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Jetm

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Everything posted by Jetm

  1. So am I missing something or is B+C as bad as it seems? Feels rather slow, even uncharged, extremely obvious animation, punishable on block, not cancelable (outside of vorpal),and requires vorpal to combo after. I've never actually managed to hit someone with it since they can all simply block it on reaction.
  2. It won't work because the combo is so prorated that they'll tech before the final rekka, but I did add one damage by changing moves around! It works but you have to cancel near immediately after the final hit of each rekka. Corner: 5A 5B 5C 2C 236B~6B~4A~A~A 66B 236A~4B~B~B 2B 236A~6A~6A [3056/3596] Updated Corner: 5A 5B 2C 236B~6B~4A~A~A 66B 236B~4B~B~B 2B 236A~6A~6A [3082/3622] Let the blood flow!
  3. Managed to get past 3K off of 5A. If you're roughly at the middle of the stage, you can: 5A 5B 2C delay 236A~delay 6A~delay 4A~A~C 66C (8 hits) 214B/C~B~B (j.A/B/C whiff) 66B 236B~6B~6B [3027/3567] Alternatively, you can do the following combo, but have it work from any range outside of the corner for two more damage! 5A 5B 2C delay 236A~delay 6A~delay 4A~A~C 66C (8 hits) 214B~B~(Very slight delay) A 66B 236B~6B~6B [3029/3569] The combo will also work with 2A and net you 2948, but you can only do A rekkas at the end, so you won't get a super if you finish the rekka series. Enjoy! For corner: 5A 5B 5C 2C 236B~6B~4A~A~A 66B 236A~4B~B~B 66B 236A~6A~6A [3045] You can super for ~3564 if you do so before the last hit of the rekka.
  4. Not that I could find. The best you can probably do is 5B since it hits so high or simply shielding.
  5. Probably because of the abundance of huge normals that hit on both sides of the characters. You can still perform cross-unders, which is a common tactic for Linne to attempt since her dash speed is so high. Also, the opponent can air tech after the j.C, which means if they simply hold forward when they tech they'll bounce well away from the web. If they did tech into the web, you would definitely have advantage. Alternatively, you could perform the D followup to place a ground web between you and your opponent in order to control space.
  6. @Tomo If I'm not mistaken, an opponent cannot be crossed up while you are in the air.
  7. Nice on the 2.9K. That starter also helps me get a more consistent 3.14k off of an any-range 5B confirm. Here are some more combos: 66B 236A delay 4A~A~A 2C 5C 214A~A~B (JA/B/C whiff) 2C 236B~6B~6B [3055/3595] 66C 214B~B~A 2C 5C 214A~A~B (JA/B/C whiff) 2C 236B~6B~6B [3062/3602] Also managed to get 5 more damage of of a 5A starter midscreen: 5A 5B 2C 5C 214B~delay B~A 2B 214A~A~C j.2[C] 236A~6A~6A [2920/3460] Notes: Works in corner, but you have to jump backwards for the j.2[C]. Only works if you carry to near corner/corner.
  8. His pressure is decent due to the reach of his normals. Oki is about having webs near or on top of the opponent to prevent them from moving around. His 623X seems to have an unblockable catch at the start, and failing that it will simply drop a web.
  9. Not sure if this is the highest you can go, but I've found some pretty respectable damage off of 5A and 2A. 5A 5B 2C 5C 214B~B~B (JA/B/C whiff) 2C 5C 214A~A~A 2B 236A~6A~6A optional 236C Damage: 2827 (3367) Note: Strangely enough, using 2C at the end instead of 2B lowers the meterless damage of the combo 2A 5B 2C 5C 214B~B~B (JA/B/C whiff) 2B 214A~A~A 2C 236B~B~B optional 236C Damage: 2795 (3335) @ShadowNinja From what I was testing, the D followup leaves the trap directly under where he his when you press it, though you can't seem to do it until you've reached at least the point where the air trap is lain. You have a little wiggle room on where you put it, but it doesn't go much farther than either just under the air web or a little bit beyond.
  10. I didn't see these posted after a quick scan of the thread, so here goes. Against just about any standing character that is as tall as HOS, you can: c.S 2S 5HS IAD j.P j.S j.HS land 5HS IAD j.P j.S j.HS land 2D Does about 172 on Slayer. Works on (as far as I can tell) Slayer, Testament, Potemkin, Johnny, Eddie, Axl, Venom, Justice, Anji, Sol, and HOS. Alternatively, you can start the combo with a 5K c.S 5HS. If you don't have a running start, you want to c.S 5HS instead.
  11. You can 22B pretty much as soon as Koko drops from the floating casting animation. The 3C is done just after she says "Deployed."
  12. Good shit to everyone at MM. Was a real treat to meet all of you. Hopefully I can re-light my BB fire once CS2 hits. Shoutouts to terrible Michigan weather. Never experienced a car losing control on the ice, so bad games there. Not sure if I'll be able to make it to the next MM, though. I'll have to find a new ride if I do. We'll see when it happens, though. Also, Axis, never stop talking.
  13. Speed is everything. In a fighting game, time is dealt with on a much smaller scale than most things. For example, Moonsong (Ice Arrow) is -37 frames on block, meaning that you have a little over half a second to hit your opponent after blocking it (which in fighting game terms is actually quite a long time). Your 5C starts up in 10 frames, meaning that you have roughly 27 frames, or a tiny bit less than half a second, to move around and react. Were you to use a faster move (let's just say 5B), you would have 30 frames instead since it has 7 frames of startup. Now, when it comes to punishing Jin's DPs, there are big differences between them all. If you end up blocking the A or B version in the air using barrier block, nine times out of ten you can kiss punishing him goodbye since A is -17 and B is -11. C version is -40 frames on block, so you have quite a long time (relatively) to punish him. D version is tricky because of the second hit gaining unblockable properties when fully charged, being air unblockable without barrier, and being able to be released at any moment, but if you end up blocking the second hit you have 26 frames to hit him, so it's rather punishable. If you're having trouble with those, try to practice doing a quick dash into 5C. 66 (return to neutral) C as fast as you can. You'll carry your dashing momentum if you cancel your dash into an attack, allowing you to start up your attack early and still make it within range to hit the opponent because you slide along the ground a short distance. When it comes to getting out of pressure, the most you can do is wait for an opponent to leave a hole in his blockstrings and either backdash out, jump out while blocking, wait for the opponent to attempt to reset pressure by leaving a small hole while they recover from the previous attack (ala 2AAA dash 2AAAA), or use a reversal to hit your opponent out of their move. If you're going to attempt to reversal, it is a good idea to practice instant blocking basic pressure strings so that you can open up a hole in their pressure to take advantage of. You will pretty much never win by just trying to mash out of pressure with your fastest attack. Important note: Everyone's pressure is different. You will have to learn each character's holes individually as you go. Some are more obvious than others. As for not knowing what to do after you hit the opponent, I have three words. Practice, practice, practice. Look up what your options are after landing a specific move. The combo thread is always a great place to find followups for your combo starter. Once you've found something that will work, go into training mode and work until you can get it right. Doing it on reaction is a matter of experience fighting an actual opponent. You have to be able to make a judgment regarding whether or not the attack you use is going to hit. Keep at it and don't hesitate to ask to elaborate on a point of two if I got a little confusing.
  14. I didn't think BB was a side tourney at FF3. I saw it in the thread with twenty or so people already signed up for it. Also I dunno who will run BB. Matthias isn't going. Neither is Heroic, last I heard. I have no experience with running a side tourney and with the sheer number of SF events going on, who knows if we'll even have the televisions/time to run it all. Best I'm able to do is bring a set-up and an old CRT I have lying around. My plan was to just go for AH3.
  15. It's the same expression I wear every time I open up PSN General.

