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Caer-caveral

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Everything posted by Caer-caveral

  1. I'll assume you mean gekirin (the overhead). If she doesn't do the IAD version, it shouldn't be a problem. Just block and punish. IAD gekirin is more of a bastard, but as you said you can usually just 5p if you see it coming, or try for an airthrow or something. Anyway, it shouldn't really be that big a problem for your zoning. The the dash-version can't go very far, and you can discourage it with high nets so she will either get stuck in them or need to do them higher = easier for you to punish.
  2. It's been known for quite a while. I think it was Goran who came up with it, only a few weeks after the release. The most common version of it is: Corner throw > HS > net > dash jK > jS > jHS > BL 1-hit > (land behind opponent) > HS > net > tk BL > 236P It does the same damage as yours, but I find it a bit easier. It works on all mediums I've tried it on, which is most of them.And it does work on potemkin and robo-ky as well. You just have to either time the first HS early or delay your jS a bit. What I'm wondering is how you managed to get a knockdown on a light with this. I've tried it several times and I can't get it, they always tech about halfway down. In fact, I don't have any corner throw combo on lights that's even decent, so I always just let them lie =/ BTW, updated first post with dust-combos and combos starting with Gravedigger. Not terribly exciting, but good to know.
  3. Here's my effort to make my previous list more succinct. I'll still leave the old one if anyone wants more detailed reasons for any of the things listed here. http://www.dustloop.com/forums/showpost.php?p=156855&postcount=21 Pros: + Has "ultimate space control". Trees, nets, skulls, EXEs, the crow and his very long range pokes makes him able to keep practially anyone at a distance until a chance opens up. + Easy mixups with 6P/2K that both have the same combo-potential + Can get good damage from any situation for 25%, even from OTG. + Combos bring his opponents to the corner and almost always give knockdown. + Gravedigger gives him a moderate-risk way of closing in on zoning characters. + HS EXE, Warrant and Nightmare Circular together give him a good defense and possibility to escape pressure. + Can end most combos with a curse. + Good at building guardgauge, can reset his pressure with EXE FRC + HS EXE gives him a poke that wins over almost everything groundbased. + Very strong offense and defense after a curse. + Possibility of very high damage, particularly from poison Cons: - Big proration on 6P/2K that start almost all his combos. - Very limited mixup options beyond 6P - Lowest guts rating - limited anti-air options - No good air to ground game. Very easy to anti-air.
  4. Testament: pros: + Has "ultimate space control". Trees, nets, skulls, EXEs, the crow and his very long range pokes makes him able to keep practially anyone at a distance until a chance opens up. + Easy mixups with 6P/2K that both have the same combo-potential + He can now get a good combo from any hit with 25% tension, regardless of position, mainly due to HS EXE FRC. + Badlands (214P) has enormous untechable time, giving him knockdown (often in the corner) from almost all combos. + Badlands allows him to combo an airborne opponent without the need for either tension or corner. + Gravedigger (214D) allows you to trade 25% tension for better and easy positioning in a combo, but you can usually get the same result without the tension, though more difficult. + Gravedigger also works well as a decently safe surprise distance attack with high reward options. This makes it much easier to get in on other characters with good zoning. + HS EXE fills an old gap in his defence. It doesn't disappear when he's hit, and knocks down on counter hit. This makes trades when doing a HS EXE while being pressured common and very profitable. HS EXE also beats pretty much any ground poke, making it much riskier to try and outpoke Testament. + HS EXE lifts from OTG state, meaning you can get an extended combo from almost all situations if you have tension, and gives much larger leeway in combo-planning. Gives tension-free combos in the corner. + HS EXE (yes, again ) has big frame advantage (+9), making it easier to synch attacks with the crow, chip away your opponents last health or just annoy him to death. =p + Has a fast reversal move that eats both high and low attacks. A landed warrant(214K) can turn a match around completely for 25% tension, even from midscreen. Risky move, but it's presence makes sloppy pressure dangerous and it renders a few, slower, moves almost useless against