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Caer-caveral

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Everything posted by Caer-caveral

  1. Yeah, not worth it unless it kills. Also just a note, the throw combos that epic listed aren't the only ones that work for each specific character. They aren't even the easiest. But they ARE confirmed to work. Just try out the different ones on whoever you want to combo and find which one you find easiest to pull off.
  2. Zeinest kills alot of the damage, so I'd say it's best to go for setup. If you're reasonably close to the corner, get an air combo to 1-hit, then HS > net > dash jS > jHS > BL > sideswitch combo. It works on most characters. If far away from the corner, either just knock them directly into the one behind you or do air combo > 1-hit and end with either just 236P/okizeme immediately or HS > BL > tk BL if the characters allows it. tree crossup oki should only be used when you have enough time to plant it and let it come out before they rise. Preferably the tree should hit meaty, but you have some leeway there. So only use it after knockdows where you have enough time. Most TK-BL's are good enough, but it's really a judgement call from every situation. Oh, and if they're always jumping and mashing HS on you after you plant, just stand still or jump straight up, and let the tree hit them. There's nothing sweeter than doing a mixup with pushing any buttons at all about the throw combo, I assume you mean on Ky, since it's easy (or impossible) to do 6K BL on everyone else, with possible exceotion of Millia. Anyway, yes it's possible on Ky but it's very difficult. Unless you play a ky often and really want to get it down, I'd recommend just letting him fall, or do the 1-hit version if you're close to the corner.
  3. Well, if you can find the time for it sure, but only rarely. Since he can just teleport behind your crap or alpha blade you in the face if he sees it, you have to be extra careful when you commit to something with such a long recovery time. It really is very rare that you're actually safe from Chipp.
  4. @Badguy I'll input on May and Chipp since I have some level knowledge against them, but I'm not comfortable enough with the other two to comment on the matchup. Anyway, in both matches, you need to be pretty mobile. For Chipp he simply outmaneuvers you and he cannot be antiaired, meaning if you just stand in one place you will get beaten. I find it best to try and beat him at his own game. Move around all the time, airdash alot and keep placing nets, mainly in the air. This means Chipp has to work hard to catch you and he is always in danger of getting caught in one of the nets while trying. If he's coming for you, use jS as a poke and make sure you hitconfirm it to BL. Take any chance you can for placing trees as well, but be careful with them and only take place them when it's safe or he will be in your face before you know it. This is probably the one matchup where I find scattered traps to actually work better than any form of formation. Summing up you keep moving, clogging up the stage with traps and pokes until he makes a mistake, and then you make sure to own him for it. That was the thing i reacted to most in your vid. Both in the first and second round you could have killed him if you had continued the combo. In both cases it was unprorated starter followed by a BL that knocked him into the corner. Just run up and do EXE FRC into combo and that's a win for you. I mean, it's Chipp we're talking about, right Against May it's a variation of the same. Here you want to always keep her at a distance, but with a slightly more calm and planned approach. The important thing is to get her away at the start so you can gain some distance and start building your fortress. K-skull is especially good as it kills her air game, and that is where she is the most dangerous. Pokes to use are pretty much jS and far S. Especially jS is the best move you have in this match, as it will beat out her air approaches and is the only move to do so safely. I think you were too ground based in both the matches. As soon as any of those two get above you, you're pretty much at their mercy, but air to air you have the means to deal with them. I think the three main points would be more movement, more air to air and finally and most importantly, more damage. In any matchup where getting in is the main problem, you have to make sure to finish them fast once you get the chance. Use your EXE while it's still broken
  5. Actually, grounded nets only make him unable to use Mappa at certain distances. That's pretty much it. I think the main problem is that he can 5K the net with pretty much no chance of you retaliating because you either just got hit by his 5K or you're too far away to punish it properly. P-skull is more limiting, and very nice to have when you really just want him off your back for a moment, to set up new defenses. K-skull though is very nice since for a short while it removes his options to punish through the air, making Testament a bigger threat on the ground with EXE and the like. So I still say both are good, just for different situations.
