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Coma

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Everything posted by Coma

  1. This is he. I don't have recording equipment unfortunately but I'll try to explain to the best of my ability and someone else can record if they get what's happening. 5D is 4 hits and 5DD is 19 hits. When you do 5D and 5DD right after a sweep, the first two hits are whiffing the opponent and it's the 3rd hit that makes contact. How late the 3rd hit connects is what makes it so characters with 5F 5As can hit the persona. If you just wait a bit after a sweep before cancelling into 5D or 5DD, you can get the 1st or 2nd hit to make contact. When you're cancelling into it immediately, these hits are too fast and are whiffing while the opponent is still teching. You can see this easily by setting the training dummy to jump and knocking it down with a sweep then first doing 5D or 5DD right after a sweep as you would normally. The dummy should be airborne when the 5D or 5DD hits. Now do the same string into sweep and cancel into 5D or 5DD a little later so the first or second hit connects as opposed to the third hit. The opponent should be hit on the ground if you're timing it correctly. It's a lot easier to get the first hit to connect than it is for the second hit but you have to late cancel 5D really late for the first hit and makes it obvious that this is what you're going for. Midscreen, you will find that late cancelling 5DD rather than 5D makes it so that the opponent is pushed out of the followup so you don't get much of a mixup but if you just do 5D so that it meaties, all of the hits will make contact. You won't be able to get much of a mixup but the opponent may still try to mash 5A and since the 5D is meaty, they will get counter hit. The last hit of 5D is a fatal counter so the counter hit carries from the first 3 hits and you can pick them up for a 5.05k combo if you end with super or 3.4k meterless with an AoA knockdown and corner carry.
  2. It's not that 5DD/5D is too slow which makes it lose to 5F jab characters, it's because the first few hits of 5DD/5D whiffs if done immediately after a sweep. You can see the ripple effect occur when you do it after a sweep showing that the opponent is invincible through those hits on wakeup. Set Chie to sweep>late cancel>5D/5DD and try to 5A out with an applicable character. You shouldn't be able to. 5DD doesn't work after late cancelling midscreen because getting the first few hits before the spin pushes the opponent out of it during half of the followup. Late cancelling 5D is the preferred choice since it looks like 5DD and the last hit fatal counters which cause the hits before it to fatal counter too because of counter hit carries. If you make your opponents respect this option, you can start doing 5DD right after a sweep again. In the corner, you want to late cancel 5DD after sweep.
  3. 5DD still can meaty after a sweep but you have to delay the first 5D. Midscreen, delaying it pushes the opponent out of tomoe after a few hits but in the corner it's the preferred choice since it lasts much longer than 2DD and the opponent still can't 5A or 2B(in mitsuru's case) nor evasive action on wakeup. Delaying just 5D after a sweep midscreen is a meaty and all the hits of it fatal counters despite the text just reading "counter". So if someone mashes out of that you can get over a 5K combo using 50% meter or about a 3.4K meterless one with AoA knockdown. Dash 5DD after AoA knockdown is meaty and keeps the opponent inside Tomoe, even midscreen, so those are the knockdowns to go for.
  4. My guess for their changing the Renka input is to make his execution easier. If it were still 214B, you may get a hotaru (j.214B) or vice versa going from air to ground such as from a jump or a backdash. Of course if you practice, it wouldn't be a problem but I can see some players complaining about that. Either that or they wanted him to have an OS to catch tech rolls.
  5. Was good meeting you Eshi. And Cirno, nice talking to you. Even on a laggy tv playing BB wasn't too bad. Was better than playing MvC3 which was absolutely unplayable imo. And shoutouts to KOF13 getting re-balanced for consoles.
  6. That thread was going downhill before they came along. I guess after those new players came along, Mr. Wizard had enough.
  7. Seaweed Aquapizza? Should still be able to get the update just not go to the PSN store to buy Platinum
  8. I'll give it a test run.
  9. By how this is going, I actually will be old when a new GG comes out.
  10. That's never going to get old. Steveharine.
  11. Are you two staying for the tournament the next day?
  12. Well, Steve and I definitely want to go, but we don't have a ride. Ian is on the ropes about it.
  13. That's cool. I'll come, if I can get a ride. Damn, this is the only time I get fucked up in the year. EX Coma deserves to be sealed. I say and do some stupid shit.
  14. Shin, definitely play Baiken. We don't have many in the community while we have an OS, Ky, and Slayer. Btw, Happy New Year!
  15. Steve had that. I don't know why he FDs Eddie when he can just IB and get meter and possibly escape. It's not like Mawaru cranks guard bar and it just pulls you in anyway.
  16. I like Ian over Krost. Ian has to be serious though and not in his "this match means nothing to me so I'm going to play it like casuals" mode.
  17. To expand on what 4r5 posted: The disc done with 236S starts up fast but isn't as active as long as her other discs and is used mainly for combos in the corner, can be used for poking but I don't recommend it, and has frc points on frames 3 and 4 so it can be used to extend pressure by cancelling a move into a slash disc, then frcing it before it becomes active. The disc done with 236H has long startup but stays active for awhile. It is used mainly for okizeme. You can, after a knockdown, set a disc on top of an opponent as he wakes up, then go for a mixup. If the mixup is successful and if timed well, you get a combo off the disc hitting your opponent. It can also be used from time to time to control space. The disc done with 236D is used the same way as the hard slash disc but is active sooner (so it's harder to escape from) and stays active for a loooong time so you can get very elaborate mixups off this disc or just go for more than one simple mixup. It can also be used to bait trades(before the opponent hits you, activate the disc) since it's guaranteed to hit after the 4th frame. The air version of the dust disc(236D in the air) can be used to crossup and to get a knockdown from an air combo or to just extend a combo if you think that the extra hits will kill an opponent. It can also be used at the neutral game since it stays active for a while and has a large hitbox.
  18. Advanced guarding is this game's name for push block. It increases the push back your opponents' receive and it decreases the guard stun you're in. It also reduces the chip damage you receive. It's done by pressing back A+B+C as you're in guard stun.
  19. GGs to everyone I played. It was great to see the old GG heads and some new faces playing GG. Big thank you to Press for hosting this and to Seth for helping run the monthly.
  20. He didn't enter in the GG singles tournament. I don't know why his name is listed.
  21. Put me down for GG, BB, TK6, and MBAA
  22. http://www.dustloop.com/ggac/tech/iad.html
  23. It stands for super jump. Meaning to press down then immediately up.
  24. I'm pretty sure 2H-j.k-j.d-ADC-j.k-j.d-ADC-j.d works on everyone. you just have to alter the timing for a few characters. I'll test it and get back to you or someone else can confirm this. Edit: After testing the combo it doesn't work on a few chars. A combo that is universal is this one: 2H-j.k-j.S-j.H-ADC-j.D-ADC-j.D For Johnny, Robo-ky, and Zappa, you have to delay your jump cancel after the 2H. And by the way, you jump cancel straight up(8), not towards the opponent so you wouldn't be getting any H discs.
  25. I had the same problem when I first started playing Millia. You'll definitely are negative edging the disc as 4r5 said. So just press the button faster and you should be fine. To be sure though if that's the problem, try holding H after the 2H and continue your combo. Don't get in the habit of this though.
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