Testament. + Nightmare Circular is a very safe OD that covers almost full screen. Works well both as a reversal and as a punish for obvious long range moves. + He can reset his pressure for 25% tension with an EXE FRC, giving him a new chance to break the opponents guard, all the while raising their guard gauge. + Can curse in more situations than previously (usually possible but very difficult from throw). With the right combo and 25% tension, you can get knockdown in the corner and curse from almost any hit. + With a curse he gets incredibly strong both on offense and defense, but any combos done during this time must be very well though out or the crow will ruin it (since badlands knocks them over such a big area.) + High damage possible from an unprorated starter... cons: - But only decent damage from 6P and kinda crap from 2K, regardless of amount of tension spent, not couting guard gauge. (Only a small minus, since his combos are easy to get and gives such good positioning now.) - Very basic mixups. Both 6P and 5D are very slow, so an experienced player can block them on reaction almost every time. - Lowest guts rating - Limited anti air options. Most of them, like 6K or 6HS, must be done in anticipation. 5P wins over many air normals but when it doesn't, he really has no options left. 6P hits too low, starts too slowly and has too long recovery to be useful except in very specific circumstances. - No good air to ground game. Very easy to anti-air. Sorry for probably being way more wordy than you wanted, but I've never learned to be brief. I can probably make an effort to fix it up if it's required. In summary, he's got good offense and defense and exceptional space control. He can combo from anything and more often than not gets corner knockdown from them. A bit tension reliant, but not overly so. HS EXE is a boss move
  5. Good luck =) And yes, by the way. 2K can almost always be substituted for 6P. Just the damage that gets worse, but it's still worth it if you get a good knockdown from it. Just don't use more than 25% on it. Also, gotta say that I was really impressed by ABEGEN. Two beautiful slashbacks to Pochi Buster. Goran is still playing very well though. And once again mad props to Rise, again and again proving himself as someone on a higher level than most. Notice he did the exact combovid-combo that he did on ky in the CMV?
  6. For the characters it works on, I recommend the following combos for when you start the combo at the opponents starting position or closer. The two variants works on different characters, so pick whichever one that works. The trick for these is just to retain as much momentum for the super jump as possible. Close to the corner 6P > S > 2D > HS EXE FRC > dash S > sj > jP > jK > jS > jHS > BL 1-hit > (land in the corner) > HS > Net > tk BL > 236P close to the corner 6P > S > 2D > HS EXE FRC > dash S > sj > jP > jS > jHS > jD > BL 1-hit > (land in the corner) > HS > Net > tk BL > 236P When you are further away, this one is generally easier to do. Just be sure that you run in as deep as you can after the FRC: Midscreen 6P > S > 2D > HS EXE FRC > dash in deep K > S > sj > jP > jK > jS > jHS > BL 1-hit > (land in the corner) > HS > Net > tk BL > 236P If you are even farther from the corner, it's a bit iffy. I'd say just knock them into the corner behind you and go from there. These combos work on most characters, but there are some exceptions, like Venom, where it's hard as hell to land it. I generally find this to be the best option since it gives you that precious corner knockdown for only 25% tension, as well as giving the tension penalty time to wear off for when you go for the next one. Damage isn't remarkable, but decent enough.
  7. Hey, looking good My main gripe would be that you don't capitalise quite enough on the damage potential you have. More EXE FRC combos would be good. Specifically against Anji you went for 4 hits to BL 4 or 5 times instead of just finishing him off with the 75% tension you had. I have a bit of trouble commenting on the first one, because it was so choppy I couldn't really follow it very well, but yeah, a bit more careful on those warrants. You use it even more than me, and that's saying some. And I don't actually find a missed warrant to be THAT dangerous. Sure, if it's in the middle of their pressure it's generally easy for them to just keep doing what they were doing and punish you big time, but if it's for baiting a poke or the like, it's usually quite hard to punish it since a poke isn't designed for bringing you big damage (for most characters), and the animation is only 40 frames anyway, only a bit worse than laying a tree which people do all the time anyway, and without the counterhit state that goes with it..
