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iora

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Everything posted by iora

  1. Yes please. Yes x forever.
  2. Or say you dont play the game, but secretly play it anyway. Like a sports pro who is clearly past the period of having 'passion' for the sport lol.
  3. PM me your address and i'll check.
  4. i might be going out but your like an extra hour to the trip each way. sorry andy
  5. does OMB on air hit have diff properties than on ground hit? other than that, i think you might be getting a little extra untechable time from the j.214b, or is the j.214b hitting in a way that is giving you ground bounce? try combo 2 with a 5aa starter (to test on air hit), or test combo 2 with j.214b/j.214b for ground bounce starters let us know :D
  6. Tari, kro_, pktazn All of you are godlike. Thanks ^^ I got tech to learn. Just need to figure out when is the thing lol
  7. updated ^^ @WOOF = you're in 'undetermined' until you can prove you connect well to east coast, let me know @Omnisscythe = let me know what GT you will be using as soon as you know for sure ^^ general note: if you are in the undetermined list, just have a EC player vouch for your connection, or hook up to play me so i can see how it is before we begin the tourney. thank you.
  8. shit into 236x-6-ab, but usually i go for simple into 214x ender. i'll post when i can training mode and get some solid notation for you.
  9. http://www.youtube.com/watch?v=2EKcV3-PXUg&feature=plcp the best thing BB ever was a part of in any way shape or form. gameacho is da besss
  10. http://www.youtube.com/watch?v=Q0obKOMNgrs&feature=plcp not letting this go un-noticed, this got uploaded to pktazn's youtube 3 days ago. if you are anything below 'labrys based god' level, WATCH IT. (also, if you can view nico vids, the sm######### codes at the end of the vid link to nico videos if you google them. who wants to be the based god that looks at what they contain and see whats going on? looks like vids for particular stuff, like this was a part 1 of 8 video series. or at least help me watch nico vids and i will do it myself. im a scrub at nico lol) -------- 3rd note, trust me, im the king of gimmicks. i know about janky omc mixups lol
  11. http://www.youtube.com/watch?v=RovobPqyUDM&feature=plcp combo movie, slab but has some reg lab shit in it too (lol at 3:37) ================================ http://www.youtube.com/watch?v=Q0obKOMNgrs&feature=plcp combo video/tutorial - watch this video
  12. 236236c > omc > dumb mixup including! > throw (the easy one) > AoA (screen population covers it somewhat) omc in the air > janky crossup shit > 1 hit 214b > 22x, then you go in and release (so weird that people dont know how to react sometimes) > far range sweep just some of the many stupid options. god i love gimmicks lol.
  13. not at all, just post with a change and say 'changing my character' or something. make it obvious and its no issue ^^
  14. possibly. but japan is japan, so who fucking knows what they are thinking half the time.
  15. "ended up failing to cancel jC into 214x, which is something that happens way more often than I feel it should. Do you have any advice on how to make this cancel work properly?" do a j.c, and just mash the fuck out of 214a over and over (like j.c 214a214a214a214a214a214a214a214a214a) until you see when it actually happens. do it like 20 times, in training mode, and watch when it happens. dont worry about the combo, just watch for when the cancel occurs. if you see visually when the cancel actually happens, maybe youll get a better idea of when to do it. best advice i can give on the subject. its kinda late though, so i get ya on that one. and as for 5aa 5aa 2c [bd], you dont NEED the dash, but you need to release the [bd] manually perfectly to not need it. just work on getting the dash. its not hard once you grind it out. i struggled on for like a few days, then i do it 100% in training mode. just need to work for it until its natural.
