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Tiamat

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Everything posted by Tiamat

  1. That's true, it's probably not worth it most of the time though. If it's elphelt/faust and you can't 236k you can try to do a safejump or you can TK 236P 3H 236H. The latter option is a bit gimmicky and not pressure friendly but it's a safe way to set out the bed DV for zoning.
  2. I do 2D RC 6H sometimes but not very often, usually only if it will kill. It should generally get you better damage than RCing Task B.
  3. wow I didn't think he'd get f.S 2D that's sick he shoulda had j.S j.P from the start though
  4. well 3H hits OTG after throw so that won't work unless 3H launches OTG which I seriously doubt. well at 33 frames it's probably going to be useless anyway lol...that's slower than a Dust attack
  5. http://shoryuken.com/2015/02/04/upcoming-guilty-gear-xrd-sign-arcade-changes-detailed-by-arc-system-works/ Has some more clarification. Says crouch H knocks them toward bedman. Better recovery from the dash parry sounds great. 6H sounds worse to me.
  6. I wondered that as well you may be right. Should be cool.
  7. I dunno about BS repulsion affecting it in loc test but he does teleport if they blitz in the current console version. After 2D and throw you're pretty far away so I don't think it will stagger bedman.
  8. What does "P1 of 90" mean for 2h/3h? It also says it hits them "forward." Does that mean it knocks them away from you? I wonder if normal hit is still techable and CH untechable. Need more info. Jump cancel sounds great though.
  9. -You kept doing 6H without going into a special move from it. If you're going to commit to 6H you should cancel it to a special move. - When you throw you never do 236K from it. Do it sometimes. It is safe from his reversals. - Block more when under pressure and after being knocked down. If you're in the corner block and look for a spot to 66 or superjump. You may also be able to hit him out of something if he does a bad move but you need to be careful. - At 3:40 you are doing normal jumps to j.H. You're at a disadvantage when he blocks this. If you're going to do j.H do 886 first. If you just want to do a jump in try forward jump j.KPS or j.KS (pick based on how high you are when you do the j.K). - If sol is far away throw Task As. Use j.P air to air. 2K is good vs him on the ground if you're in range for it. If he's trying to jump in on you 6P it.
  10. The changes sound good but that's a big slowdown on 6H. I'm a little concerned about that.
  11. Yeah just hold 4 or 1 during your j.H and you'll block if they burst (or DAA) while they are being hit or blocking the j.H. It doesn't mess up your combo or anything to block during the j.H so try to make it a habit.
  12. I kinda think j.P is his best air normal. It has really good range for a jump P though it's slightly slower than others (other characters have 5 frame j.P). You can use it air to air and air to ground and it beats out a lot of things.
  13. It was 83 j.K and Task A hit at the same time, that's why it was 2 hits. If you're ever having trouble telling what happened in a match like this you can use the slowdown feature youtube has. You can turn it down to .25 speed and it's easy to see what happens. It's in settings with the gear icon in the lower right of the window.
  14. Alkipot: - at 2:53 you got hit by a burst while doing j.H. Always block while doing j.H and their burst will be in vain - I think you're doing too many RC combo extensions like GcYoshi told me to stop doing a while back. Unless it's for the kill or you're trying to corner carry you should probably only RC for j.D and 6H combos. Use that meter for YRCs instead. - I think you do the air 236H too much. Most of these people are letting you get away with it though. - If you want to do 3H without going to a special you should just do it to any DV motion (even with no DV seals onscreen). You'll recover faster than if you just did the 3H into nothing. 3H nothing is probably useless. - If you want to go up high you should do a superjump instead of doing a normal jump to 7/8/9. Doing that from normal jump takes more time to get altitude, and it uses up your airdash so your air movement is very limited if you do that.
