufula> 5B> 2AB> B Coup [3762/0/14] OMC a 2AB into the combo that follows here is one of the best ways to attain gain good damage with Mitsuru, i tweaked this a little and that make it easier IMO. I don't remember reading about this in any guide before getting the game but actually when you OMC and keep pushing 6 or 3 on the stick, the character will dash immediately after the cancel, 3 keeps the down charge so it can be interesting sometimes for Mitsuru. But that's not the point here, i do this for another reason, by dashing before doing 2B, I'm at a distance that allows me to follow 2D with 5B instead of 6B, which IMO make easier to hit with 2AB at the correct height to go into C Bufala, also with the 6B version you might sometimes be to close to hit with the Bufala that appears a little forward Mitsuru.
  9. This move isn't throw invincible so it's pretty dangerous for him to do at close range vs Tager. Against a player that like to do this after GF, just do : 5A~5B~BC~C (C can be replaced by any other move), input it fast and it will either do an ABC string on block or if the Relius does Led Ley, 5A will whiff and you'll get a counter hit throw (5B won't come out as 5A animation won't be finished). The BC throw can be replaced by a 360B but the OS is harder that way, on block you might get A > B > hjC if you're not fast enough.
  10. Just spend an hour looking for optimized version of my 2C FC combo on Valk, here's what i got, didn't find more maximum damage but maximum heat goes up, first combo is a reference for this that should work on everyone or almost, except Carl. - 2C FC > jB > jD > 5B > j2C > 3C > AC whiff > j2C > 5B > 5C > 6A > 2C > AC > GF whiff > 6C > j2C > 5B > 5C > spark > j2C > 3C > GF : 4153/87 - 2C FC > jB > jD > 5B > j2C > 236A > 3C > AC whiff > j2C > 5B > 5C > 6A > 2C > AC > GF whiff > 6C > j2C > 2C > (delay) spark > 6C > j2C > 3C > GF : 4226/96 - 2C FC > jB > jD > 5B > j2C > 236A > 3C > AC whiff > j2C > 5B > 5C > 6A > 2C > AC > GF whiff > 6C > j2C > 5C > 5C > spark > 6C > MTW > TB : 5981/84 before supers, 5 after - 2C FC > jB > jD > 5B > j2C > 2C > ACx2 > AC > MTW > 3C > AC whiff > j2C > 5B > 5C > MTW > 3C > GF : 5775/ need 47 heat at start, end with 9 - 2C FC > jB > jD > 5B > j2C > 2C > ACx2 > AC > MTW > 3C > AC whiff > j2C > 5B > 5C > spark > 6C > j2C > 3C > GF : 5231/39 before super,39 after
  11. The problem might not be with frame data but more with hitboxes, actually at first i think of the 5B link as character specific because of that, then i thought that the fatal bonus hitstun make possible to add a little delay between jB and jD, giving time to the other character to fall a little closer to the ground so 5B could hit the smaller hitboxes.
  12. Actually the first time i tried midcombo magnetism was when i just got extend and wasn't a FC, it was air throw > falling jD > 5A, but i didn't found anything that would combo after 5A other than jA or spark, which both made the combo not interesting. And thus I gave up on that idea, don't know why i didn't think of looking into 2C FC at that time. Hammer CH also came to my mind yesterday, but after testing it i remembered my tries with air throw and i think we can't get much out of this.
  13. The thing with anti air 2C FC is that's a bit harder to evaluate the height when they fall, but the 5A link combo gives you quite some room there and can also be done even if you're a little farther away, using the B link there is indeed not that easy. For AXIS, i tested again the combos on all the characters you listed, i have no problem on Tsubaki, Makoto needs a tweak in 623C > GF whiff > 6C > j2C, j2C whiffs if you don't do superjump j2C. Almost nerver played against her in extend but it looks like you must do that in all combos involving GF whiff 6C j2C against her. For the 5B link, the only one who felt really harder was Rachel (Arakune is harder than most but not as much as her), actually during my tests yesterday i got it first time on her, so i went on with the next character, but she might be the hardest to hit with the 5B link, you really need a perfect timing and spacing to land this, i think i'll use 5A against her in matches. Also i tested with the opponent magnetized, 5A link can be done without much trouble, but 5B looks character specific, i don't have time to test all the cast now but i landed it on Ragna and Tao, it's harder than without magnetism though.
  14. I can't get the 5B link to work on Carl, looks like due to his hitbox, otherwise it works on everyone.
  15. You gave me the idea to look for midcombo magnetism after 2C FC, thank you for that : http://youtu.be/bKPa1_BkmGw
  16. The list is here if someone wants to translate the name of the players. About the characters played, i did an elive cast with a friend about this game a few days ago and of course we talked about SBO, we looked into the character count and it's like this for now : Take note that out of the 29 spots listed on the results page, two didn't listed any characters and three forgot the assist. Another thing is that we've got not that much duplicates in the character teams that qualified, there's two Touka/Yuma and three Riannon/Yuki, everyone else uses a different combination.
  17. My local arcade got the game last week, guess i'll post a few impressions about Tager : - The new 6A isn't very interesting unless you fight a scrub, the loss of the jump cancel is really annoying :/ - 2C into only 3C is even more annoying, really that suck so bad. - It was kinda hard to get accustomed to the new magnetism of 5D, probably will get better with time. - 214D into 720 is fun, even if i didn't get much opportunities to land it yet. - IB nerf sucks badly for him, at least with my playstyle. - Seriously, why did he get a damage nerf? Overall, i didn't felt that the new things he got would make him a solid character, i guess Mori didn't lied to me in Cannes when he said that Tager will never be good :/
  18. No one said XYH isn't an option after gadget, i guess most people find it somewhat stupid, seriously if you think they'll DP and can't RC, why would you not just block instead to not be exposed to a CH punish in case they don't DP? If you always do the thing that beat what your opponent do, of course it'll work...
