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Tiamat

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Everything posted by Tiamat

  1. this playlist contains 13 videos, 10 from singles and 3 from teams http://www.youtube.com/view_play_list?p=866AC6464C13937F two videos were over 10 mins so I put on googlevideo MarlinPie (ve,mi) vs Kenji (an,za) Singles Grand Finals http://video.google.com/videoplay?docid=5826469864620246234 Tiamat(an)_vs_GwyrgynBlood(po) money match http://video.google.com/videoplay?docid=1873957247947776407 ironically atm I cannot see the googlevideo ones -_- I only had it set to record videos on one TV (and not even all of those) so of course ppl who didn't play on that TV weren't recorded. Expect videos of the next tournament, Angry April after that goes down in about a month.
  2. Tiamat

    Sol vs ABA

    he can get several otg hits after combos a lot of times for a tiny bit more dmg and then go to GF FRC pressure anyway, people do it all the time
  3. Tiamat

    Sol vs ABA

    I am practicing atm so I tested it and training mode says yes when knocked down aba loses 1/3 of her moroha meter, however, I'm noticing the meter doesn't go down by that big 1/3 chunk until she starts to stand up, not instantly when she hits the floor. so if you do otg hits it will not take anything off her moroha meter because she has not yet started to rise in short: don't do otg hits on aba with sol
  4. Tiamat