  15. ExiledPreon: Based on your commentary after that first match it seems you are using the analog stick. If you are going to use pad (and I do too) you should really be using the d-pad. Using the analog stick is just...wrong. It is harder to get precise commands with it. I think before anything else you need to get your hit confirms down. For example, you will hit 2P2P2P and then do 236H or 3H, or something else that can't combo. Gatling 2P into a c.S or a 2K and go to 2D. After multiple hits you should be able to notice you hit them and do a combo. Also, you should be able to hit confirm off 5H(2). Pay attention to how you're hitting them. You hit it on an airborne opponent and went to 1H which missed. Notice that they are being hit in the air and then go to 236H instead if they are in the air.
  16. I've been experimenting with Dust combos. The corner Dust > 6H 236K one is strong on normal hit but on counterhit the 236K misses so I tried to find combos that work regardless of normal/CH/RISK level. I've got a few new ones but I thought I'd share this one: Corner Dust > f.S 9 j.K 6 j.H c.S 5H(1) 236S The neat thing about this combo is that it gives over 25% tension. Damage isn't the best but it's pretty powerful if their RISK gauge is up. Combo should work on all the characters based on my samples.
  17. I have trouble with those 3 too. Faust the most of those probably. I also have trouble with Millia and Chipp cause I feel like I can't zone them and they just get all over me. I basically try to be really aggressive on them now because of that lol.
  18. When she's doing the note you can intercept it with your Task A but I think you're better off not doing much projectile wars with her. The thing is, if you block her projectile your own will disappear but her note will not disappear even if she is hit, and from far distance note will be 5 hits. If you fail to intercept, like for example her note goes under your head, or your head goes under her note, it is going to be better for her than you. If you hit her out of note with 3H you need to be careful if the note is still there. If the note was a low shot it will go under and hit you if you canceled to Task A. You can go over it with Task C if she did that, but if she was shooting it into the air it will hit task C. Also, if you intercept the note with Task A very close to your body the explosion from the note can still hit you even though it was intercepted.
  19. Random stuff: His DP is air blockable without FD. If he does the flame overdrive you can block the first part then jump over the 2nd and punish it. You can also block the first part then dash into the 2nd part and get a combo that way.
  20. This is kinda random info but I found out j.H is safe from almost all DAAs if you do it with a normal jump to the 6 airdash. Just hold back during the j.H and if they DAA you'll block it. The only character who can hit you with their DAA while blocking j.H is Ram, and she must DAA on the 1st or 2nd hit or hers won't work either. I had this happen in matches before but didn't test it till today. Oh yeah and it's Burst safe too.
  21. I was trying this just now and I don't think it works. The low option has a small gap so it's possible for her to coutnerhit you for attacking here. If you attack immediately after hte first 2 hits are blocked you'll be coutnerhit by the low. If you wait slightly or your mashing isn't perfect you'll block the low. However, it seems that unless you did the 1K (or 1P) immediately you won't even beat the overhead option.
  22. Good matches. There were several places (mostly in the first two matches vs pot and elph) you could have gotten a knockdown by doing a combo to 236H but you went for air combo. You'd hit an airborne opponent with something into c.S then do air combo to 236S. Knockdown is probably better. I also saw some knockdowns into 236P whiff which I assume weren't intentional but it happened a few times.
  23. You've tried walking back slightly before doing the 214S? I've mentioned this before but I like to do the 214 motion slowly so it walks out of throw range before pressing S. If they DP you'll be able to block it, and if they got up and blocked you'll be able to do something. If they got hit on wakeup by the 214S you can go for c.S/5H to do a combo.
  24. I usually do 236K after 2D as well but variety can be a good thing so I'll have to experiment with safejumps more. On elphelt and faust 236K whiffs anyway so it'd be good to have alternatives. Frame data for 5K should be on the wiki somewhere. I don't like it. I tried testing it against sol 2D a while ago and it was trading and stuff. Didn't seem very reliable.
  25. I'm kind of confused by your post. If you land a corner throw and you're in range to combo you should do it. Edit: Necro is right that if you can't combo TK 236K is a good option
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