  16. @excelence (watched first 2 matches) match 1 ---- 0:17 : good punish on the DP! 1:04 : that super was a bad idea. 50 meter gone, and you do literally just enough for his awakening. he probably gained the life the super did in the defense bonus alone. 1:16 : that dp punish you were too far out for, you should have time to dash then 5b, just something to keep in mind. 1:19 : yu specific - he did the slide after his pressure. from that far, you can react to the overheads, so i would just block low and react high here. 1:23 : chain at neutral is really risky from a distance. if he iad's (which he did) hes in for free. if he blocks, and you follow it up, he will DP you out of the followups at a minimum. maybe cross slash, no idea. 1:31 : yu specific - ive seen yu's neutral jump at the end of that to go for air throw reset. vs labrys, if he does that and airdashes backwards if he decides he wont get it, he has options to avoid all of yours. be wary of teching right there mindlessly, just be aware of what yu can do in that situation. even after your double jump neutrally (or backwards, couldnt tell), when you fell and did a move, the 2b was a free kill. you were kinda boned, but think about what went wrong and how you might have been able to avoid it. 1:44 : 2B j.b j.b j.c j.214a (or 2b sjc j.b j.c 214x) is simple, if you get a 2b and dont know what to do with it, just keep it simple and get the 214x ender at a minimum. 1:56 : j214a right here was crazy risky. it does hit behind, but thats really a bad idea to use like that, especially vs yu. he has a lot of options to beat it, and if he did raging lion b on reaction to the startup, you woulda eaten a sick punish. 3:01 : j.b j.bb j.bb j.c 214x here. simple and had a better chance of getting super to hit. honestly, the super isnt a great idea in either situation (prefer to have the meter for a 25 meter combo/super when i get yellow or red axe/50 meter mixup/omc a throw) but thats a style thing. aside from that, never do the d super at below yellow unless you need it for the kill. if it hit, it would have put him in awakening, so your lucky it didnt. 3:37 : again, the 236236d was a bad choice. 236236c would have hit him. better option would have been that he couldnt OMC it, so just run up and get a real punish. at a minimum, 236B him. just another general poor use of meter. 3:53 : the dp punish was too early, so you hit him in the air. if you wanna hit him before he lands to avoid cross slash, 5a or 2b instead. general notes after this video: work on your meter usage. neutral jump into double jump into j.b vs yu is asking to get air raging lion'd. work in 25 meter combos instead of super. match 2 ---- 4:51 : way way WAY too early to burn 236236d. it barely put him into awakening, and now he doesnt have to fear red axe normals. given the circumstance, this is actually a reasonable shot for yu to run it back. stop being so eager to 236236d him. 5:06 : balls of steel, or autopiloting, that you did a 236x here. if it was reaction to the raging lion, you had a better/safer punish in 2b. a better but equally risky punish in 5b or DP. 5:49 : bad choice here. theres so little that would have beat, and you are handing him a free ch on whiff/block. 6:32 : this would have been a great time to gear super reversal to get him off you. dont be afraid to burn some meter to get momentum back if hes getting too 'buttons-in-your-face' on you. 7:18 : again, try to stop doing the super at the end in spots like this. your meter is better used elsewhere. practice 5aaa 236b-6-ab combos if you dont know what to do after 3 hits of autocombo. 7:38 : again with the super. without the super, he was probably not in awakening. 7:47 : neutral long range chain is easy to blow up. against some chars its fine. vs yu, its not really. try to get that out of your system. jump, iad, roll, full screen laser super, b raging lion - just to name a few things that avoid/blow you up for doing it. 7:58 : YAH! (teehee) 8:18 : perfect example of why i dont like sweep at neutral so much. 8:22 : 5aa 214ab 22b 5a 5b (sword hits) into whatever. this was a perfect chance to burn 25 meter on a green-to-red combo. check the combo thread of examples. tari posted a very stable one, start with that one. 8:54 : never do the 214b after sweep. it doesnt hit ever, and it doesnt catch tech or any wake up options. at least not that fast to catch wake up options (though at that range, yu will win on dp or cross slash 100% of the time) general notes after this video: this match he was punishing you a lot more for your autopilot