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Osuna

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Everything posted by Osuna

  1. Well, yeah you have to yomi a bit, but if he's not doing it right after then you can just walk forward more and get into a range where 4C isn't any good. It's not like 4C leads into any damage anyway. I don't know any videos off hand with a long distance 4D counterhit, but if it helps you get a sense of it even a little, if they open with 4C and you open with 4D at the start of the round, you win.
  2. For 4D to not hit, he has to be poking you at pretty close to max range. Just block/IB and walk forward a little till you're a bit closer, 4c,4c isn't a block string. You can also psychic it with longer reach moves like 5C. Hakumen's hitbox extends before the sword goes active.
  3. 360A the orb if she's using it to reset block strings. It leaves a pretty big gap before it goes active. The overhead can only show up in certain parts of her block string and is kinda slow. She can also only use lows in specific parts of her block string, so just get used to that and he mix up will be really bad. I'm not sure instant block spots are what you should be looking for since her pressure sucks and at worst she can cancel any normals minus on block into AV or something else. You want to throw her out of 3C (where she spins low to the ground) not block and punish it. Everyone else already talked about asteroid vision punishing.
  4. I estimate a few thousand people from portland were there. If you don't want to fill out a profile just let me know what games you play. Can I add your psn for some blaz or whatever?
  5. You should fill out a profile then so I know which games to give you a heads up on.
  6. 6A can be jump cancel canceled into a 360. The only problem is the timing and the sheer amount of hit stun giving you away, but 6A also gatlings into a low which can actually stop jump outs. It's not the best low/throw mix up, but it really is a low throw mix up. You can even buffer a 360 before the 6A gets blocked and delay a second one for a 720 tick throw. No purple. Although based on the talk about the loke test, jump cancel cancels are going to be gone to nerf litchi and makoto, getting rid of this mix up as well even if they keep 6A as jump cancelable.
  7. People don't do that because 6C has a p2 of 80.
  8. That reminds me of the challenge 10 combo, which was something like CH 2C 2C 623C j.C whiff j.2C 5B 5C 6C Spark 2C collider BGadget. 5B has longer reach than 2B so it should solve that issue, also you could end that one in gadget or 2D without using spark and still get around 4k I think. Since you were talking about alternative combos, that combo mechanic would probably work out better than Bsledge 2B. And again Rachel gets hit by really crazy stuff. Like stuff that doesn't even hit tager, so she would have character specific combos anyway.
  9. Rachel gets hit by kinda stupid stuff. Like CH 2C j.2C 5C 6B collider, I'm guessing she'd probably also get hit by, j.C whiff j.B 5C combos. but she really shouldn't be that hard to combo in number 4? Where does it drop? I mean she has a fat, round hitbox, so does she float over the 6A or something? I don't see bang falling out of much either. Makoto's hit box sprawls away from you after a collider and is skinny in the air, so I could see that being troublesome, and hakumen is know to float over 6A at time so I get that too.
  10. The damage and the heat is really low for a magnetized FC combo, and there are some Reallly easy ways to raise the damage and also get magnetism. I'd go as far as to say that even with all the varied combos on the list with different pros and cons that that combo shouldn't be considered at all.
  11. Not really, no. You'd have to pretty much start over with tager to get that much progress.
  12. What was her CT frame data? Because in CS the armor started after like 6 or 7 frames of start up making it not comparable to any DP.
  13. How much wind is a level 3 bounce plus 1? Sounds like a lot. Also, about a bajillion posts ago someone brought up the excellent question "What is super armor" which made me realize that super armor as I knew it doesn't actually exist in BB. They did however have an abundance of auto armor, do we think that's a likely outcome or is there some nuance to the translation that more directly implies super armor pot style? Because it would be pretty nice either way, but it's got me thinkin'
  14. BB has always had purple throws for being in stun, and for slightly after. GF puts you at frame advantage so it's not hard to purple throw after it. You can even have purple counter throw. It's always been this way.
  15. Every gap in his block string for like 6 times in a row you jump countered the gap and half the time you landed it and the other half of the time he was still not punishing you. I saw so many bsledges that I have to assume some were by accident because sometimes it made no sense at all (He was right next to you). Bsledge in blockstrings like that is a bad habit he needs to break. It's just not good. Bsledge in general is kinda bad now. I hope they give it better proration after the balance patch. He messed up a 720 then mashed it out while no where near you, I assume that's a bad habit from training mode (Messed up my move, so I will try again immediately! kind of thing). Tager was in counterhit state a lot and jumping a lot so I think you could have benefited from better utilization of J.C. 4C is nice too at good distance, but don't actually mash it of course. So yeah, more zoning. You can keep out approaches like those.
