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reaVer

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Everything posted by reaVer

  1. Not to mention that anything he hits in that mode allows him to unburstable infinite you.
  2. You sure it is for air BRP? Next to that, j.H-D,dj.H-D would knock you out of throwing range even if you guarded the BRP that comes after it I think.
  3. Well, technically you're leaving a hole in either case which means they can uppercut in between. Imo you're better off using j.S and fuzzying off of it with either j.H-D or a direct sweep, since the first always combos and the second should combo but also evades uppercuts if it didn't. Doing j.H alone as a jump in or as a fuzzy attack(after j.S dj) will net your opponent a free throw pretty much, apparently you can counter the throw with 6K but I yet have to think of that when actually doing a j.H in either of those cases. If you do a j.H at the proper height(not the j.H-D fuzzy height) you shouldn't get thrown as your opponent remains in blockstun. To sum j.H thingies up: -jump in early H = free throw -jump in late H = ability to keep chaining and evade the throw -AD.H = free throw, actually most other AD ideas tend to be free throw if the opponent tries it, the only thing safe is AD.P-P-K~ Also, if you just keep coming in from the air and don't bother to attack low you're making it very easy for your opponent to guard you. Heck, if you keep flying at him with j.H he'll surely find a few ways to fuck you up, especially since then the high damage high dedication required attacks come into play.
  4. Did you check Galladia Hotel(http://gh.ffshrine.org)? ... Just checked that site, their host is bankrupt XD There's a few other sites I think that upload OSTs, perhaps you'll have some luck when trying there.
  5. GB if the note is high.
  6. On Dizzy it works, on Baiken it doesn't.
  7. It's not about loving to talk about her, we had a tier discussion and questions about her abilities arose and were adequately answered.
  8. No, I did a l1SV AC, and I wanted to do dustloop. I also had other fuckups in that match XD The IAD loop doesn't work in corner because like I said earlier, the knockback is greater than in midfield and you will whiff your j.P. The damage of 5K-S2S-D is something like 80, the damage of 5S-H IAD.P-S-H 5S2D is something like 140 or 150. If you add loops to that combo that damage gets higher and might even reach 200+.
  9. Well, I haven't got the SBO DVDs, since noone put them on piratebay and I'm just gonna wait till they're broadcasted on the tougeki stream next year... Perhaps Nakamura simply lacks the refinement the other Millia players have.
  10. I have, and even worse: when 0 sees a somewhat guaranteed uppercut, he takes it, even if GBing would've been a better option or perhaps fafniring would've been a better option with better rewards no less, he goes for the uppercut; which is quite weird imo. I think he does it because he wants to save his level for offense or relies on the l3SV to gain him comboability.
  11. Destin: any action can be as valuable as the next, as long as you do it at the right moment. So say you're doing SV AC FRC and your opponent jumps to evade the SV vs ground throw mixup, if you're quick enough, you can get an airthrow instead, perhaps option select for both, you can also just wait and have him waste tension on his FD and then AA him. So it can all work as long as you do the right things at the right time. Sanma of course has a knack to do nearly any SV at the worst possible moment. TB: Actually, check the recent Sanma vids, he attempted at least one. 0 is also still using SV AC FRC mixup, so is kaqn and so is every other new kid on the block in Japan.
  12. Mine got deleted too, so no worries... I read it asif you said it's easy for I-no to get CHs in her favor, which would imply you trying to interrupt her etc etc. If you're gonna interrupt you should do it proper. Though the case you present would be a whole other story though.
  13. Yeah, it's such garbage that all OS players in Japan use it
  14. Come see how stressed I am, there's a tournament in the NL in Zaandam 2 Jan 2009: http://www.drakenslag.com/forums/viewtopic.php?t=329 Might as well answer the other thingie... 5H IAD.P-S-H is an infinite as long as you don't reach a corner due to knockback being increased.
  15. Stop trying to put words in my mouth.
