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reaVer

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Everything posted by reaVer

  1. I enjoyed it, I learned a lot out of it. And also learned that the current guides here on OS are not as good as they'd need to be. Yeah, it definitely was high level:P At least 6 out of 8 teams in the brackets carried winning potential. Though they'd have had to clutch out on Cue which is something I don't see happening any time soon:P Though in the cases it might have occurred I was anchor (while Cue was normally anchoring for us).
  2. Heh, yeah, if I'm tired my game has autopilot written all over it. So it was nothing special really, I was just learning the damn matchup, since I never could before. Oh well, I did my share of beasting anyways:)
  3. I did... practice practice practice practice practice practice etc etc... You should try entering clean motions more slowly then you'd want to and then it's just a matter of timing it and voila.
  4. Last year during B3C I didn't even use IAD combos because I couldn't pull them off properly, so yes, they are pretty hard:P
  5. I found out it doesn't work against some characters:P j.H won't hit them. I haven't found the proper situations for using that airbackdash j.H, but I do know that if the opponent gives you some playing room you can do the runjump backdash, then not do j.H but instead do GB crossup since he's guarding high and stuff:P
  6. ATG: I'd put OS in B+ purely because of the BS potential he has these days. DW: Hmmm, throw something out low if you're not at risk when they jump? What about OS's runjumps+potential fuzzy guard setups? And what if he uses l1Ri to go under your high pokes? Or sweep perhaps? Do you intend to close combat OS?
  7. Certain characters doesn't mean all characters. Testament still has an easy game against a lot of characters in the cast. Also OS is definitely above Sol in the tier list. He was that about a year ago and his damage improved, Sol's didn't. Ryu and Yangs suck, they don't compare to Chun and Yun. Its that simple. Even Ken who is by all means average and has no weaknesses against nearly everyone of the casts dies to Chun. Dudley, Urien, Ken, Makoto, Akuma and Yang are able to compete and do fairly well, but definitely don't have it as easy as Chun or Yun.
  8. They break your opponent's guard! Very cheap!!
  9. Well, you don't have to practice it if you use the action charge:)
  10. I said AC in my combo, not AC FRC. To be accurate, you're going to deplete your entire bar with that l3GB combo, but instead of ending with just 80% in l1 you can end up with 60% in l2. But the timing of it is the most important thing though, without it you have to be very accurate about when you enter 5S while with an AC you can link it and it will always be the right timing.
  11. combo timing, and after the combo you're back at l2 instead of l1.
  12. iirc, l3GB can go into l2GB AC, 5SH,sj.S-K-S,dk.S-H,SV and in corner you can get a dustloop out of it with the proper shenanigans. But if you want to leave chipp in unburstable pain and agony you do l3GB AC l1GB AC l3TR.
  13. Nope and he also tends to fuck up the GB crossup setup. Perhaps sweep CC GB works as a guaranteed crossup but that's untested(my ps2 laser is near broken, so I don't use my ps2 a lot for the moment).
  14. Only lvl3? People actually have to see the l1BHB coming before they start anti-staggering. And when they actually done that they still have to guard low. Even if they are in time you still got two other tensionless attacks that form pretty much a 50/50 mixup: 5D and GB which both lead to a dustloop.
  15. 2D l1Ri RC dusltoop reaches 200dmg easily and works from about midscreen. I think you can get some bs in and add 5S j.S,dj.H-D,BRP to it for some extra dmg. Another fun one if in corner, CH 2D CC 66S dustloop, real tight combo:P
  16. Oh, its easy and they can't burst it. So if they got less then 50% and you get your hits in, go for it, its a guaranteed win.
  17. You seem more bored then him...
  18. No, not punish the 2D, unless you plan to fafnir stuff it(which is also a good idea), but punish the thing he cancels into. Its 160 compared to 200+, so which one do you pick? And most, if not any, l3Ri combo is techable, which means they can get out of the corner pretty easily.