  16. Most characters, and my most I mean all I can think of off the top of my head, have recurring combo mechanics. For example pretty much anything ragna does can lead to double berial edge so you can transfer learning that in just one of his combos to pretty much all of the future combo you learn.
  17. This isn't for everyone, but my solution was to learn the grapplers when I ran into this same trouble almost 10 years ago. I really couldn't grasp how to make use of all my options and every tiny thing I did learn wasn't easy for me to make use of and only very slightly increased my returns. My solution was to play characters who do a lot of damage off individual hits and often had higher hp. It was satisfying to learn something new because it translated to really easy to see improvement in my gameplay, which I think is the most satisfying and addictive part of fighting games, for me at least. I'm pretty set in grapplers because of my history with them. It's not like I regret it, but if you learned Ragna or bang you'd gain more transferable skills and fundamentals. Your hands will gain more precision if you keep trying. An hour a day like that adds up over time. I have mild cerebral palsy and it took me a long time, but my speed and precision of input has leveled up a lot. I just loved the games and enjoyed every step I made. I still remember how excited I was when I was first able to do my first special move motion.
  18. According to my numbers, if you do 3C>5C>collider you can get a double collider with a gadget, or in this match up gadget alternative, but you can't if you do 3C>5C>6A>collider. Edit: I was doing a basic number crunch because I can't test it right now, but now that I've crunched a few more numbers it looks a little more ambiguous. So I could just be totally off base. Edit edit: I just tested it. I was right and wrong. Meterless, you can't get the second collider no matter what, but with mag, you can 623whiff>6B>2C>623C gadget substitute. But I know that some of us wouldn't mind ending with 5D, in that case you can do 3C 5C 6A 2C 623C 623Cwhiff 6B 2C 623C 5D for sightly more damage.
  19. Of course the 6A hits in a spark combo. The problem is that it doesn't let you Bsledge after the second collider. As for spinny, you're doing it Way too fast. If they are still flying up when you start the punch you'll miss entirely almost always. I try to get it at the peak of their bounce. I hate that they shrank the window for the input though so some combos with it are really weird.
  20. They tech before it hits, to the point I suppose you could counterhit someone who mashes tech a little too hard.
  21. Spark bolt 5C>6A>623C>623C whiff>6B>2C>623C>236B>22D Doesn't combo. They can tech after the second collider if you use 6A at all (5C>6A/6A/6A>2C). You need to 5C or 2C before the first collider, or skip straight to the collider, or they tech before the sledge. Might need a note or something.
  22. The answer to all three is situational and character specific. 3C can be comboed into 2B 2C at a lot of distances. For Tager and rachel you can also combo it into 5C. At some distances on certain characters the best you can hope for is 5B 4D or gadget. 5C at decently far away, no counterhit, no spark bolt or even meter, doesn't really combo into anything. Very situational in that sense, but I guess spark would pretty much always combo if you have it. Actually you moved a little too far there. 6A 2C 623C has a bunch of character specific follow ups without magnetism. I'm still trying to get all of them straight, personally. If that's too confusing I think 6A 2C 623C walk a little bit 236B 2B collider work on everyone I've tried it on so far and isn't terribly hard to do. You could go for 236B 22D after, but gadgets kinda dangerous so you could also do 2D. There are other options too, so it's hard to pick a "best".
  23. Ok, I'm starting to thinking it has upper body invinvibility unlike everything else in this game. I got a counterhit with 4D, but other moves have been creating whiff circles, or maybe the invuln wore off? Ugh I'm gonna have to test it later or I'll never stop wondering.
  24. Yeah, I've been thinking about it a lot after I said that, but speaking about 4k for 100. Spinny plus terra is something like 4.4k. I just really want them to have a reason to be hit by 360B. other than 720's and Rc mix ups (Again not guaranteed) it's kinda hard to get damage out of meter. Or at least it feels that way to me sometimes. You're right it isn't really tacked onto the end of a combo, but I got all excited because, unless you have full meter or some really esoteric set ups, you don't get +2k off 50 meter. Ever. It is a real issue that it was +2k from 0, but normally you can't do that. With 100 meter you can add 2 or 3k onto a good combo starter so I was thinking in those weird terms. You might want to do something about the rate you eat 720s though.
  25. So wait. Are you saying that the 50/50 is unsafe, but your alternative has no fewer than 4 ways to escape it and that's if you count a black beat or blocked 5D as a success?
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