  8. @The Muffin Man: I haven't researched it all that much, but what worked best for me is to do throw > 6K > BL > tk BL and then wait a little in order to let them get further dow[finput][/finput]way. After that it's pretty much just as fast as you can. I experienced difficulties with keeping the loop going without that pause, but best thing to do it sprobably to try out different stuff like this and find what you feel is easiest for you. Might differ from character to character as well. @Diveman: Well, the main factor seem to lie in getting the opponent as high up as possible in relation to yourself before the BL. Having momentum may help, but I don't have any hard evidence for that yet. Best source for reference would be The "Electric communication" combovid, but basically you just trap them in a net close to the corner, then run in and do something like jS > jHS > BL or jP > jK > jS > BL. Note that there are about 6 frames after the opponent flies out of the net before they can tech. Try to catch them during these frames, as it helps with getting them up higher. In other news, this way of doing side-switches rocks so much! I've tried it out in matches now and it works amazingly well. It suddenly becomes one of your best options for several occasions, including: * Opponent is hit by a tree relatively close to the corner: S > jK > jS > jHS > BL > HS > Net > ... * random air-hit to BL 1-hit * Warrant in the corner, as previously noted * Any ground combo starting in or very close to the corner In all the cases listed above, you get a perfect knockdown for at most 25% tension, often none. It also fills the gap created by my previous side-switching combos (the superjump ones) as they are much harder when you are actually in the corner. Now, the best usage is something like this: Combo is started between your starting position and the opponents starting position: 6P > S > 2D > HS EXE FRC > dash in deep K > S > sj > jP > jK > jS > jHS > BL 1-hit > (land in the corner) > HS > Net > tk BL > 236P Combo starts between opponents starting position and about the length of 2D from the corner: 6P > S > 2D > HS EXE FRC > dash S > sj > jP > jK > jS > jHS > BL 1-hit > (land in the corner) > HS > Net > tk BL > 236P Combo starts closer to the corner: 6P > S > 2D > HS EXE FRC > jHS > jD > BL 1-hit > HS > Net > dash > jS > jHS > BL 1-hit > (land in the corner) > HS > Net > tk BL > 236P EDIT: This does not work very well on all characters though. I haven't had a chance to test it out, but for example on Venom it's almost impossible to get this shit to work with any consistency. Dizzy and Sol are easy though, if you need a good choice for practice dummy =)
  9. I just got to say that the Azumanga-stick that Mad Tomato has is the most awsome and good looking stick I have ever seen. Mad props!
  10. Okay, here we go again. Thanks to Rise and his excellent combovid, I've spent more time playing with curse-combos. I have during this time found several very interesting things. First off comes the point of doing HS > net > tk BL instead of just HS > BL at the end of the standard side-switching-combo. I've always done the latter in order to avoid damage scaling from the net as well as getting them down lower for easier knockdown. So wrong. According to the frame data, the second hit of BL has the same untechable time for both ground and air versions. However in reality, a tk BL gives knockdown much easier. This makes knocking down Dizzy easy, and even makes it possible to get a knockdown on lights. Secondly, it just makes the combo easier. No more accidental 236P for landing on the wrong side, or OTG HS > BL into punishment for hitting too late. Another thing that is as of yet unconfirmed, but it seems like moving in any direction, even back towards the corner will often ruin the side-switch, putting you back on the wrong side. Don't know why. More than that, the video shows that you can actually get the side switch from more situation than I initially thought. As long as you can still hit with jS > jHS, it's possible so be sure to look for that. It's actually possible without it but much harder. Finally, I now have what I'm pretty sure is the optimal warrant-combo in the corner. Warrant > HS EXE FRC > jHS > jD > BL 1-hit > HS > Net > dash > jS > jHS > BL 1-ht > HS > Net > tk BL > 236 P It does huge damage and gives you an optimal knockdown for only 25% tension. Just make sure you hit the jS as late as possible. For lights, change 236P into tk BL > tk BL. I'll update the first post with this as well.
  11. It was a lot of fun watching Rise play. Nice to see that he actually used the combos he made in the combovid. Big thumbs up for that.
  12. The extended patterns can be found in the first post of this thread. And it's actually not your imagination. Testament is harder to IAD with. If I recall correctly he has a longer amount of time from after a jump intil he can dash than any other character. This means that the problem of pressing too fast is very common with him, and you can't do it very low.
  13. http://blog.livedoor.jp/roz_to_beni/archives/50776920.html Testament combovid - "Electric Communicatio" And it's actually a good one as well. Now that's something you don't see everyday.
