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Caer-caveral

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Everything posted by Caer-caveral

  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. 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.
  5. Shinjin will be studying in Japan for a year, starting this autumn.
  6. 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
  7. 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
  8. 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.
  9. 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.
  10. 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.
  11. 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.
  12. 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.
  13. moved HOS discussion to the matchup forum where it belongs.
  14. Never do random stuff against Potemkin. Random GD and random BL are big no-no's. Also, Warrant should be used at most sparingly, probably not at all unless he does something stupid obvious like giganto extension outside of a combo. The problem is that Potemkin can chain his normals into PBuster which will beat out your warrant and kill you. I suck quite majorly at this matchup, but my opinion would be to try and hold your ground as best you can. There's not too many reasons to let Potemkin drive you back and if you get into the corner chances are you just died. Get some airnets out to get better control of airspace, but be careful about trap placement on the ground. Too many random placements will probably get a slidehead. Probably best to keep them to mostly after connected pokes. Never rush in unprotected. Use an EXE FRC before you try anything bold, like getting close to him. While at neutral, try not to be too hasty and always be on the lookout for slideheads. If you see one, start dashing immediately, Testament's forward dash has feet invulnerability and will go over it. Then you can do for example 2HS > BL > 6K > BL > HS > BL > HS > BL for some good damage. btw all loops on potemkin follow that pattern, you can start it with any grounded string to HS > BL, followed by three more HS > BL. It's indeed easy. If he starts doing the evil shit (i.e. okizeme Gigantor > UB Slidehead, meaty slidehead, etc.), you can dead angle gigantor if you have the tension, but better is that you can often do a reversal nightmare circular to deal with it, giving you one hell of a punish. Finally, don't drop combos. Just don't. If you do an invalid combo chances are he'll tech, buster you and then you die. It sucks.
  15. Yeah I learned a little of that kind of stuff from AtTheGates (thanks man!) at the last tourney, but unfortunately I never had the chance to practice it there, and now I'm down to no Eddie-plaing opponents again. =/
  16. Thanks for that Dream Maker. I have far too little Eddie experience, but hopefully I can use this newfound knowledge to better myself. Nice to see you around here again, by the way. Something I'd like to add is that I find many Eddie players to go for a shadow summon after a blocked poke in the hopes of catching you in his pressure of eternal frustration. This is of course a bit bullshit as you can just backstep away here. However, you can also throw out an EXE that will either eat the shadow or ch Eddie. Has the advantage of getting rid of that pesky shadow immediately and the shadows hit (that you trade with) cancels your recovery to keep you safe from retaliation. But beware that if he's too close when he summons and opts for a nobire, it will trade and kill you. A more fun possibility is to do tk GD instead of the EXE. Works always against mawaru, and works against the others if the poke wasn't lvl 5 (i.e. HS). low tk will only eat the shadow during nobiru though, but a high tk will work every time. This nets you a counter hit, leading to 230-250 damage with 50% tension. Example combo: tk GD ch > HS EXE FRC > jHS > jD > BL(1) > 6K > HS > BL > tk BL Actually, it is also possible to do this at the usual blockstring-ending unblockable (i.e. 2P > 2HS > FB drill + shadow D). Where you usually do IB on the 2HS and then jump, you can instead do a tk BL for the same punish as mentioned above. Timing is tight though, and it's risky as hell. Just thought I'd mention it. Admit it would feel good to punish that darn unblockable with 250 dmg in return =) As I said though, haven't played much against him so it's mainly theory. @holy diver Also, regaring the net at the end of the sideswitch, it is as you said not always needed, but it still serves a purpose. If you do HS > net instead of HS > BL, you remove the need to hitconfirm the HS. If you mistime it, you might get it as OTG, and if you follow with a whiffed BL, you will be severely punished. Also, if you didn't get the sideswitch, you'll get nothing or a HS EXE (if your input for the net is too wild, like mine =p), both preferable to the alternative, a P-skull. The net also ensures knockdown even after long combos. For example in your combo 9, I find getting a knockdown on Eddie without it very hard, but with a net it's guaranteed. Finally, the damage difference rarely exceeds 3 dmg anyway, unless you got a really good starter.
  17. Update. Geez, my common matchups get really long. Am I being too wordy? Tell me if I should try to get more to the point next time. Oh, and if anyone has something to say on a mathchup, please do. I may have hijacked first post in all the threads, but I don't have enough experience to fill them all, so I'm counting on you guys.
