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Everything posted by CrimsonDisaster
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6H is pretty nice against Dizzy but only when you're pressuring her since she's huge when she jumps or backdashes and then she dies when it catches her jumping. But as a straight up, "oh she's jumping at me let's hit a button" it's pretty bad.
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Was messing with stuff in training mode, but it turns out someone already posted the basic idea lololol but here's some numbers and setups: corner, lightweight: launch, H JC [jH, K JC djK, D > 2K, K], land, H XX Pilebunker starter (damage on Jam/May/Buri): 6K, K > 6P FRC (251) 2D RC (252) Damage is a around 280-310ish (depending on character) if you do FB PB, H XX PB instead... so the 6K version leads to more damage for equal meter. Also corner 6P, 2P, c.S JC [jK JC djK, D > 2K, K], land, H XX PB does ~230ish IIRC (or maybe that's the FB PB loop version, out of my apartment till the weekend so I can't check just yet), so if you don't have quite enough when you start the combo you can still get damage in.
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lol after midscreen CH DoT sometimes I do Mappa feint, Mappa into combo ;(
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so does Yuki and doing unconfirmed lasers but whatever
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Undertow is his 1-hit superarmor move.
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More like Raou can't beast as long.
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His dash attack is great after a knockdown to build meter, though! ;(
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I don't recall FDC having full body invul... plus BDC probably had more invul.
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Are you sure it wasn't a feint?
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Depends really. I FD brake most of the time but if the other guy has to use lows to try to mash out of throw setups, I'll skid. It's more or less preference in most situations though. FD brake -> step forward throw is actually pretty strong since you keep some forward momentum which gives the illusion of more throw range since you're stepping into range really quickly. Add that to Dizzy's already big throw range and you get some shenanigans. Still... just do whatever's more comfortable in most situations, it's not going to make a huge difference if you're not trying to skid over lows or whatever.
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The thing about Raou is that he typically only comes out after knocking Slayer down. Slayer isn't outpoking anything if he's getting up into a Raoudouken. And again, Raouppercut creams pressure for free and does way more to you than your move would do to him. Yeah, you can't just sit back and take it but it's better to react than to actively attack for no reason. The other thing about Raou is that he only really appears if the match drags on or if the Zappa player actively goes for Raou in the fight. Most games against Slayer, he'll be content to get ghosts or dog and just chill. So really you're usually only going to see Raou after getting combo'd anyhow.
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Rushing Raou down is like the worst thing you can do. People seem to be thinking "well Raou has limited options" but his "limited options" include a 100+ damage uppercut and an un-airblockable fireball. If you can react to things in time to hit Zappa out of them, go for it. If you can bait the uppercut when he doesn't have meter, go for it. Otherwise, just chill. Better to block, maybe take a little chip, burn some tension on FD, and be stuck for a bit than to flat out die because you decided to attack and ate Raouppercut.
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Zappa can run up 5K over your all your lows. Silly but it works since 2H dominates him otherwise.
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I've played this matchup from both ends and it's really a matter of who gets momentum first. However Dizzy can't safely just take momentum by attacking since she loses if she tries that and gets CH'd. Don't mistake "well I mix him up a few times and win" for "this is a good matchup." Dizzy mixes up Eddie 3-4 times and wins, Dizzy mixes up Chipp 2-3 times and wins. Doesn't make it a good matchup, it makes it a winnable matchup. Don't mistake the two. Having tools in a matchup doesn't mean you're advantaged- don't forget your opponent always has tools on you, too. Slayer has the edge in this fight. Not a huge one, he just gets to make more mistakes and doesn't have as many ways to make a huge mistake. His pokes beat Dizzy's, he does more damage than Dizzy, he takes damage better than Dizzy, he isn't some lumbering slowpoke like Potemkin, and he has 2-3 different moves he can randomly fish for and kill you off of. Here's the thing. Dizzy can ride momentum and keep pressure/mixups going and take a game. Slayer can do that, too... and he can also just randomly do something and kill you. Dizzy punishing Slayer is like 30-50% at best in most situations, and then maybe 2 corner setups to kill him. Slayer punishing Dizzy is like 60-100% damage, and she dies on the next mixup in all likelihood. The fact that people need to post tricks with Dizzy to deal with Slayer stuff, and Slayer players can just say "you pretty much play like normal" is also pretty telling.
