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Dyne

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    Los Angeles, CA
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    Dyne130
  • PSN
    Dyne115
  1. I'm sorry that this happened but I wasn't aware of the thread being active during the tourney, you could have gone on ggpo since I see you on there and say something about not being in the first or second brackets. Talk with the host in private I suppose or hit up the stream and private message the streamer but next time you should probably try to get more acquainted with using GGPO to reach players immediately.
  2. Sign me up. Dyne130 is my GT.
  3. 1 – Basics - Punish [ Typically, you want to 'punish' in the sense of chicken blocking, throwing, and wheels from far away as possible. The reason for doing wheels as far as possible is that unless the opponent is incredibly fast with the speedy characters, only wolf can punish from fullscreen for a wheel attempt. Furthermore, it conditions some opponents to constantly try to rush in. With enough experience, you will notice this most with RAPTOR, BEE, other IAD characters and BB hood. Otherwise, you do not want to throw out just any normal, most of Jedah's normals are situational and often so severely punishable that sticking to LP and LK's are a good idea. ] - Anti- Air -cr.mk [ An ideal normal for well-read AA approaches, it is one of Jedah's most powerful and key normals in his repertoire. It often sets the spacing necessary for Jedah to escape or even approach due to the fact that his dash has a very minute moment where he has to get some air to throw out normals. An example is when resetting an airborne opponent with the cr.MK, you can dash in and unleash a vicious rushdown attempt and for the most part, is 50-50 ish if you poke and attempt a throw. { Even if opponents try to command throw, you can just try to rush or poke and keep away for a second }. It is also one of his slower normals, so use with much caution. Projectiles and other things like that will hit him even if it only hits the blood pillar. Sometimes in the corner and you're the aggressor, throwing the cr.MK here and there in the midst of your pokes will catch opponents upbacking over and over, easily conditioning them. And if they refuse to stop out of habit or trolling, it doesn't matter to you. ] -lp [ Oddly enough, it can come in handy when some opponents, especially BEE or a well-caught BB Hood are constantly airborne. One of the more intricate uses of the jab, high or low, is that after you dash and throw an HP or anything in particular and an opponent chicken blocks, landing and jabbing is almost fast enough that you can reset them before they can do anything about it. Like the cr.MK, that reset allows for Jedah to either get in there with a rushdown dash or to tick throw off of the dash or what have you. Furthermore, it's fairly fast enough that it's not a big deal if it whiffs from circumstances. On the largest characters, it will hit regardless of they crouch. Throwing an LP / LK staggered or chained or ticked, then throwing a wheel after one or the other is a fairly safe way to stay aggressive and zone, this is seen when backdashing, then doing LP / LK, or any normal cancelled into the wheel. When opponents air block the wheel, the jab occasionally catches them, but claw is best for that sort of thing. After an air dash jRH, it's ideal to LP or sometimes LK, wheel or attempt another rush again. Even if you're teched off your LP, you have some options. ] -qcb p Claw is ideal when an opponent blocks a wheel or ES wheel airborne. This is one of Jedah's most high risk, somewhat high reward specials in his repertoire. The majority of the active hitbox is deep in the claw itself, whereas the rest of his body is completely open, and often enough you can get punished for attempting to claw too late. Use with extreme caution and personally, it should only be used if you can cleanly read your opponent when used any other time other than wheel or ES wheel. The ES version causes a glitch if connecting after Jedah is tech hit usually off his dash jRH where he will be pushed so far off-screen that he cannot be reached or hit unless with a homing move like Hell Grab or Hell Dunk or the like. Don't feel too bad if you can't connect this move easily, it's fairly poor in its versatility and reliability. -chicken block [ Unfortunately, chicken blocking with Jedah can be a both a problem and a necessity. Typically, if you are stuck in the air and forced to chicken block, your ideal normal is the jLK, it's extremely fast and can beat most follow-up chains from the block. But alas, some normals from characters like Zabel or Sasquatch or even wolf can seem to beat him no matter what he does. On the other hand, practicing with jHP or jMP or jLP seem to have their uses. Although very poor in reliability, in terms of fighting Fish for example and maybe others, air dashing may be one of the key things Jedah must do to get out of a bad situation such as bubble trap. Although that in of itself is almost a lose-lose for Jedah regardless, he does have a small portion of options. Otherwise, his chicken blocking game is decent, to say the least. ] -preemptive j. lk/lp (chain cancel for reset overhead options) [ Not much to say. It is ideal to do this as often as possible when jumping early and following up with any other normal, usually jHP. The reason is because in almost every instance, you will end up