Jump to content
Dustloop Forums

Tiamat

Members
  • Posts

    999
  • Joined

  • Last visited

Everything posted by Tiamat

  1. Does Bedman's backdash have less travel distance now? Someone mentioned it to me and I'm looking at it now. It could just be my imagination but I think he's right, it looks shorter than before. What do you guys think?
  2. I see we gave Necro conflicting advice on how often to superjump in Millia matchup :P The Millia Necro played was doing a lot more superjumps than JOS was. JOS did mostly normal jumps and normal jump IADs. JOS was also less aggressive, even doing weird things like airdashing backward when he was already on the other side of the screen in the air. From my experience the way Rachel Discrimination was playing the neutral is more common for Millia players. They like to superjump so they can get above you and make it hard to avoid a pin throw. If you superjump yourself though she will have trouble hitting the pin unless she is close. Then you mostly have to worry about her j.P (which is admittedly pretty awful to get hit by if she converts to corner knockdown). On the ground bedman moves too slow to avoid the typical pin approach but forward dash and TK 236S can get under it depending on the angle and timing.
  3. Well, I was actually talking about just hitting random confirms when their back is right in the corner. For example, 2K c.S or from a jump in hit, things like that. Just 2-3 normals in the corner to 5H 2H 236H works on the whole cast and doesn't care if they are crouching or standing. Wasn't talking about failed combos from 1H. For that matter, immediate superjump PPS works on both millia and I-no. I do think Millia is one of his worst matchups. Use more superjumps with some floats to throw off her timing and use j.P and j.S. If you are playing this way the main thing to worry about is going to be her j.P or her running under you doing 6P/2H. You've got to be careful when you choose to attack. Also, sometimes you would do a normal jump to a forward airdash j.K or j.S and she'd superjump over it. Unless you've knocked her down you probably shouldn't try for these. Superjump, float in place if needed, then 1/2/3 into a j.S can work well (and basically works like a better air 236H in a lot of instances). j.P is also worth using air to air, though you risk losing to her j.P. Getting hit by j.P often leads to a corner knockdown so be cautious. Doing 6P and 236H as anti air in this matchup is usually bad vs Millia. Her j.P consistently destroys 236H unless you are at a big advantage, and throwing a pin will beat both. edit: also agree with Mephistopheles, you did too much air 236P. Use your j.P and j.S more instead and try to get a confirm to 236S from them. air 236P is risky during neutral cause of her high mobility so you have to be careful when you do it. Not as bad as vs chipp but still be careful with it.
  4. For the Millia matches: I think you did too many 6H and air 236Hs. It got you hit a lot of times. I recommend much more superjumps, especially in millia matchup. You don't want her to get above you at the angle where she can throw the pin. Anti airing her is usually not realistic, so don't be under her if you can help it. Also, work on hit confirms. Sometimes you would hit 2 or 3 normals then fail to continue combo. Another thing is that if you hit them with normals in the corner you should be trying to combo to 5H 2H 236H at the very least. Sometimes you'd just combo to 2D even though you were easily within 5H range. good blocking on defense
  5. Tiamat

    Vs Chipp

    I think this is one of the hardest matchups. - I agree about Task A. You need to be extremely careful about when you use it. He can punish it during neutral and also when used in blockstring. -TK Task B is decent - jumping backward to j.P or j.S seems ok vs teleports during ranged neutral iirc. Been a while. - 2P interrupt. I think his 2D jumps lows so 2K loses. - if you are reacting to leaf grab with a jump you can punish with j.H to air 236S. Don't try to j.S or he will be able to anti air you even though leaf grab whiffed. I'll have to try that combo out. You also get a larger than normal corner grab combo in this matchup for 170.
  6. 2P generally works but it's so unrewarding I feel like it's not much of a deterrent. Dashing still works against it, though it's risky cause if he makes a big delay between his attacks it will mess up the timing on the teleport catch. It's worth keeping in mind though because you can get really big damage if you successfully dash into a chain. You can get a c.S combo for about 200 damage. That should make him think twice about it.
  7. Learning to instant block helps. It allows you to recover from blockstun faster and you get more tension. Ky's 6H is a good move to learn to instant block. You can normal block the 1st hit then tap back to IB the 2nd hit. It gives you more time to do something if you want to, though it's still risky. Depending on what they are doing you can also use Blitz Shield to stop a predictable or slow attack.
  8. Indeed, it looks horrifying atm.
  9. Now I want to see the video of the guy getting blown up. You know the video is cool but since they have the life set to regenerate you aren't seeing how much damage they are taking just by blocking that. It does a pretty nice chunk. For example that second one from Ky, I'm pretty sure he actually took more damage blocking than he did by hitting Axl with the stun dipper.
  10. Tiamat

