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Everything posted by Justice7541
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Because no one else has made it yet. Stuff to start out with: - Iza 5B seems to be pretty inconsistent vs. Tao 2B. Sometimes it hits, sometimes Tao can low-profile it. Most likely spacing and timing specific as to whether Tao can get low enough to get under specific parts of 5B's hitbox. - Iza j.C (both versions) will blow up Tao low profile attempts since it hits so deep. 6A is active for days though so it's a pain to try to space out. Just bait it with air saber I guess since recovery is long. - Tao seems to have a hard time vs. GA backdash. She seems to have to call it out specifically and if she does you can just DP or jump out for free. And if she tries to bait your DP so you can't RC it you can usually just Phorizer instead and it'll hit, so she has to guess on that too. - Her pokes are really fast (especially 2A) so unless you're really plus (i.e. after 2C) she can mash out of a lot of pressure resets pretty easily. She can mash out of stance cancel, 6C, saber resets etc. pretty easily since the fastest thing that hits Tao 2A's low hurtbox is Iza's slow 8f 2A. - She can crawl under Phorizer if she's in neutral (she doesn't seem to be able to cancel a dash into crawl though). If you Phorizer predictably you will get rekt pretty hard since she gets like infinity damage off FC 2C. - Iza can 5A in corner on Tao to relaunch after a high Strike Fall. Strike Fall loop usually isn't optimal off most ground starters but it's nice if you need extra damage off a not-quite-to-corner carry or an A2A confirm. - Apparently Tao jumploop is hard on Izayoi for whatever reason. If you just hold downback while she's doing it and mash 2A the instant it drops, you can get a free punish against bad execution. That's about all I've got I guess. Seems pretty even? Hard to say.
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Well I guess that means that as long as you oki with a moving ball, they can't OS their DP. So there is that at least.
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I dunno, I wouldn't mind having a midscreen BnB that ends in 3 balls set. Or getting groundbounce into a full combo into oki off AA c.S.
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I'd rather have 6K although I'm fine with both.
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I'm going to go out on a limb and guess that no one said anything cause no one understands what you're asking.
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He's also much harder than "churn and mash throw from halfscreen while everyone else is trying to learn basic gameplay mechanics", if that's your metric for "hard for new players to deal with."
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To add one to the "how the fuck do I _____ against Millia" list, how does Venom punish her superjumping out of pressure? My usual default pressure strings involve trying to sneak in S Carcass resets after c.S(2), 2S, 2D, and 2H, but with her superjump speed and height, it seems she has a ton of leeway to react to any attempt at S Carcass in general. H Carcass doesn't seem to be great for punishing the jump-out as the speed and angle don't really seem to intersect with her jump very well and even if I YRC the Carcass on reaction to her jump, I can't really seem to challenge her air normals even if I go up after her.
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What are you proposing as an alternative to corner 2C 5C 2C 6C Aegis 5C j.BC etc. combo? Or are you saying he should just let them drop and take oki if he can't manage the full combo?
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Time 623C to hit them as they're at max height from 6C launch. You have a fair bit of leeway with it.
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Airthrow c.S(1) jump forward AD j.S(delay)H(delay)D 6H > whatever works just fine, if a bit tight snice it's dependent on htiting the delays correctly based on the height of the throw. Generally though you want to jump to the same height as the opponent before airdashing, that usually does it. In corner do airthrow c.S(1) 766 (back jump IAD) j.SHD etc. Doesn't seem to work on Sol in this case for whatever reason, but works on everyone else.
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Is this Skype group still alive? Finding randoms in CPE lobbies atm is a bit tough. If anyone wants to add GuanglaiKangyi to this (or any other successor chat) I'd greatly appreciate it.
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I think he actually does mean f.S > 2S, which is in fact something he got and which helps his combos a lot, but not sure how that would affect his pressure game.
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What's f.S 2S for? Confirming hits on failed jump-out attempts?
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So I discovered that Sin can 5K to avoid getting hit by match startup 2S. Pretty funny. He recovers faster than Venom does too so he gets "advantage" from the mutual whiff.
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So using the hold auto-set now: S > P > Stinger: Balls travel in a < pattern. - If you use H Stinger and then S > P > Stinger again you will get a 3-way spread. - If you use S Stinger the ball will bounce back to right in front of you so you can 5P it for slow forward-moving ground coverage. - If you put out the H Stinger the moving balls usually get you enough time to charge a level 2 S Stinger so you can ricochet it off the H Stinger ball still floating out front, for a full charged set ball.
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Might as set two now since you're charging anyway. 21[4]S~[P} 6S etc. Haven't really had the chance to experiment if there's any particularly strong 2-ball > Stinger setups that can be done yet.
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2x Ball Set > Sitnger or Carcass seems pretty legit now. There does seem to be a bit of a gap so it's not quite meaty but depending on the setup you go for it may not necessarily allow them to get out. Need to experiment a bit more with it.
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What do we have for airthrow combos? I've just been doing generic airthrow > 6C > shit in GA but I feel like I'm not really optimizing damage/stock usage this way. And my NM airthrow combo is just casual as hell.
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Easy teleport punish while going over the ground saber, I guess. And our local Noel was saying drive cancel 6B is a lot easier to do now for whatever reason, I never saw him do it in 1.1.
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Noel's new j.C > j.D land cancel > d.6B mixup is the most annoying thing ever. On the plus side D teleport > airthrow seems to punish jump back j.D on reaction a lot more consistently. Dunno if they nerfed the startup/hitbox on that move or if it's just harder for Noel to react since teleport is faster etc.
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I've actually found back jump TK Noir is to be the most consistent on those characters that the regular TK Noir doesn't really work on, i.e. Bang and Carl. For most other characters, I've found that the easiest way is to just wait till you actually see Izayoi do 5C before inputting the TK Noir, otherwise the startup/hitstop is so long that it kills the input buffer.
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Here's a fun combo that I might actually not have made up: (GA) N starter > 6A 236B 214B/D 5C 2C(1) 6C 623C 5B 236C(cancel)~6D 214B 5C j.BC dj.C 236C~D (3711 damage off 5B 5C starter) Using 214D instead of 214B the first time makes it more stable at all distances but costs an extra stock. Off an S starter the generic Astraea > 5C > air combo route still seems to be the best damage though.
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Near as I can tell the game won't buffer two inputs in a row. So if you do 2K c.S and the c.S is buffered, you can't add Carcass on top of that. So you're gonna have to do 2K (hit), input c.S, buffer Carcass. If there's any easy shortcut for doing that, I'd love to know it too. But I think it really just boils down to having good timing.
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I never understood why people insist on writing it as HS instead of just H.
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Wow that dash is waaaay further in than when i was trying to do it. I think I was vastly overestimating Noir recovery time. Need to try it when i get home.