  16. In what event? You're going to run BB side tourney?
  17. To be honest I kind of blanked out when I was trying to think of people to enlist for the trip there.
  18. Hey, good shit to you, man. You had me sweating bullets. Less than a jab away from dying and you guardpoint my 5C in the air. Sheer dumb luck my 2C caught the vulnerable frames near the end of j.d's startup. Hopefully I won't have to hope for that kind of thing next time. Really came down to the wire. @Woocash It's always nice to have more people in the scene. Here's to seeing more of you in the future (despite us never getting to play ) Edit: Bad games to whoever changed my voice settings to Japanese. Not cool, bro.
  19. BB singles top 3 was: 1) Jetm (Jin) 2) David Cue (Arakune) 3) Emba (Hazama) Shout-outs to: DavidCue for being a great guy and a great player. Nice job on placing in both GG and BB. NewtypeRX, Sebastian, and Bacon for listening to me ramble in the snack bar and for being good fun to play in casuals and teams. Heroic Legacy for being Heroic Legacy. B-Rad for running BB nice and smooth and being fun to talk to. Frankie G for fun casuals aka the in-depth tutorial on how boggling BB hitboxes can be sometimes. Good shit to everyone else in BB I forgot to mention/don't remember their names.
  20. That's because they're the same breed. Corgi.

  21. Good shit to everyone that was in Chicago yesterday. Preliminary shout-outs to me once again forgetting that you have to win twice coming in from losers.
  22. Hell yeah. Blue skies and green grass all December and the second I settle on a tourney to drive to the snow begins to fall. I hate you, Ohio.
  23. I wish her the best of luck, man. You all take care. I'm gonna win this for you!

  24. Oh, also throw up Mr. Two for BB and Guilty Gear
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