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Tiamat

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Everything posted by Tiamat

  1. The way I was playing it before the patch I'd try to be very defensive during the neutral and not move in on him unless I got a Task A headed his way, I see him whiff something, or I predict his next move.
  2. You're right the stance is a lot faster. I used to use 2H to interrupt but that completely fails now. Are 5P and 2P only things that work? They seem inconsistent.
  3. The throw invul is somewhere in the middle it seems. He can also be hit by striking attacks at the start and the end of 6H. Air throw to 6H now loses to Sol doing wakeup 5K. :p It's so slow. It still seems ok kinda cause I can hit it sometimes, but I don't like it much so far. Anyone got any decent setups for 6H? Almost all the ones I used before are bad now.
  4. I'm mostly just doing 236H after 2H so far. For example c.S f.S 2S 2H 236H usually delay the 236H to make sure it doesn't miss. not sure what air combos you can do from 2H edit: was messing around seeing what you can do. If you don't want knockdown and just want damage this works on Sol on crouch hit if you're close enough c.S f.S 2S 2H sj. j.PKS 9 j.KS 236S (174dmg)
  5. I'm not sure what you are asking.
  6. Here are some long corner throw combos. When you see 9S or 3S or whatever that's just the input you have to do, not gonna put j.S every time. Corner throw: f.S 9K 3S 9S 3S 236H - el, ma, si, so, sl, ax (126dmg on sol) f.S 9K 3S 9S 3S 9S 3S 236H - chipp (165dmg) f.S 9K 3S 9S 3S 9S 3S 8S 3S 236H - faust (140) f.S 9K 3S 9S 3S 9S 3S 9S 3S 236H - leo, venom (141dmg) f.S 9K 3S 9S 3S 9S 3S 9S 3S 5H(1) 236H - po, be (121dmg) For the Chipp combo you have to delay the f.S so it hits him when he is lower down, otherwise the last 3S in the combo will not work. To knockdown faust notice you must do 8S for the last rep instead of 9S.
  7. Did they make canceling to airdash from air normals faster or something? I don't think j.K 6 j.S comboed before. Like corner grab f.S j.K 6 j.S for example. On Millia you can do Grab > f.S j.K 6 j.S c.S 236H
  8. Nothing fancy but I tested the short corner throw combo on all the characters. If all you care about is getting the knockdown things are a lot simpler now thanks to the change to 236H. Corner throw f.S 5H 236H works on all characters except Zato and Venom now. Against Zato and Venom you can use f.S 236H instead.
  9. I played some matches. You need to be really careful with Task B oki now because it is highly vulnerable to reversal Blitz shield which will stun you now. Thankfully it's much easier to combo to Task C than it was before. It makes me want to use Task B as combo ender a lot less. The dash teleport change is pretty cool. The increased distance helps keep them off your back.
  10. Tried to use TK Task B to 2P juggle combos. It's pretty hard. Corner 886 j.KS c.S 5H(1) 2H > TK 236S > 2P c.S 236H You can do the TK with either 2369S or 8236S. I had easier time doing it with the latter when I got the timing down better. I was mostly trying it on Sol and Millia, it works on them. If you mess up the TK 236S it will hit them behind you to other side of screen. It seems the way to get the combo is to do the TK as soon as you possibly can, so they have barely moved toward you and are very low in the air. They will kinda get hit along the top of the 236S and you'll land quick enough to get the 2P.
  11. I was messing with the Clock Overdrive's new wall stick. It seems pretty good if you can get them with 1H in the corner somehow. It even allows you to wallstick them twice in the same combo if you use full tension for it. Corner: c.S 5H(2) 1H > delay Clock OD > 2369K > c.S 5H(2) 1H 236H *217 dmg on Sol, sets K and H DVs c.S 5H(2) 1H > delay Clock OD > 2369K > c.S 5H(2) 1H > delay Clock OD > 2369K > c.S 5H 236S *238 dmg on Sol, sets K and S DVs Full tension one not worth it probably but the 50% tension one seems good, you gain back 25% by the end of the combo so you'll have two DVs out and be able to YRC one of them. The important thing is to slightly delay the OD after the 1H. If you do it immediately the OD will hit sooner and they will be able to tech before they reach the ground. If you delay doing the OD slightly you can get them to slump all the way down the wall without being able to tech.
  12. once it is out the main thing to do is not get hit :P I think you'd generally be better off just spending it on 236P YRCs when you have a lot of meter. It gives you a lot of control during the neutral when you use it.