  6. @JediMindTrick Slayer: Phantom Souls are indeed very good, both of them are, but take note of the fact that a phantom soul when Slayer has 50% or more is an invitation to DoT to death, so don't take that risk. Rule one against Slayer should be never try to air-to-ground him. I think you lost the first round mainly because you were a bit too persistent in trying to attack him after a jump instead of just getting out of the corner. There is nothing short of a meaty okizeme that testament can do in the air that won't get punished by half your life if the Slayer is playing well. Apart from that, It's the eternal struggle to try to optimize your combos. There was often more damage/setup that could be gotten from the starters you got. Rule of thumb should be to never let a combo that started with something unprorated go to waste. Use your EXE's and keep going. Sol: Agree with Badguy. Take it slow, don't rush him until you have a clear chance. Also, don't try to backstep VV on wakeup unless you know the spacing well because that shit catches you most of the time *grumble*. A bad habit that I know might be difficult to break: Never use 2K as starter move when you go in for a punish, e.g. after blocked VV. I still do this too often as well, and I loathe myself everytime I do it, because you know you just wasted almost 100 damage there. So keep that in mind. Baiken: At least in the beginning, you were a bit too careful. That was a very cautious Baiken player, and half of the matchup is to actually dare to try and land some hits. You stepped this up later though, so perhaps you realized that yourself. I'd try for more airnets here. If strategically placed, Baiken must disarm them before she can combo you. You can use this to your advantage and try to punish any attempts at striking nets. It's not easy, but a good strategy nonetheless. Also, against Baiken always go for max damage. For example you can do the standard jK > jS > jHS > BL(1) and then immediately do tk BL into loop. Distance dependant of course, you might need to do HS > BL after landing to get the spacing right. Generally: Once more agreeing with badguy, the single most important thing is to learn is to get your damage from when someone gets stuck in a tree or net. This means both reacting to it and getting a feel for what combos work well from it. Keep at it and kick you opponents asses
  7. Why in the world would they care about this stuff? I'll never be able to understand how the music industry thinks. Badguy, I feel for you. That was the most awesome account youtube had. It's outrageous that your work is going down the drain like that.
  8. Isn't this just because either they are too far up (given that icespike doesn't extend fully on the first active frame, don't know if that's the case), or because the combo before it has been too long, thus reducing untechable time?
  9. Since PBuster has startup frames, it can't get you if the net is on him at wakeup. If you still get bustered it means you are either not placing the net over Pot (as opposed to placing it right next to him), or you are starting the net placement too late, thus making it not hit as a meaty. Regarding nets against Pot, I've been thinking about if it's a good idea to place two slightly low aerial nets against him while you are annoying the crap out of him from a distance with everything else. This would be to make sure that if he does hit with slidehead at some point, he can't hammerfall break > combo you. I rarely play against Potemkin, so I don't know if it's actually useful or not though.
  10. Not sure exactly which one you're after, but the Electric Communication CM has a few variants. http://www.youtube.com/watch?v=yrjNWOi6QFs - They start at about 2:10 And how did we start talking about Venom all of a sudden?
  11. Heh, I suck at airthrowing myself, so I rarely do it. But yeah, I recognize the IAD problem. Been there, done that. And maybe I should stop believing that just because I find something easier, others will as well. You should of course do what you find easiest. Just keep in mind the point of possibly lost poison damage. But I am a bit concerned with if you can really get them with the throw if they tech forward after the HS > NC, what with you being pushed so far back here. As I said, I'm not very good at them so I may be wrong, but it feels exceedingly difficult.
  12. the idea is sound, but it needs tuning. First off, if you're already in the corner, the first GD is moot. Just do 6P > 5S > 5H > NC > dash > HS EXE > S > jK > jS > jHS > BL (1) > S > airthrow This reduces tension usage as well as giving you a much easier opportunity for airthrow, whith damage being pretty much the same. As for the throw, why would you throw out of the corner for anything other than combovid purposes? Throw into the corner and then do HS > Net > dash jK > jS > jHS > BL (1) > sideswitch > HS > net > tk Bl > 236 P That's a pretty optimal followup for no tension, unless the opponent has barely any health left. In that case just go for an aircombo after that last net instead. If you're not in the corner, you can just do 6P > 5S > 5H > NC > dash > HS EXE FRC > see above works everywhere, only difference is the added FRC this time. On lights, you should just go for a BL loop immediately though. The good part about doing it like this is that you're not taking as much of a chance. If you fail the throw, they will still have been hit by most of the poison damage already. And of course, you don't have to go for the throw at all. Just keep comboing, often gaining you knockdown instead.
  13. There are some possible variants. Midscreen or closer: 6P > 5S > 2D > HS EXE FRC > dash 5S > pause > jK > jD > BL (1) > sideswitch HS > net > tk BL > 236 P Probably the easiest and most realiable combo. You can also do: 6P > 5S > 2D > HS EXE FRC > dash 5S > jK > jS > jHS > BL (1) > HS > net > dash > jS > BL (1) > sideswitch HS > net > tk BL > 236 P further away 6P > 5S > 2D > HS EXE FRC > dash 5S > jK > jS > jHS > BL (1) > tk BL*x Damage is pretty much the same on all variants.