  18. Well, if I've understood the concept right, Slayer can get a fully invulnerable startup for DoT with a perfect bdc. So if you can do this, sure you can get it anytime you choose (you still have to IB 2D 2HS and 5HS though) but only if your bdc is flawfless. The other alternative would be to IB a lvl3 move and do DoT on the very first frame that blockstun ends. Possibly you could backdash away from it and Dot but that won't give a counter hit. This, fortunately, doesn't really seem reliable for Slayer.
  19. True true. I think this also demonstrates how important it is to not allow slayer to set the pace of the match at the beginning of the round. If you allow yourself to be backed into the corner that may very well be the end right there. Not to say that it's an easy task to accomplish... Also on the same subject, never ever get comfortable while fighting Slayer. This may be true for many chars in AC, but you might sometimes feel "hey, I have a very comfortable lead, I can take it a bit easy now". Wrong! You can still die from one combo started from a random 5K. Always treat the matchup as if one mistake will be your last.
  20. Yeah, i think you just illustrated quite well why Slayer pretty much can't have bad matchups in the traditional sense (except maybe Potemkin cause that bastard just won't die even when it's Slayer hitting him). One wrong move and BAM! I think what got Kichi killed was a backstep (never a good idea against Slayer btw), trying to do something after a whiffed EXE and two bad choices for pokes. Not much to lose three rounds on.
  21. As far as I know, Europe is getting a spot as well.
  22. yeah, that one works, and it's good for some of the more iffy characters like Johnny. On him, I have found that the combo you said, but with this added: 5S > jP > jP > jK > jS > BL(1) > 236P to be a good combo. However, in most cases, I find it preferable to do my standard 6P > S > 2D > HS EXE FRC > dash S > delay > jK > jS > jHS > BL 1-hit > sideswitch HS > net > tk BL > 236P The damage difference is small, it always gives you a curse, and for me at least it's much easier to do. You can also do it from even large distances from the corner by adding a bit to the aircombo. It's different for different character, but for example on Slayer you do jK > jS > djK > djS > djHS > BL(1), while on Sol you do jK > jS > dj S > dj HS > BL(1)
  23. yeah, what he said about jHS. I usually find airthrows to be king of antiair against Slayer. It's just too bad I suck at them. Still, gotta learn that shit sometime. About openers, the start of the match is quite deciding, so it's important to take it easy here. There is absolutely nothing foolproof, and you are at a disadvantage since you are standing far too close to Slayer without any traps out. So yeah, IAD back is safe, but gets you way further into the corner than what is comfortable against Slayer. The chart of openings goes something like this: 6K beats airdash and mappa, can lead to combo if your hitconfirm is golden. Mappa beats backdash and nets Slayer half your life and corner knockdown. HS EXE beats 5K and most often dandy. If I remember correctly, trades with 2HS and 2D. forward dash beats EXE, loses to nets and patience. Slayers 2D beats all pokes. Backdash or Jump beats and punishes 2D. 5K is a low risk/reward version of 2D for Slayer. So just look at the list and see what you think you dare to risk (fill in the obvious ones yourself). I don't really think there are any really good openings, but jumping back is probably one of the best. As long as you can get some form of space and a trap or two, you're in your stride and should take advantage of it to the max. Playing against Slayer feels pretty okay when he's under 50%, since you can really get into your trapping game. After that it's just plain cruel though. Any chance to get a tree out is worth gold, and any failure to use that planted tree hurts.
  24. It's as difficult for Testament as it is for Slayer if both are playing right. I'm not saying in any way that Slayer has the advantage, I'm leaning more towards neutral matchup myself, with a slight tilt in Testaments favour. It's just that he has way better options in many situations than most other characters. No other character has normals that eat traps as easily, while at the same time being so hard to punish. Doesn't help that they are now quite hard to get out safely. The mere threat of a DoT is enough for that, you rarely need to actually land it. If you don't know what to do as Slayer though, it will be quite hellish. And yes, I realize I make it sound worse than it is, but that's what happens after being hit by too many random 5K > DoT > death. It makes people a bit bitter =p Please note that this is not in any way written from Slayers perspective. I don't really care if it's easy for him to do or not (it's not though), I just care for what he can do, and what you must do as testament to prevent it. Mostly though it boils down to making the correct choice, with the wrong choice leading to a swift death, as so often is the case in Accent Core.
  25. Don't worry, I will.
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