close enough to the opponent that you will throw them. In fact, it is one of Jedah's main priorities to throw if he's in range at any time and with enough practice, you can even bait TECH THROW attempts and improvise with all kinds of shenanigans. When opponents catch on, they will still often be chicken-blocked but be forced next to you, typically you want to use MP for the throw as it's the safest compared to HP on whiff, though that's not saying much. When opponents {are} reset, this allows Jedah to rush down immediately once he finds an opening or forces one with a jab or LK. On rising characters you want to try to use at least three or four normals such as against wolf, otherwise, you may find yourself being punished often. ] - Pokes -lp -dash j. lk -dash j.mp -dash j.hp (is this the place to explain dash.hp, land, lp guard break or is that elsewhere?) -show mp hit boxes as they are deceiving, also show ground hp hitboxes as first arm is invulnerable (i think) -Chasing ground rolls [ Walking to tick and throw the opponent on wakeup. Risky if they are good at teching. ] [ Walking, dashing cross up or ambiguous, when teched, can still reach with crLK or crMP or even be attempted again with jHP, jMP, or jHK, or skilled jLK from a dash. ] [ Pre-emptive wheel to force opponent to roll, often will roll behind you, but close enough to be active to attempt the above. A tick into the dash is very useful from this circumstance. On the other hand, if opponent is caught in wheel or ES wheel, can attempt 50/50 game with LK or dash jMP / jRH to try to force them to take damage from the wheel and be followed up. Can bait GC's too if skilled. Try to retain as much meter as possible though. ] - Air-Game [ Backdash into any normal and wheel. ] [ Early poke from jLP or jLK into [ideally] jHP or sometimes others to force the opponent to follow your momentum if blocking you in the air for a throw or reset. ] [ Dash into a normal and wheel, expect to be blocked or teched, goal is to have the wheel out. Sometimes a risky air command grab [ or Pinwheel Dive ] may work. The dive attempt can be useful for a throw once in a while. ] 3 - Specials [ Hit boxes of specials here ] [ Other than his Claw, Jedah has his wheel, aerial dive that can change into a pinwheel if pressing P during, contract, and almost useless command grab are what he's been given in this game. ] -QCF + P = Wheel- [ Jedah's wheel is his priority. It is necessary for zoning, meter building at times, chipping, but most importantly, to create an opening as he desperately needs any opportunity he can get. Wheel is active only when it's in the static position, as the wheel pops out, it is not active and the hitbox while it {is} active is fairly small. Each button decides a different height, whereas on the ground low to high determines low to high height. In the air, it is the opposite, so it is important to recognize when to use which strength based on whether you are airborne or not, and whether the opponent is going to be airborne or not or being pressured. Ideally, it is thrown fullscreen or somewhat mid, ticked into, or dashed into with a normal to allow you to cancel into it. You cannot neutral jump and immediately cancel into the wheel. For some matchups, the wheel can stop the momentum of some characters, while as you become more advanced, the wheel can grant some mind games where you find and create an opening as aggressively as possible. In short, use the wheel often, far away, and if you catch the opponent, that is your chance if you can find it. Wheels knock the opponent down if hit while airborne, on the ground it will not. ES Wheel is ideal especially in corners to create true 50/50, even if the opponent techs on wakeup, you will usually be close enough to do something anyway. Otherwise, although ES wheels are fun to throw out, it's a waste of meter if it doesn't do anything against the opponent as its range to hit is not that much better. Wheel or ES wheel is also best followed up with CLAW when blocked in the air especially in the corner. ] -QCB + P = Claw- [ Decent anti-air move for decent damage, but very slow, and risky, and does not beat many normals / specials with bad recovery. Ideal against certain characters like Lilith and sometimes BB Hood although it's a high risk for a decent reward against her. Best used when opponents block the wheel or ES wheel. ES Wheel not much better. Causes a glitch of Jedah is teched while connecting it, often with a jRH and landing to connect a claw. Must be used in such positioning where opponent is going to go deep into the claws but not close enough to hit or reach Jedah. ] -HCB + K = Command throw- [ Nearly worthless, used only as a joke or troll. One, if not, the slowest command normal in the game. Zero priority. Often gets you killed. Despite the damage, it is not worth doing anything with this move. On the other hand, if you're feeling lucky, during certain rushdown moments where opponent wants to keep blocking, you can whiff an air normal off a dash or just walk up and connect it. It's much better to just normal throw. ] -HCB + K = Air command throw [ Catch type , can turn into a melee special by pressing P during ]- [ Not much to say, risky, easily punished, but when used on wakeup or similar, or when a wheel is out, can get lucky to catch. ] 4 - Supers- -HCF + KK = Contract- [ Best used as a tick attempt, will connect if clean. Otherwise, risky super that often gets you punished more than it does any job of