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Caer-caveral

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About Caer-caveral

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    Sweden
  1. Because he was too far into the corner to do "proper" okizeme if he let him drop, and he had already gone past the point where you can get a sideswitch without it. It's not so much about damage as it is about proper setup.
  2. I wouldn't say her throw range on the ground is really an issue when you are in a pressuring position. Though you may well be a bit more wary than usual of trying to run in for a (tick) throw, but other than that you can pretty much play your corner game like you would against most other chars. It's not like she's going to throw you out of your blockstrings (unless you do a 6P too close =p), and you can't just run in unprotected against any character really. Though It's also nice if you can get a net up in the air above you to take away that escape route, since her double air dash makes it hard to stop a superjump escape attempt once you let her jump...
  3. Yes, of course it's harder from a counter. The counterhit makes the stop in the same place instead of being knocked upwards, making the second hit float them much lower to the ground that what's normal. Regarding the weird 1-hit looping, well it was probably just a fluke with distances, and I assume that there is a pretty low number as the maximum you can do before he can tech. I don't really think it's something all that good. Except for looking funny =)
  4. F.EXE against puffballs can't be good. More often than not, the best you can hope for is a trade, and that is NOT something you want to build your game around.
  5. Well, you can do whatever is easier for you, damage generally isn't that big a factor. Though I would say you should try and go for setup if you can, have them end up in the corner when you're done. Combos are in the first post. Exception is for light characters where it's generally good to just keep looping them.
  6. Shinjin will be studying in Japan for a year, starting this autumn.
  7. Only when I'm stopping by in Gothenburg (and he's not busy (which he always is)). SC#3 also marked a big moment for me, as it's the first time I've met Xzi in a final and not lost in a horribly humiliating way
  8. Better late than never, I hear some famous guy said once. I thought I'd finally get around to upping the vids from Southern Cross 3. Q1: Shinjin vs SDF http://www.youtube.com/watch?v=iQvJDaBP7-8 Q2: Caer vs Nekomon http://www.youtube.com/watch?v=08XWcWgFaXE Q3: Yonasu vs Rensengeki http://www.youtube.com/watch?v=Do_UX5XkbiQ Q4: Nehle vs Xzi http://www.youtube.com/watch?v=vZfGRofaI5s S1: Caer vs Shinjin http://www.youtube.com/watch?v=lYhpwSOhE9A S2: Xzi vs Yonasu http://www.youtube.com/watch?v=Wc285iRW0Fc Bronze: Shinjin vs Yonasu http://www.youtube.com/watch?v=rTFxXd7Vra0 Final: Caer vs Xzi http://www.youtube.com/watch?v=fMUfWgfInYE We also had SC#4 last week, held in Gothenburg. Attendance was lower, but fun times were had by everyone present. No capping as the equipment was being a bastard. Results for that ranbat were: 1) Caer 2) Nekomon 3) Shinjin 4) Svampen Svampen is working up an awesome Bridget now. It's incredibly fun to watch. Final results for the entire season is as follows: 1:a Caer 7p 2: Nekomon 6p 3:a Shinjin 5p 4:a Yonasu 4p 5:a Xzi 2p With only 4 ranbats held this season, having varied levels of attendance and some upsets for characters selections, results may be a bit skewed. But it's been a blast having these large scale ranbats. How we'll ever get things done next year when official organizer Shinjin leaves us is still a mystery, but we'll try our best
  9. I think you have to change the settings first. If you go into the environment settings, you can choose between using their download manager or going with browser mode. If you select browser mode here and then try the second download option it should work.
  10. Actually the best point about jS is that it doesn't increase your hitbox that much, but anyway... I don't believe in there being such an easy answer as one direction being the best. It's always dependant on your own and the opponents position. In quite many matchups the last thing you want to do is to retreat. I do agree however that of the possible choices, 9 would indeed be the one least used. So if we're only talking which one will probably be used the most, it may very well be correct. Still a pretty moot point though.
  11. Antiair is always situational for Testament. 5P works very well when it does work, but you'll just have to try it against stuff to find out when to use it. For example, it will kill almost all of Ky's moves, but Chipp wins over it easily. 6K is good but may be a bit hard to use. It's all about getting a good sense for how your opponent moves. It's here that the net issue enters, as aireal nets may be easy to disarm, but they often require a a move to be used for that purpose exclusively, which means you are in a small way controlling your opponents movement. So the main goal here isn't really to keep them from being disarmed so much as to react well to when they are disarmed. And there is no single best way to use jS. It's all about spacing. If you want to get away, you use 7, if you want to advance, it's 9. If you just want to hold position, maybe after standing in a good spot in a well built fortress, it's just 8. And yes, that hitconfirm is very important.
  12. lvl 2 low MF is about the same speed as a tk Ensenga. Lvl1 is indeed slow as all hell, but he's not going to get anything from it so it doesn't really matter anyway. There is also a significant area where both sweep and tk Ensenga will connect.
  13. Okay, just some comments: first off, against Potemkin, warrant is very, very risky. It should not be done against grounded pokes because he can chain them to Pot Buster and own your soul. Also, hammerfall is a bit too risky in my mind since there is the hammerfall break. The j.D part is true though and a very nice counter, but apart from that I think warrant should be used very sparingly in this matchup. @Tiamat: About Eddie's 236K chain, it works, and he can't block it. Even nets you a counterhit. Might be a very good tool there, definitely needs to be tried out more. @DoomieJ: I really don't think it's worth it to warrant the shadow at all times. If he just blocks the warrant, he gets combo > knockdown > summon > you die. Even if the warrant hits the shadow instead, he gets a free combo on you, which, while not something that immediately kills you, just isn't worth it.
  14. throw combos are found here: http://www.youtube.com/watch?v=NFWl_kZ5f1E http://www.youtube.com/watch?v=Bp4icZqH5sw Anyway, I don't really think about the tk timing that much. I do the motion pretty fast, and then it's mostly about pressing the button at the right time. Just mess around with it, you'll find it eventually. Good spot to practice in my opinion is to do a far gatling on baiken to 2D > BL > tk BL, because that's quite an important link in that matchup. If you can do that consistently, you won't encounter that many tk related problems.
  15. moved HOS discussion to the matchup forum where it belongs.
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