  13. So it seems like 236H 3rd hit never OTG now? Didn't know about this beforehand. Pretty big change I think. edit: correction to "almost" never OTG stuff like corner grab f.S 5H 236H knocks down on elphelt and leo and it didn't before edit2: 5H 2nd hit has bigger hitbox now or something? It seems the same on Sol but when I tried on Ky I was pretty surprised that stuff like 236K > 2K H(2) and jump ins like 86 j.KS c.S H(2) work on Ky now On Sol you can do j.KS c.S f.S 5H(1) 2H 236H for 160 damage edit3: 5H(2) now has no problem on crouching i-no, may, elphelt. 2K 5H(2) used to not work. Now it does.
  14. I think I've tested it before and if you time your 2K correctly they can't VV it even on IB. The problem is during match play you don't' always time it correctly, so they get away with it.
  15. what is ID?
  16. what about the j.S > j.P gatling, is that possible now?
  17. It's cool Lynxfort 8) After DV Task C if you have no meter - 2D as they get up. the DV will combo from the 2D and knockdown. If they try to jump on wakeup this works well. - walk grab them before DV hits - forward jump with air FD. Will let you block reversals and if they block the DV you will land really close and can 2K when you land,.or try tick throw, 6H crossup, or j.D - do air task A' I don't really understand the teleport recovery so I can't help with that. Just experiment in training mode and see what works.
  18. I'm not totally sure I understand the questions. 1. You mean what do you do after DV Task B and DV Task C if you can't YRC? 2. A - You mean it doesn't let you attack right away from the teleport? I have noticed it feels like there is lag time if you are already doing something when you teleport but I'm not sure on specifics. Air DV A' is better because it won't miss them even if they are crouching. B - If Task A' or DV task A' connects from behind bedman will teleport closer to the opponent than he does from the front. For example, from the front you can combo 2K to 5H (1 hit) but if it connected from behind you will be closer and 2K 5H (2 hit) will be possible.
  19. 1. j.H makes you land faster I think. Might as well, but probably not a huge deal. 2. It has late throw invul in 1.1. Some setups Air throw 6H (this works even at corner) 236K walk 6H 214S DV walk 6H 214H DV yrc walk 6H 3. Task A' if you can. Safejump would be best otherwise. 6h can crossup some reversals. 4. J.D j.D should work on everyone if you're close enough. 5. DAA is good but expensive, so don't use it unless you are pretty sure you won't escape the corner without it. It doesn't hit above bedman very well so it works best when blocking a ground normal. Clock overdrive and blitz can be good too if you know when to use them. Depends on matchup and what moves the other player is using. If you can find a safe spot to superjump into air 236S yrc that's a good corner escape.
  20. yeah 5H combos to 2H at certain distance but you usually can't get 236H after the 2H so it's not worth doing edit: man that new midscreen combo is sick. so much corner carry on it too
  21. you can sometimes get midscreen j.PP 236S > air grab
  22. I've had people blitz Task A' before. It's not that hard to deal with it. Just j.D and you CH their grab attempt. Even on blitz you are still at at advantage frames wise, it's just that you're so close that they can grab you but you can't grab them, that's just how it works after the blitz.
  23. I'm not confident in my safejump timing but I should practice it on the DP characters at least. Walk up oki is not as good for sure. Usually normal backdash is fine so I haven't been YRCing it. Not sure when I would do it. More airdash would be good if done at the right spots. I like doing jump cancel on c.S or f.S to airdash but when I'm trying for a frametrap I keep doing c.S 5H for best reward, but if my frametrap is blocked it sucks cause I can really only go to 2D from 5H so my pressure ends. If I try to frametrap with c.S f.S that gives me easy confirm for more options if blocked, but I can't get a reliable knockdown combo it happened to hit, so I'm not sure which I should prioritize.
  24. New matches from the latest monthly vs Steve H (Ky) https://www.youtube.com/watch?v=jU08ymk0iys vs MOB|Ursine (Axl) https://www.youtube.com/watch?v=_Awo8--cMHY vs Nephinel (Sol) https://www.youtube.com/watch?v=seSK7qlYBpw vs VR Raiden (Sol) https://www.youtube.com/watch?v=Jh1XDwom9VU Having a lot of trouble seeing Ky's dust. -_- Did too much unsafe stuff that match too.
  25. I highly recommend using 3H after DAA. They won't be able to wakeup jump it like they can for TK task A. It's a pretty safe thing to do. Many people won't block on wakeup after DAA and if they do block it that's also ok. When Sol does the corner YRC gunflame to low airdash j.S /empty jump 2K mixup you need to make sure you don't burst after being hit by hits from the airdash (j.SH or j.SD) cause this is a very easy burst safe thing for him. I had a bad habit of bursting here for a while, you really just need to wait a couple more hits if you're gonna burst. During ground vs ground 2K is a good poke in this matchup. It can potentially hit him out of fafnir, 2d, etc. Backdashes are also pretty effective midscreen. If he whiffs something you can sometimes get 2D whiff punish. I see he was doing airdash > kudakero a few times and it beat your 6P attempt. Pretty troublesome move.
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