  19. The "VS Dojo" in Paris just got BBCS2 yesterday, the version is 1.05c, it runs in a new delta 32 HD cabinet and it's 0.5€ per credit, best of 5 rounds.
  20. Results : 2V2 tourney : - 1st : Team Nightmare Fiction : Skyll (Ragna) and Chronoxir (Hazama) - 2nd : Team Astral Troll : Champion (Ragna) and Kekken (Tager) - 3rd : Team Krot V Rot : Maho (Tager) and Fidoskin (Bang) Top 3 vids : http://www.ustream.tv/recorded/12931414 Solo Tourney : - 1st : Skyll (Ragna) - 2nd : Abyss (Arakune) - 3rd : Zero no Shana (Taokaka) - 4th : Kekken (Tager) Top 4 vids : http://www.ustream.tv/recorded/12955350 We also did a little unofficial tourney with the player who lost in the final bracket of the solo (as it was direct elimination) on the secondary stage, sadly there were no recording device there so there's no vids of it, Champion (Ragna) won the final over 7r17r1 (Noel). I pretty much sucked all the way in the team tourney, i didn't played the game for a few and wasn't planning to enter it before Fidoskin contacted me. He pretty much did all the work for me, thanks to him and sorry i wasn't able to do better. Also thanks to Ronove for doing a great english commentary of the unoffcial tourney, IMO was better than the french one i did with Neithan for the solo tourney, too bad i wasn't able to let them do the streaming commentary. And of course thanks to all the players that came, i hope you enjoyed the event ^^
  21. For Litchi's 4D, it's not actually airborne as fast as it looks, if you IB any normal that came before it it's a free 360B/720.
  22. Choysauce85 > I talked about this some time ago, you can actually cross-up or not depending on the direction of the jump and the timming, also no need to delay j2C after the air dash and you can combo into 6A j2C 662B..., for the not crossup version, you can combo after the laser with 5B 2C..
  23. This matchup is indeed not easy as you can't really use your standard okizeme setups, but you have still some things for you, you can zone him pretty well and he don't have any easy way in, if you managed to get the life advantage he will have to work quite hard. When you place orbs while zoning, only use far ones (4D 6D, j2D, j4D and j6D), the others can be used if you have space to iad backwards. Orbs can be usefull anywhere as long as that's not close to you, the idea is that if you 214D and he's doing something like iad j2C and cut one, the black hole won't get in the way of your pokes and anti airs. Here's one orb setup you want to look for when zoning him, do 4D 6D j4D wait low j2D and so you should get someting like this : -----------------j4D ----------------4D -------------------------------6D -----------------j2D Of course you won't be able to get that in one go everytime if the Hakumen isn't sleeping (or is the type to zone all the round), but anyway once it's done, as long as he's behind the 3 orbs wall, he have no way in without risking to eat a 214D explosion. The air is blocked and the low j2D will prevent 623A to get through by the ground, you can replace orbs or move the wall and with luck you'll get some laser hits, he have to be carefull about what trying an approach on reaction to you settings the orbs as you can cancel by 214D at anytime. If you baited something that didn't come and the explosions are blocked or he's behind those, quickly set 2 orbs during the explosions and then work on getting your wall back. Note that he can counter the explosions to avoid primer loss, but it won't get him in a better position afterwards, don't forget to look out for the scrubby yukikaze, which you can easily avoid, if that happens hj iad forward and run to the other side. He can also cut the orbs if he react fast and wasn't doing anything, but the black hole will be far and won't be dangerous for you. Of course this can be used to do some easy damage with a 6C into 214D explosion combo, if you end a combo with another 6C you can do 2D iad backwards j2C then 4D 6D to get your wall back, or you can go for okizeme. If you end a combo with jC j2C (no dj) you can wait a little j4D j2D and you have a the best part of the wall ready for when he wake up. If you go for the 6C okizeme, you can't use laser setups of course, so do a 6C empty 214D and dash in, and you have enough time to get anything meaty, of course he can try a counter but he have to guess like with every other character. So even if it's not as good as laser setups but you have still quite a few options, the main ones being 2B, 6B, cross under 2B, throw and cross under 2B into throw. I think it's better to go for this if you have at least 50% so anything can be confirmed into to at least 3.5k, and as throw combo can lead to 5.2k, this will give him a strong reason to think twice before using his drive. One funny thing that can happen in this matchup, if he Yukikaze you DPing, RC it, at first il will do like with other moves, you will hear the announcer saying rapid and see the red effect, without it actually canceling the move. But then Haku will go through you without hitting you, and just after it the RC will take effect and you can high jump out before getting hit by the unblockable part. Note that this also work against Jin's Yukikaze as well.
  24. It's not 100% guaranteed you will get punished out of a clash because it just opens a guessing game, but well it's not like 6C was awesome to do in blockstring after all so why take a risk?
  25. For backdash 6C and 720 you need to be not too far, won't work from ranged 5C, one fun thing if she's magnetised is Tager can 360A through 6C after 5C to catch her from some distance (like round start distance or so). 720 can do the same from max range but it's way harder as it has less invuln frames and need to be timed perfectly to go through 6C, but anyway this is really risky as it's good bye 7k+ if Tager get hit. Note that 360A can do the same for 5C SoD if this isn't spaced properly (IB needed on 5C), 720 can't and allways get hit there (unless of course you're close enough to not need the pull).
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