j.b stuff. cant just be like 'o hey, im at neutral, i should jump at him and j.b' all the time. also, your ground neutral, you tend to get closer than you need to. you did run up 2b oki when you could have doing stand a little further and 5b instead. just work on being more patient in general and playing smarter, less gimmicky and 'i got 1 option so ill run it into the ground' ala your j.b as your approach 95% of the time. **ALSO GO TO THE COMBO THREAD AND LEARN SOME 25 METER COMBOS FROM 5AA OR 5AAA. MAKE THIS TRAINING MODE MISSION #1** =============== @wintysosolo (watched first match only) 0:24 : really really REALLY try to avoid pre-emptive 'miracle' DPs. especially if you havent trained your opponent into certain responses yet. 0:34 : that super jump didnt look intential. grind out your execution to avoid that. the j.b would have been too early on a normal jump too. 0:46 : by this point in the video, theres too much moving in the air, too little actually doing things to give my opponent the idea that he cant do anything he likes. 0:53 : CH DP into autocombo doesnt work beyond the first 5aa at green axe (at least very rarely). just a fyi. 1:05 : ending this with 236236d would have killed. thats a style choice if you wanna save axe meter, but i would have just gone for kill. it was round one, you had the next round to build gauge back at worst. (the following shows exactly why you should take the kill when you can get it) 1:09 : he did that super too early to punish like that. imo, just from looking, better choice would have been land 5c - sweep - 214a - omc. 50 meter high low mixup with 50 more to kill if you got the hit. 1:16 : 236ab is projectile invul, roll to avoid that also, but you were way too far on the 236236c, and i dont even agree on the burst to save yourself. 1:19 : he whiffed his ice wave super. land 5c is dp safe. iad j.b is not, as you found out. 1:39 : red axe CH DP -> 5aa 2c [bD] -> 5aaaa at the very least. practice it. 1:47 : it wasnt a terrible choice, but i dont like the super here. work on some of the red axe meterless combos so you have more options. check the combo thread. 1:50 : crazy risky that roll. just letting you know. the combo following could have been a red axe meterless from 5a starter. you got a lot of options, but you need to learn 1 or 2 at least. 2:14 : you are getting very lucky with these rolls and your opponent not destroying you for them. follow up combo would be 5aa 5aa 2c [bd] into whatever. 2:45 : should have taken the easy kill here. fatal counter red axe 5a in the corner leads to a LOT of options, but at a minimum, he had like maybe 3k hp at most when you started. even 5aaaa 236236d should have killed. the combo you did should have worked if you did j.c into 214x into 236236d, but it got goofed. general notes: the mitsuru didnt blow you up for it, but you need to dp less. a lot of spots you did were bad, just think before you do. the mitsuru also could have 2B'ed you to hell, with a lot of your empty jumpins/j.a/j.b from the angles he wants to 2B you from. the biggest thing though is HIT THE COMBO THREAD. learn some combos besides 5aaaaa. not trying to sound mean, but you need to.
  17. labrys 5B, j.b, and 2B command some respect. 5A doesnt. its a good jab, but its not that solid. if your go to neutral is 5A, try to mix in the other normals more often.
  18. @TX players: I put you in for east coast if your sure you get solid connections to east coast plays. @Dr milkshake: I put you in 'to be decided' - if there is a west coast tourney, you will be in that. if not, we will need to play just to ensure connection isnt total ass sometime the week before the tourney. i'll contact you. @StayFree: Glad to have you on the winning team. (Relevant: http://www.youtube.com/watch?v=ue3hCVHtZZY)
  19. Her neutral game in 4 phrases. 1: Patience. 2: Defensive until you get momentum. 3: Do your best to never let momentum go if you get it. 4: Don't do dumb autopiloty shit too often. Her normals are big, so you can throw them out and make your opponent think about their approach, but so much of her shit can be punished on a call-out/fast reaction that you need to be careful. Despite her obnoxious j.b, her neutral is honestly better on the ground, because j.b can get stuffed a lot easier because of AA normals. Basically, if you play stupid, you'll probably have a bad time vs most the cast. Play smart, play patient, and take opportunities given to you. You'll do fine. TL:DR = Pretend its Chun Li in SF4. Best comparsion honestly to how you might want to play her in neutral.