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you could block it ;( Eternal Wings isn't all that great an option, Eddie gets CH whatever the hell he wants on block. I'm pretty sure he can just do a safe jump-in anyhow but maybe I'm wrong.
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lol what happened to Marn's post And yeah a proper far drill FRC iadS is way trickier to deal with than his other unblockables. Good thing Eddie players mess it up more often lololol Not quite on topic but Urien corner Aegis unblockables are pretty simple to escape with wakeup down parry, and you can parry -> block midscreen unblockables (and you shouldn't be in that situation terribly often anyhow). Also some setups are probably 1F switch blockable, not sure though- the bounce link combo spacing setups look almost blockable. Maybe they aren't, I've never seen anybody try since parry -> throw gets you out, blocking it means mixups.
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Her setting hoops isn't an immediately threatening thing. May with tension is a pain but May trying to get in from neutral isn't hard to find ways to deal with. Be patient, really. May can cream Slayer's basic offense anyhow, but Slayer creams her basic gameplan as well. May sits back and reacts to what you do to win this fight... but you can sit back and react to what she does just as effectively. Eventually you have to stop her from getting tension for free, since she gains so much from it... but you can also test the May player's patience and get them to throw away tension trying to get in when they don't have to. Think of it this way- you both have the same basic goal, get the other person to attack in a way that either opens them up to immediate punishment, or pisses away their tension parity/advantage for minimal actual gain. If nobody has an early lead... why be the guy playing into your opponent's plan? Make THEM fidget about uncomfortably until they decide "screw it I'll attack just to make something happen." If nobody decides to attack for the entire game and it goes to a draw, AWESOME. Also in situations where you need to be pressing buttons, her 5K beats your 2K and 2D, and generally beats your 2H if you're too close... your 6P (and BBU) beats her mid-pokes but opens you up to her 2H and 2D. Also to dolphin missile. You'll need 5K here and there to shut down attempts to cheese you (like dolphin-ing in when she shouldn't be able to) but her pokes generally outrange it. Also you don't have to take the dolphin hit while jumping (it can sometimes lead to loop anyhow lololol) just FD jump and hold FD.
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IIRC that works sometimes though of course backdash is preferable. It'd probably work a lot more if I had the timing down haha
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Yeah Gamma Blade isn't that great. Still... +5 on block is advantage on block. It just isn't safe to throw out since it's so slow on whiff (like 50+ frames of "please CH me"). His 6H isn't that great against Slayer. It's a pretty decent anti-air that gives him big damage combos, and that's about it. 6P is a way better move... definitely one of Chipp's best moves, period. 2D as well. Chipp doesn't need to run away from Slayer that much, he just needs to abuse his moves that Slayer doesn't have easy answers to. Once he gets a knockdown he can go to town against Slayer with FDC crossups, which are a pain to block properly, much less get out of. There are a few tricks depending on timing and such to get out of it entirely but blocking it is way safer. For Slayer... Mappa isn't that hot. Punishes backdash or whatever but when is Chipp going to backdash? If he's going to commit suicide he might as well uppercut because that has more invul, does damage, and has an FRC. Or just block, really. So then what? It's just a combo filler. Pilebunker is pretty good in this fight. You can Dandy -> PB a lot of Chipp's moves if you guess right. FB version is obviously better to randomly throw out since it's a bit safer. I've anti-aired Chipp's jD with early PBs at certain spacings before, it looks really funny. PB isn't quite as good as the XX/#R days where Chipp would automatically lose if he ate CH PB, but it's still a pretty good move to fish for. Dunno about top 5, but it's better than Mappa IMHO.