  14. Nothing at the moment, since most of us in Lund have gone home for the summer (You pretty much only live in Lund for studying). Only me and Nehle left since we got ourselves jobs here, and we dont have the recording equipment here in any case. Ranbats start up again sometime in September. Only events before then that I'm attending would be Dropkick (Sweden) and B3C (Germany). I'm really looking forward to that though And totally agreed that there's a lack of good Testa-matches. Actually, pretty much the only matches with him that I've enjoyed since the release are the ones with Shounen and Shuumatsu. Most of the horde of other players are just mindnumbingly boring.
  15. Well, I find it to be something you just learn to see. Practice some of the setups for it, and you'll notice Testas trajectory and stuff like that. Just get a feel for it. And actually, landing in the corner is almost always preferable, since you can get a curse for less tension, and if you want damage instead, you can still do S > HS > BL > HS > GD >... And no, you can't hit with a P-soul after a 1-hit close to the corner. The exceptions to this is 1) You do the whole superjump-land-in-the-corner business 2) you start close to the corner and make sure your knockback overrides your momentum forward, e.g. by jumping straight up at the start or something like that. It usually makes it way harder to actually land the 1-hit though.
  16. It's wrong though. Correct version in my post here: http://www.dustloop.com/forums/showthread.php?t=598&page=152 Except for possibly the air ch's.
  17. Actually, the net vs mappa thing has been in there forever. Nice tidbit about throw-curse though. I never even considered that it might still work. @Fragile: True, but I was really thinking about his actual counter-moves
  18. You really shouldn't lay that much tension on a throw-combo. You'll never get any damage from it. Same actually goes for any combo starting from 2K, unless it involves poison. Oh, and please try not to repost combos. Instead just edit the original with the characters it works on.
  19. You can't mash Zeinest anymore, so you always have the same amount of time after it. Anyway, after getting someone into a powered net, it all depends on if you have any more dolls. If you do, plant a tree and then curse them. You'll still have time for a combo afterwards. If you don't you can either just curse and go for a combo, or if you have tension, do a Nightmare Circular and combo, becuse that hurts bad. And thanks for the setups Rabite. Never considered the possibilities for "relaunching" midweights after a BL.
  20. Well, technically she can be looped, it's just crazy hard compared to pretty much everyone else. That's why she's a bitch. She's too light to be knocked down easily but is still resistant to the alternative. Of course, if you do land any decent combo on her, that's half her life right there
  21. Well, regarding the throw, it does not work on everyone, and it seems a bit easier on some. However the general rule of thumb is that it's easier the more momentum you have and the higher the opponent is. So try to catch them early and try to gain as much speed as possible before you jump. As for MoP-combo 1-hit, yes it is quite hard. You have to time the jHS very carefully, and it's bit different on different characters. If you have something easier, you can go with it, but the followup might have to be changed a bit if the timing is different. Oh, and just my personal opinion, but cursing after throw like in those vids is hard. It calls for pretty exact spacing and timing for both the dashes involved.
  22. No you can't. You must have the dummy on neutral recovery. They can recover faster if set to front or back instead. @Ignatius: if you can get even one rep after 6p, 5s, 5s, 5hs, BL on mediums, you're already good enough at it. That shit is hard. And everyone, please don't concentrate solely on the BL loop. The extra damage you can get from it on non-lights is negligable compared to 1-hit combos, you do not gain any tension due to tension penalties on FRC's/FB's used to set it up, and you get inferior knockdowns. The loop is very good on lights, and it's very good for getting tensionless damage from specific setups (e.g. Nightmare Circular, counterhit GD, etc.), but it's generally not the optimum.
  23. You actually don't have to dash. It's enough to delay the 6K a bit, as BL's second hit appears to have a larger hitbox horisontally. It also makes the loop easier since you won't be so far away for the second BL.
  24. It's pretty much the same on all lights. You can get 6 loops on them, but I find it kinda hard to connect the last one. 5 is pretty straightforward though. Good tk-practice is to pick a lightweight and do 6P > S > S > 2D > BL and do a loop from that. The timing is much stricter than after a throw, but you can get at least 4 reps from it, and it's a combo that you're going to want to learn for real matches.
  25. Blue burst (Slash): Startup 23, recovery 26+3 landing blue burst (AC): Startup 19, recovery 27+3 landing, 6 active, level 2 Gold (no change): startup 19, recovery 26+3 landing, 6 active, level 3
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