  20. grind out your 214214 motions if you are goofing the reversal gears. its one of our only reliable options, so you cant be afraid to use it because you might goof (especially not in casuals) and if you are getting blocked dp, but arent cancelling into gears, just keep doing the motion. you can cancel at any point, so there really isnt that big an issue with just going 214c over and over until it comes out. it sounds scrubby, but if it ensures you get it for sure, then do it anyway
  21. oy been off the grind a few days. need to get back on it. any cool vids recently? its hard to find worthwhile labby vods.
  22. good to note! plenty of time, but hopefully more people see this and consider it! remember, any questions i can answer, just ask ^^
  23. @redsilversnake 8:55 match ----- 9:31 = that second 214a is really risky. a lot of options beat it. 9:53 = if you IB something in the air, i wouldnt hit any button on the way down, i saw the j.b start and i doubt that woulda been active in time to hit him on the ground if he just stood there and stared at you. j.a/j.c for faster options in that case, or just use a air option, or land and go from there. 9:56 = cancel that blocked DP into gears. at worst you burn some meter that doesnt carry over. 10:45 = you jump into j.b/j.a air-to-ground very often. at this point in the match, you are very lucky the yu wasnt 2B'ing you to hell for it. 10:50 = CH 5a in the corner, you dropped. understandable that combos get dropped (trust me, i do it all the time XD), but that is too easy/too important to goof. work on that if it wasnt a fluke drop. that needs to be 100% conversion into at least something. 10:56 = good dp bait, good waiting to him to hang himself with the whiff super. have a better punish than 5a starter if you got infinite time to do it. practice something if you dont know one. i recommend having 1 maximum punish in your knowledge in case they do something crazy dumb/do a terrible burst/whatever. - side note being you wanna start gauging HP. it was match point, red axe and tons of meter. even autocombo into 236236d woulda killed. try to recognize when your kill combo would kill, and when it wouldnt. keep in mind that pre-awakening, 50% of most characters HP is less than 5k. including a 236236d red axe super, its very easy to get near/surpass that on any hit. 11:11 = another blocked dp, cancel into gears. keep it in mind as an option. that match in general: little/no throw mixup, lots of 5a AA (try to use 2b instead, 5a is good, but 2b is better and more reliable, just a thought), not bad overall though ----- 19:30 match ---- 20:38 = really try to avoid pre-emptive DPs. unless you are in his head, theres so few moves he could have done from neutral to get hit by that, let all him not doing them by seeing you start your DP. it cost you your burst. its a big deal. 20:40-20:50 = very patient. i like that. no need to be silly, just solid SF walking footsies and claiming the midscreen as yours. keep that up! 20:55 = i do not agree with that ender. i get the whole 'i should kill him while i can' thing, but if your gonna do that, go for it and do a 236x-6-AB combo into that super, or something. or just dont do the super and do the 236236c version. or better yet, dont do anything with the meter, besides maybe a 25 meter combo for a little more axe gauge, and save the 50 meter for a mixup/reversal gears. i would personally do the last choice, but its a choice. just if your gonna go for 'damage while you can' i would say fully commit to it. 21:06 = if you ever hit with 5aa, and you dont know what to do, just finish the autocombo. its very rare it wont connect all 4 hits, and you lose a lot by cutting it short. try to work on confirming in 2 hits. its a reasonable expectation, so do your best ^^ i believe! 21:47 = look at tari's beginner labrys guide video and learn the situations about air 214x into 236236x super. overall notes in general: you dont throw a lot (an option to use, get them afraid), you could confirm into better combos often with 25 meter. your hit confirming in general needs work. gear super is a great reversal, use it more often! 5b is a good neutral move. you dont really use 22x series at all. take it as you will youll get it, just look over your matches and try to figure what you could do better yourself, then tackle 1 thing at a time. i would honestly say work on your 5a confirms first. probably the thing you miss the most often, while being the poke you hit with the most often. been busy. sorry you only get the notes for 2 matches! :D ============ @excelence ill watch a match or two and do a writeup like above when i can.
  24. have you tried jump back late j.a/j.c? would air block dps, might catch rolls on recovery. but its 100% a call out move. just a thought
  25. the heat changes are too extreme we are going to overheat. period.
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