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Depends on matchup! 2S IAD iadS sounds really bad though- can be crouched and anti-aired =[ Simple patterns like K then 6K/2K into whatever, or blocked Undertow to mixup, or whiff Undertow to mixup... generally pretty reliable. Meaty 2D can be really good to start pressure.
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Again, who cares if she's doing all that? If she's not immediately threatening you, why chase her and give her openings? If you think she's going to try to dolphin in, just jump away and let her waste her meter. You AREN'T trying to get in, you're waiting for something to hit back and kill her. May thrives on people getting impatient and running to their own deaths, don't force things you don't have to.
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I feel like Slayer has a lot going for him in this fight if you're not an overaggressive, mashy Slayer. You don't need to beat her turtling if you don't fall behind. Just pace back and forth and get meter if she's hiding behind a hoop (or DoT her during the summon if you're close enough lololol). Her meter gets her in, your meter kills her. The whole reason why May would turtle behind a hoop is because she wants you to try to "beat" it so she can cream you. One trick you can work in against whiff dolphin is to walk forward so that it doesn't whiff. Walk forward a step -> (instant) block high -> punish. Also backdash gets away (backdash away from dolphin) or even K Dandy -> Pilebunker if the May keeps just doing the mixup immediately off the dolphin. Generally you're good at midrange also- she has her crazy pokes but you can whiff punish them all pretty easily, and your pokes aren't anything shabby. 2H gives May fits on the ground, for one. Her f.S is great but if you jump it she's dead, and it doesn't really give her much payoff. 5K interrupts a lot of her poking and hits her out of dolphin startup as well. Honestly it's a hard fight because she can turn it around so quickly but the same can be said from May's perspective. Stop feeding her damage opportunities trying to force things; Slayer doesn't NEED to get in to win and given his moveset he's probably better off not trying very often. It's a much better idea to actively look for your opponent to make the first bad move and stuff them. It's better to eat OHK to combo because you were a little slow in spotting the mixup than to die because you tried to attack May in a position where she can't be attacked. You can learn to spot/avoid mixups by seeing them a lot, you aren't going to figure out any good ways to get in on May from getting CH jH'd a lot.
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Old info! On a normal ground hit, Sol's VV followup doesn't connect- if he goes for it and you neutral tech, you get to land and get a full punish on a CROUCHING Sol. Old, AC-specific info! There's a pause before the last hit of Grand Viper, and you can throw/hit Sol there (super is your best bet) - or you can backdash it and punish him harder.
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- Basic Info - (A) Overview The shockingly gay Frenchman is typically at an advantage for a lot of the game. In neutral situations, Ky has a lot of safe ways to take the momentum, and his normals are problematic for Slayer. His corner pressure is particularly difficult for Slayer, since Slayer's options in that situation are really risky. However you typically get a few chances to escape since he isn't going to do a ton of damage unless you let him jack up your guardbar, and a lot of his combos are going to leave you out of the corner. However, that's not to say Slayer loses the fight. Good defense opens up opportunities to escape and put the hurt on Ky. While your pokes are about evenly matched, with Ky's coming out a bit ahead in terms of winning minor poking battles, several of your pokes are potential game winners. Your corner pressure is a bit easier for Ky to escape, but still risky, and 1-2 wrong guesses = ggpo. To win, it takes patience to weather the constant barrage of pokes, COCONUTS, and huge frame trap normals. You win off a 2-3 correct guesses (assuming you land your combos) so you don't need to open yourself up until you're ready to go for it. (B) Matchup Ratio ## : ## © Top 5 Moves (IMHO)... for Ky: 1) 6P 2) 2H 3) 5H 4) 2S 5) (air) 236H FRC (honorable mention - jK) for Slayer: 1) jH 2) 6P 3) 2H 4) 6H 5) BBU (236D) (D) Turning points... for Ky: - start of the round - neutral situations (w/ tension advantage) - knockdown for Slayer: - major CH - corner knockdown - BBU under poke/fireball
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reserved for: specific scenarios cont. specific stupidity