    Sol vs ABA

    recent tournament highlighted something big I noticed You MUST take advantage of the fact that she starts the match in normal mode by making aggressive actions at round start most of, if not all the time. If you move back and defend you are letting her go into Moroha for free which is a huge advantage for her. Rush that shit down. Be wary of her crouch dash move (236P) at round start into throw, beat it with low attacks or command grab her if you're cool like that. Also you get a free Grand Viper after blocking the first hit of Danzai. Danzai (both normal and FB versions) will beat any move you can think up with sol since it's throw invincible and super armor (especially on the FB one of course). So the only thing you can do against it is block it really, so you better take that potentially game winning GV. also, otg hits after knockdowns will negate your knockdown which you do not want so don't do them in this matchup. sol is of course a very otg friendly character so this may be a tough habit to break if you haven't had to for some other reason already
  5. methinks Dan posted this cause he was studying evil potemkin vs anji strats so he could beat my ass in a money match but I will have my revenge! eventually
  6. this isn't that complicated. you just have to know your throw invincible moves, which for sol is only his ground VV I'm pretty sure so you can backdash, jump, or VV to escape/beat pot buster for sure. you can try fast moves like 2P and 5K BUT there's always that chance you'll get grabbed cause they don't have throw invulnerably Safest option is probably to backdash when you think he'll pot buster. he can hurt you for backdash but not too horrible, you'll eat a 2D or something if you guess wrong. jumping is more hazardous because he might heat knuckle or some other good anti-air. VV is obviously very hazardous (unless you can RC) but also most rewarding
  7. Arc systems made it so that it is literally impossible to slashback for about 10 frames on wakeup to prevent the gayness known as 3S wakeup parry. you should be grateful that it cannot be done. there's a reason you can't find it happen in any video
  8. forgot about guard points, I'm guessing the summon is getting autoguarded by his 6S. I didn't know that happened with 5K vs his 2D. In that case I agree go for 2K if you can react to his K stomp and summon (or air throw) that would be best, but IB into throw is easier. also if he crosses you up you're more liable to mess up a summon than a throw, not to mention if it crosses up and you block it, it's probably an IB anyway, so take your free throw as long as not too far (which you probably wont be)
  9. "Naked/Unsummon: -Don't summon randomly. Anji will hit through it like nothing else and punish. -Watch for his pressure and mixup. It's quite popular for anji players to do taunt to mix up with 6P; Don't fall for this stuff. Get your reaction time on and you can beat it, as soon as you see the taunt do 2K into summon combo (I suppose 6P will work too, but 2K is faster, which is necessary to beat the inevitable 2D mixup that he's going to try to do). -When you see him do the stomp, don't get hasty. I got messed up by the K Stomp when I was expecting the P Stomp. Get the summon in deep, the closer to you can get to pulling it out before he hits, the better." errors with this section: - what moves of anji go through the summon? cause I honestly don't know lol, he can't punish it on block reliably either - you mean anji's 3P not 6P, his 3P is his overhead. also for interrupt 6P isn't the best idea, if he's going to go low 5K would be the best option. you got it reversed heh -for the stomps, the easiest thing to do is IB the K stomp and take a free throw usually. the P one will put you neutral when IBed so you just need to know you close range options for that
  10. don't get knocked down so much? sorry if that's kinda dick advice but it's not like almost all the characters don't have some similarly good okizeme pressure projectile thingy or something. I don't see why that's anything special about this matchup
  11. yeah people seem to think FD jump magically escapes blockstun when it doesn't lol i know this is crazy but i bet you could fujin H through it if you want. just dont get hit by his dust I forgot I hadn't said that already cause I did in the old topic but let me re-emphasize that you MUST NOT GET HIT BY HIS DUST lol. his ability to combo off his lows is kinda bleh too. his command grab is nasty though
  12. why would that help? you mean the one he does as okizeme? or do you mean his 2H anti air? id rather you not call it 1 frame jump cause it makes it sound hard when it's not, just call it FD jump. it's no harder than dash braking, just don't be lazy and do it
  13. ^ first strategy related post in about a month I think. lol
  14. B.L. Pancho: no 2K in the game is throw invincible it's just a spacing thing, if you use a 2K outside their throw range you'll beat their throw attempt, that's all there is to it. zappa's overdrive is throw invincible as is good old backdash and jump, and his DP moves with sword and raoh anji can't do any good mixups after blocked fujin without ah RC or something. other than his low move, which can be delayed, zappa's 2K would beat anything he does but if you want to be greedy go for a counterhit 6P for way better combo potential actually if he throws the fans 2K won't work cause he jumps, but to deal with that you can try to run at him and airthrow, or just backdash away or something. if he does the fans his pressure is done
  15. i used the recording feature a few days ago and I could punish grant's 236B with his own 2A on normal block. in videos though I don't see it punished a whole lot. the 236D one is safe on normal block though, seems almost neutral when he goes through them.
  16. yeah pretty sure but I'll have to double check, I thought it was a range thing but I did it a few times and it seemed not to be. I'll have to look into it more soon
  17. I was wondering what was up with Grant's dash moves cause I saw them blocked a lot in vids and couldn't tell if it was advantage or not but it seems like neither is and the B one actually seems punishable on normal guard. 0_o not to say just cause something is punishable makes it useless or anything so I guess you dunno how to do the B Jenet thing either? my roomate been playing her and it would probably help him since I know that if she does both hits of the 236B break she's disadvantage. 236D break is hella advantage tho
  18. I would but I'm busy with schoolwork and making a combo vid for another game (and practicing yet another one) so I haven't played GG in weeks. I'll get to it in a few days maybe. If you can find it in a video that would save me time though, cause I never seen it happen.
  19. how do you use freeman's 236A/C though? it has upper body incinvible? is it to get in on opponents or something? or what? also what is Jae's flame splits move for if anything? kim always had that move and i never knew what the point was lol. Also I somehow did Jenet's 236B break move and broke it and she stopped after the first hit. how do you do that?
  20. I'll have to try this with the drill as far in front as possible like you said cause I've certainly gone through FB drills on wakeup numerous times and seen it in videos as well.
  21. I have yet to see a wakeup reversal fujin NOT go through a meaty drill. I say use Eddie's command grab against Fujin. This goes for any character with a command grab honestly though. As far as I see it the reason Eddie has advantage in this matchup is because of his higher damage output due to his unblockables (puddle is better than drill+spit unblockables on anji). That's about it really, pretty fair match.
  22. who says we'd have a corner knockdown? even the basic air combo after On generally fails in corner anyways
  23. some characters yeah, but I use it against characters I know it works on, which happen to be the ones I most often play against. if that's too much to think about for 1 or 2 more damage than don't sweat it
  24. he knows, dawnbringer's actually the one who told me about sj. KSPSD which adds like 1-2 extra damage but hey, damage is damage lol. some characters it's better to leave out the jK but I forget why
  25. Jenet is hella good. She's the only top character I don't see do any gay meter building shit, she just rushes down and gets meter that way. No gato/kevin meter building race BS. I think one of the problems with Kain is that he can't easily combo into any supers from light attacks. Otherwise he's just really solid overall, with only 2 disadvantage matchups according to that post Sytha made I'm noticing the lower tier characters seem to share a common problem, lack of anti air. I first read that about Freeman but then I notice some of the other lower tier chars like Tizok and Hokutomaru also have pretty crappy anti air. In match vids I see them getting pressured a ton by hops and they don't seem to have a strong deterrent. Hokutomaru can do his super if he has it though. He's not as good at meter building as other chars who rely on super for anti air like grant though I'm guessing.
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