    vs Venom

    Anyone know what to do to beat his 6P? Like round start for example. What can I do?
  11. Nah I didn't try. I'll mess with it more next time I play. Wonder what other unfortunate teching spots I'll run into :P
  12. The thing that bothers me about it is I don't understand why it happens. 2K 5H(2) 1H 236H OK! 2369K 2K 5H(2) 1H 236H NOT OK! 2369K 2P2K 5H(2) 1H 236H OK! It doesn't make any sense to me.
  13. Was playing some matches and ran into a teching problem. Only tried on Elphelt and Zato for now but 2K 5H(2) 1H 236H is fine crossover 236K 2K 5H(2) 1H 236H is techable unless you delay the 236H or change the number of hits in the combo Most of the time people don't get hit by 236K though.
  14. I guess I just do jump cancelable normals into 986 jKPP or just whateaver I think is gonna get me back on them if I can.
  15. Someone is gonna drop Slayer like a brick when the next patch comes out
  16. So I guess attacks just come out faster from his airdashes than before. Explains all the big corner throw combos he has now. 882 j.K is now possible. 883 j.S is now possible. Pre-patch these didn't have time to come out before landing.
  17. New matches from latest local tournament. My first tournament with the new patch. vs Nam (Sin) https://www.youtube.com/watch?v=tzrIeLyC2Tc vs Rover Ruckus (Zato) https://www.youtube.com/watch?v=uGzoHqUvP3w vs Steve H (Ky) https://www.youtube.com/watch?v=0IE8otzwZUw vs Chimpoqueen (Millia) https://www.youtube.com/watch?v=jbDBxZcA6Ks vs Rover Ruckus (zato) https://www.youtube.com/watch?v=Y-lkKNGFWUU At least I didn't get hit by Ky's Dust this time. Did way too many j.S to air 236S when it wasn't guaranteed. I was glad I finally beat Rover Ruckus but I lost the rematch. Crucial point at the end of the rematch he techs my burst punish combo unexpectedly. I really hate Zato's teching ability for 236H since the patch. Anyone have tips for avoiding this problem?
  18. It seems like a really big deal honestly. If for example Sol is smashing your 6 airdash with VV you could 6 airdash to FD to block and punish the VV. It also allows you to land more quickly. For example if you are superjump height and do a 1 dash to move away the dash won't last all the way till you reach the ground so you'll slow down when it ends, but if you FD it is much faster.
  19. Midscreen Throw RC combos on Elphelt, Faust, Ky, Zato, and ??? throw RC > small walk 6H 236H 2P c.S 236H throw RC > small walk 6H 236H 2P c.S 9 j.P 236S The main thing is to make sure you RC immediately. You want to hit under them when they are high up with the 6H. It's fairly easy if you do that. The 2nd combo has fullscreen carry, but if they are standing in starting position and you walk toward them it will be ideal, as it will land them in the corner with both DV S and H in range for use. Will have to see who else this works on. Haven't tried it everyone. Wasn't able to get on Millia, Sol, Slayer, Sin.
  20. I saw this in the vid thread a while back but didn't check it out myself. At 33 seconds in (time stamp not working for me). https://youtu.be/arQRKcZfjYI Did I just not know about this till now or is this ability to FD from his airdash a new thing? I don't think he could do this before.
  21. @Magaki I didn't agree with the line about air throw being his best air to air. It's usually not a realistic option. j.P or j.S is best depending on distance. Also, I think j.D RC isn't used nearly as much as DV H YRC to j.D. Nitpicky stuff I suppose. I'm just glad I won't have to worry about getting blown up by grenade when I am hitting with a combo or DAA. Pretty sad 236K still totally whiffs vs her crouch guard though. @Necro Don't forget you could use the jc on 2H to do TK 236P. Takes care of low profile attacks
  22. At least grenade isn't like a meterless overdrive anymore. Ground version of Bridal Express is now much easier to punish. As long as you're not too far you can grab punish it. If you're really close you can get 2P (this isn't new). I don't agree with everything in that post but matchup is in her favor, just not as bad as before.
  23. Assuming nothing changed, yes. You can YRC too fast and he won't put the sheep out.
  24. I edited my post higher up on the page with the corner throw combos. Added way to get knockdown on Faust and still get 4 reps of the j.S loop, and also I found out you can get 4 reps on venom so he was added. Character specific corner combo: 1H or 2H > 9 j.P > air 236S > land 2P c.S 236H works on: Sol, Elphelt, May, Faust, and Chipp. The number of hits that are possible before the 1H/2H and still get the combo varies by the character. c.S 5H(1) 2H 9 j.P 236S 2P c.S 236H works on all of them. Some of them you can start with a jump in like j.KS into the c.S combo. For Faust and El you can do j.S instead of j.P for a little more damage.
×
×
  • Create New...