  19. Yes What I'm saying is, do not go out of your ways to attempt to halt the charge. At some point OS has to attack anyways and he's usually lower on tension then you are because backwards running players don't gain any tension. Yes, crouching attacks tend to leave the attacker crouching while the attack itself can be on AA level, this is one of those cases, Eddies and Ky's are other cases. Yes, but OS's is safe and doesn't require any tension. His sweep will always be threatening you while yours requires 25% tension for hit confirm or risks yours safety where you can eat a monstrous combo. You do not do wild throw through their attacks, you do wild throw after backdashing, which leaves opponent in whiff recovery. 5K is a 3 frame attack, that's not slow, unless you're superman or some shit. Examples would be 5D, (2D, 2H, WT <--- these are actually fast, but have SLOW whiff recovery) and 6H In a lot of words, yes. But if I'm re-categorizing I'm supposed to give the full deal on what these categories mean. Sol's airgame isn't as safe as OS's and is a direct throw hazard in any case. Not to mention GB can be luring out there too. Sol's means for jumping normals(and fafnir) would be IAD attacks(otherwise he can't do damage) and those are a GB and intercept risk. That means neither side should use those type of attacks, unless they're sure they can get away with it;) l3 is more popular, and staying on level 2 isn't your target when you're running away to charge. Often l3 players end up in l2 because they get interrupted or something. Yes, anyone can rush down in GG, but OS fits this role best, Inoue was rushed down while he, with a rushdown character, was running away to charge. A Ri timed correctly would mean Sol was using GF from too close or was late using it. A plain Ri launched early is a free sweep into combo anyways. The other three options also apply to level 1 OS, bait them. Why would you want him close? He's l3, he wants to unleash some charge upon you, he'd want to get in about now. And the only way you should let him in is by having him use his l3BHB. The important thing here is that if he hits you, he only hits you with like... 2S and cannot follow up with 5H(very important). If he does 5H, the 5H will whiff then and you get your free combo, if he is/turns smart, he'll start using the l3Ri from that attack and that will only net him 160 damage or so outside corner situations. Even inside corner situations l3Ri isn't the cream of the crop for OS.
  20. Never seen anyone back away in a GG match before? They all back away from me, and they're right to do so. If so, then why does OS have the walk away opener while Sol doesn't? OS is by no means required to run or walk away from his opponents to win, which also applies to Sol. Run away is what opponents usually do to him giving him more trouble then he can handle. You also left out jump attacks out of the openers, which in OS's case out prioritize Sol's 5K(not to mention it also kills of plenty 6Ps of other characters). If you can't beat his 5K with your own j.H you're doing it wrong. Using 5K as Sol against OS is a dumb idea, OS has a nice combo that comes after the sweep(not to mention sweep CC has advantage on guard), and 5K does NOT beat sweeps. If Sol wants a good poke/attack outside gunflame shenanigans, 5H most likely will be it; and scoring it on CH hurts enough to make OS think twice about throwing out anything in that hitbox(fafnir protection!). If you're in the corner and you see 2H from OS, you should backdash it if you can, because its a free command throw, just like potemkin has with his buster. This applies to any slow attack launched at Sol. At the same time, OS has as much use for backdashing in that same situation since his throw combo is corner dependent. OS can also backdash midscreen if he's able to punish an attack with fafnir. And to give a suggestion where Sol should be: midscreen to opponent's corner, outside dashing dustloop range as that prevents OS taking 250 off from certain hits. At the same time, doing this your own damage should be unaffected. As for the styles: "Charge-dependent style", the term which covers about 90% of all OS players, are suggested by you to be defensive players. I remember 0 and kaqn being pretty aggressive at times, even KZO who randomly decides to action charge at times is a typical rushdown example. At the same time "offensive style" isn't an opposite to "charge dependent style", though this also easily covers about 60% of the OS players that I know to exist. Offensive style would be any lvl form that's based on attacking(l1:KZO, l2:kaqn pre-retirement, l3:0,kaqn post-retirement). Where the desired level can be obtained by converting tension into your charge gauge by AC FRCing, or by relying on knockdown charge/action charge at certain supposed "safe" moments. The latter of which is dominant amongst the majority of players. The more offensive style OS likes to jump your attacks, and since all your attacks hit about the same box, save for 5K,2K,2H,2D and 6H its not a good idea to spam them(mind you that 5K, 6H and 2H get you sweeped, 2K and 2D can get you CH fafnired). What you'd much rather want to do is only 5H when you're decently sure he's not going to jump. This is pretty much one of the non-theory part, if you guess right, you might get a CH 5H into combo, a CH VV into combo and, if the OS player did it wrong, you might get a 5K into a SW combo. You can attempt to intercept OS's jump, but remember that no matter what you do, OS will most likely end up being below you, when you both whiff your j.P OS gets the free throw since he's below Sol. An opposite of this would be "defensive style" which as you mentioned at a wrong place, rely on running away by the style user, to lure you, he charges(pretty much always to l3). An example here would be Inoue(who even manages to get rushed down by a bridget in the process :S). The defensive style in general is slow paced and there's no reason for Sol to fret at l3, since the only l3 move that can harm him through gun flame is l3BHB. Otherwise its business as usual and without a corner, only when OS gets close he can top the 200 dmg with a l3 combo, so don't let him get close. Even better, when OS failed to hitconfirm his l3 goes out the window just like that.
  21. walk away? with OS? Haah!
  22. Your time will come! Muhahahaha
  23. I don't, and the timing is pretty easy actually. The first j.H needs to be as early as possible, the second needs to be late. Doing that you should get a knockdown against 80% of the cast.
  24. Do 5D, [9] press H twice, then SKSHD 9HD BRP that's really simple and it looks asif you only did 2 jumps on the input:P For ID: 5D [9] press H once, wait for the automatic jump cancel, then 39H, land, do your thing. EDIT: seems I can't type
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