connecting. Only active when followed up with K and only if the opponent is standing on the ground, often can be jumped out of regardless of hitbox it seems. Somewhat waste of meter. ] [ ES versions of moves ] WHEEL = Bigger, better, stronger. Good to open up with rushdown attempts or even 50/50 if close enough to or tick throw. Often causes opponent to guard cancel at the end, meaning more time for you to punish if timed right. Otherwise, easily blocked or rolled away from, think ahead when using it to decide how to follow up if whiffed / connected. CLAW = Deeper slash, move back further, more damage. Not much else to say, it doesn't help much in its purpose as an AA and whatnot. AIR DIVE [ PINWHEEL ] = Not much else to say, tons of damage, much faster when he {does} go in for the catch. Otherwise, same punishable move. 5 - Mix-ups -renda bonus with cr.lp, cr.lk -dash j.hk crossups HOLD FORWARD, PRACTICE PRACTICE FOR OPTIMAL TIMING -hk on the ground gets you a slooow move, hk too soon in the air gets empty dash, both easily punished -double/triple overheads -jump j.hk (whiff), j.mk/lk/lp/mp -on tall characters can instant overhead j.mk/lk/lp on the way up, whiff j.hk, descend with j.mp/lk/lp/mp 6 - Combo's -cr.lk/lp, cr.mp, STANDING mk, CROUCHING hk -learn spacing for when to end in cr.hk, and when to end in hp/cr.hp -stop combo at standing mk to maintain pressure (+1 frame?) -DF cr.lp, up, lp, forward mp, mk, hk, down lp... [ Ideally, you want to end almost all combos with a deep HP or RH of sorts, but it's even better when you end most combos with cr.MK or st.MK or similar so as to keep the pressure going. With enough practice, you'll have much better control of Jedah. ] 7 - Frame traps & Tick throws -DARK FORCE TYPE = FLY, NO RECOVERY ON LANDING. VULNERABLE ON FALL AFTER DEACTIVATION, 1 FRAME VULN WHILE ON GROUND?- Easily one of the most difficult DARK FORCES to utilize with great rewarding damage and elements when done right. Like all DF's, used for invincibility on startup, should be used with extreme caution as everyone can simply jab JEDAH out of the air or guard cancel him if immediately following up the activation with some kind of chain. Ideal use is when on the ground, tap up to do aerial normals since they count as overheads, and at the end of the chain, touch the ground by tapping down, and repeat the initial process to keep mixing up over and over. Throwing lows here and there is also key, staggering normals may sometimes be a priority as the opponent may be blocking too many normals and pushing you away. Otherwise, can be easily punished, forced onto the ground if chicken blocking, and can get you killed regardless. You can do ES versions of moves just the same in this mode. Professional Jedah's often use the darkforce for defense and de-activate immediately, which should be the way it is intended to be used. On the other hand, I myself use it in sheer calculated aggression, whereas if the opponent is good at defending against it, I can build momentum based on how close I'm keeping myself during the Dark Force. ] ---- The style in which I explain in detail and all other elements of this post in reference to the way it was organized is just my own, I'm not sure myself exactly how it was supposed to be set in the first place or how it was supposed to be limited so that it may be condensed further or in detail. At any rate, I threw in something to help. Because I like Jedah, and Jedah players deserve to know a thing or two that help them get far as I have, and hopefully, much much farther to surpass me and all other Jedah players that are doomed to have faith in him.
  4. yes listen to kensk he knows things Most reasonable Haku-Men players can tech fairly well, so it's a bit more tedious. But as people have mentioned backdashing here and there and feinting them into counters is nice.
  5. Apologies if this thread was specifically for actual pro's but I do have some watcheable Tager footage of myself playing (decently, I think) if it pleases anyone. I'll be posting more much more often when I get the chance. http://www.youtube.com/watch?v=_D28a9bTMIE&feature=channel_page&fmt=18 There's a few more but this is the most recent one.
  6. bad tagers? itt? whuar?! jC is so fun, that and mashing 5A on Nirvana when a Carl seems so fixated on getting her out not realizing it's free opportunity to DC her.
  7. Many, sometimes in a clutch many Jins, Rachels, and occasionally Arakune will attempt to projectile their way to win and Spark Bolt will reign supreme, it's uncommon but not too hard to pull it off if you time it just right. I also need spark bolt to magnetize at all, personally, if you are desperate, magnetize your opponent by any means necessary and the wave of battle shifts in your complete favor~
  8. Great technique. Thanks.
  9. Absolutely. Pretty much one of the best opportunities I find (and sadly, usually the room-breaking since players leave) is landing a nice 720 to punish teching.
  10. Thanks to this thread, I have a nearly unstoppable Tager. (Well, maybe he's not too shabby). It made destroying people at AnimeExpo so viciously fun. Nothing beats connecting 720's during a tech and securing victory once opponent is magnetized. I'm debating maining Tager now instead of Arakune. (Although I needed to take a break and get some Dudley 3s action going. Look forward to seeing some of you again at AX next year. The competition was definitely fierce there.)
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