  16. At least explain it right. l1SV AC FRC, when successful, gives you a 50/50 throw/SV mixup, now if thanks to that AC FRC you get l2SV and you happen to be in the corner, you can convert into dustloop. I've never stated it's the best mixup ever, but it's a really good option if you were anti poke skimming(against Eddie for example: what KZO was doing vs Ogawa in the first round) and you guessed wrong. If you're on the ground and doing l1SV btw, you can get punished with Eddie's 2H before AC FRC comes out, BUT if Eddie isn't prepared at all for the SV in his face, which is something you're aiming for when actually using SVs, he'll generally stick with ground punishers. If you feel you fucked up though, don't AC FRC, eat the 2H normally and tech out; next time he'll probably try to punish you on the ground so he gets knockdown and mawaru loop/unblockables. You can also RC the l1SV and get a CH j.H into dustloop. Be sure to hit j.H fairly late or you won't be able to convert. Now in principe, l1SV doesn't generally crossup(especially on FD), but it can happen that you end up right behind him, and if he was going for 6P, he'll get 5P instead. l2SV, apart from taking way to long to execute to use AC FRC without your opponent figuring 3000 ways to rape you, generally does cross up unless launched really far away or ramming your opponent's FD.
  17. By this definition a tickthrow is a gimmick and tick attack a mixup. I'd define mixup as a multiway choice the defending player has to make after a setup. I'd define a gimmick as putting your opponent in a oneway choice for proper defending, though the attempt is often successful because your opponent doesn't expect it to happen.
  18. SV doesn't lead to you getting CH'ed...
  19. If I'd give the robo-ky a winning formula: set up mat in the corner, proceed guarding low when opponent on the ground and AA with 6P when Johnny is in the air. When having a good amount of tension, spam missiles in air till he does something stupid. You're unable to keep an offense going. You got like 1 or 2 attacks that may be guarded and you're already back at square one, despite you being able to reach across the playing field with just normals. Your mixup is virtually non-existent, you rely on hitting that l2SMF because your opponent is impatient. If he FDs several of your attacks before you actually cancel into l2SMF he'd be out of range and evade the attempt completely. So to actually make l2SMF at random work, use more overheads, you can do 5S(f) MC and then ensegna vs l2SMF mixup, often enough you can even dash and get in a better range for the throw. When hitting with 5K and you have no level on your MF(but you do have coins) either go for a MCJH loop if you're looking to convert tension into damage or combo into sweep which nets you a coin. After coin you could also easily get a (somewhat) reversal safe(hard vs robo-ky) fuzzy guard setup going, which you can convert in KJ FRC combo. If you can do it, you can forget about the coining and instead do 5K ji (5S©/2S) 5H KJT KJ FRC 5S© j.K-S,dj.K-S-D, Ensegna for good damage(rivals l2SMF damage). You can use the 2S in there as a form of mixup, if your opponent is careful and tends to guard your 5K, they'll probably end up guarding low, giving you a 5D/Ensegna countermixup. So your airgame is ehm, jump, wait a bit, airdash. Sometimes you simply IAD at your opponent, never do you do a regular jump or a jump in at your opponent. Remember you got an insane amount of range, you don't really need to get that close to be able to hit that j.H, j.S is fine, on hit it usually goes into 5S(f) l2SMF, on guard you get Ensegna vs l2SMF fuzzy and on whiff you just land and free to do whatever you want.
  20. Alex: A lot of moves are a free punish on block, doesn't mean you should always refrain from doing them. As long as it hits, it hits. In DW's case though, it didn't hit, so he should've refrained sooner. DarkWarrior: Apart from the GVs, I noticed you didn't VV some stuff at all. For example the GS he was spamming means a free HVV CH for you which you can convert into dustloop. Your combos are pretty horrid, 5K-S2D (BR/HVVK) is for hitting them on the ground, this means knockdown and thus a free WT vs launcher/AA setup. When AAing you don't do 5K-SSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSH and then whiff the H as a result, you do 5K2H and then either do a sj.S-H HVVK or you do a j.S,dj.S-H HVVK.
  21. reaVer

    AC: Combo Guide

    Youtube isn't providing me with a smooth video for some reason... I tried the enkasu loop on Slayer here and I can't get it to work, what AD height should I be aiming for and how can you delay that ensegna for that long?
  22. reaVer

    AC: Combo Guide

    With the corner loop I was on about the enkasu mist loop yeah So I tried TK ensegna RC ad j.S and j.S kept whiffing.
  23. reaVer

    AC: Combo Guide

    Any ensegna combos that work midscreen? Also, what are good l2KMF corner loops?
  24. I think people have gotten the hang of playing against Potemkin there, so they generally know how to avoid his heavy damage and that kinda reduces his effectiveness quite a bit. And well, Eddie, he has several pretty good normals along side his little Eddie game, not to mention the stupid durillus:P
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