  14. Question: I sometimes have problems getting the airdash after a tk Ensenga. I can't really tell the difference between the times when I succeed and when I don't so I'm not sure what's wrong. Anyone know? Or can't you do it on really low tk's?
  15. You need the opponents gravity effect to be big enough for them not to fly out of hitomis hitbox, that is, you need to have done a long combo before starting it. And that combo must of course contain a situation where you can stand under an opponent in the corner and plant a hitomi and have it hit (only things I can think of are powered hitmoi and zeinest, and the crows schythe attack). So to sum up, it's not really worth thinking about it. And it's probably not infinite, as the increased gravity should end it at some point.
  16. Definitely not only training mode for the Sakura thing. It feels like she has gained quite a large amount of upper body invulnerability on the recovery of it for some very obscure reason. I have the same problem with hitting her after a blocked Sakura when I play Testament as well. So annoying. <_<
  17. Well, basically throw combos won't work very well, so it's probably best to just skip them. Otherwise, the only thing you can't do on Ky is combo 2D to Badlands. This is annoying as hell, but fully manageable. Try to focus on doing combo from 2D > HS EXE FRC and things should be fine. I don't really find him particularly hard to loop once you get it going.
  18. I've never gotten anything to work reliably on her either. I usually just let her fall and go for okiseme. If you really need the damage, you can always go in with a HS EXE FRC to combo.
  19. Hey, Champion, great to see some more of you. Sweet vids, late night gaming and you work well together And good to hear that acd is back to playing more, even if it is HOS =p (Though I'm playing more Johnny than anything else right now myself)
  20. Actually, doing the most amounts of BL is not the best way if you're only going for knockdown. In my experience versus Baiken, 5 BLs will almost always get you a knockdown in any case. Do more and it's more likely not to get it, since untechable time is lessened the longer you continue. I usually prefer to stop on a BL that gets them into the corner. Oh, and you don't actually need to dash 6K on Baiken (or Jam). Just delay the 6K a bit, until she is almost horisontal to you. That should make it easier to continue comboing as well.
  21. Basically, you should always try for a TK BL that is as low as possible. For me, it's basically either succeeding with that (where sj or not really doesn't matter) or getting a regular superjump version, so it's not really something I choose. I think that a sj BL goes a little further, making it have a use when it's doubtful if you'll reach otherwise (notable situation: on lights, you are in the corner, HS > BL > tk BL > tk BL. Last one can be really tight, range-wise) So yeah, don't worry about it. Just try to get them out as fast as possible so you can do more loops.
  22. GD saves combos and gets you better okizeme, by helping with a difficult sideswitch perhaps, or just by getting you into the corner. Mostly though, it's for the damage. If you get a good chance for an unprorated starter decently close to the corner, you can do: HS > GD > wallbounce & sideswitch > HS > BL > 2HS > GD > HS > net tk BL > 236P Which does about 250 damage on standard defence, without sacrificing anything in terms of okizeme. Indeed, it gives you the best one possible. And yeah, the Potemkin-combo is in the list in the first post, but thanks for sharing anyway. It is really fun to do that to him =)
  23. How can you not tell that blue bursts are faster? Those things come out with the speed of light now, dammit =/ Anyway, I posted up the info way back. Here it is again:
  24. While we're on the subject, this isn't exactly true. It doesn't lead to anything aerial ordinarily, since there are very few moves you'll actually catch in the air with it (17F startup, dammit). There are only exceptions like Sol's riot stomp and whatever. Most air attacks will have landed before the hit, and then your only chance for a combo is that the opponent is so confused by their attack whiffing that you'll get a hit in anyway. Doesn't help that the range is terrible so you can only even try if the opponent is right on top of you, meaning you risk that their attack hits anyway if it's directed downwards. To sum up, it is still not much of an antiair. For some special cases it's nice, but still just no. It only beats Jams DP safely, and with her a 6P oki means huuuge risk of parry into death. With Ky there is precise timing for 6P to beat his DP (which can be learned pretty well for rise ups though). All the other DPs eat 6P for lunch. It only wins over very few dead angles. I can only think of Eddie's and Potemkin's at the moment, but I think there was one more. Almost all DAA win cleanly. So yeah, still a great move what with the mixups and all, but it didn't suddenly become MOVE OF THE CENTURY because of the invuln.
  25. I still won the third one, dammit. Get your facts straight I'll pick up my second one tomorrow.
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