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ShinsoBEAM

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Everything posted by ShinsoBEAM

  1. If you back tech you lose a GRD block. Eltnum can cancel her 5A which is a normal into Chain Shift on whiff. Assault builds GRD about 1/2 a block, though it depends on how much you currently have. Dashing builds GRD. Backdashing drains GRD. You can buffer a microdash during block and press a button to get a sliding normal that still comes out on the first frame after block this is pretty much fundamental for Yuzu if she ever wants to hit 5A, and very useful for everyone else. I'm not sure on these two: Scoring a counter hit steals more GRD then usual from the oppenent. All dash attacks build GRD say doing 66C mid combo with Eltnum builds GRD
  2. If I'm using 6B and not 6 it's to shatter shield so raw launch combo of choice. 66B I try to tag them with 5B/2C then 9j.[C] > j.A(whiff) continue from there Assault with enchanted bullets. Assault , 5B > 2B > 5C > 2C > 9j.B > j.A > j.C > airthrow, it's so amazingly reliable and give you a great safe jump. Assault , 5B > 2B > 5C > 2C > 9j.B > j.A > j.C , 5A > 3C > 8j.C > dj.C > airthrow for when you need that touch more damage but don't want to do anything you might possibly drop. I need to reload/enchanted bullets. Assault, 5B > 2C > 9j.B > j.A > j.C , 66C , 22B , 66C , 22C more damage but I find I drop it sometimes online.
  3. Don't treat ChainShift like Overdrive, overdrive has startup. Treat Chain Shift at neutral like dragon punch> FADC/Rapid w/e, except it can't be made to whiff. More accurately it's just like raw meta in Ougon...but nobody played that Kusoge.
  4. It's like -9 on block or something, and she doesn't have fast options from far away so just block then dash in a bit, then down back some more. Or if you have Vorpal up 421B>DD, whatever. I know it sounds weird to just try to get in with Yuzu, but try to get in Hilda has shit options once you're on top of her.
  5. Not shown, how easy it is to safe jump him as long as you can react to which super he did.
  6. Ggs sorry I ended that lobby so soon my down button stopped functioning.
  7. As the Eltnum who goes up against this Merkava all the time. You have to be really careful when she has GRD because she can cancel her 5A on whiff, so 5A is a completely safe meaty and if you 236C, I can 623B on reaction...If I don't suck...and the internet doesn't eat my inputs. Also be mindful that your Stretchy grab arm is at best -13, while Eltnum 236C hits on frame 12.
  8. Anyone know any tricks for the Hilda match I feel like I just have to block and get in which is really difficult online? okay I got a number of Hilda matches in now their are a few tricks, but mostly read her frame data and dash then block while moving forward, once you get in range of your c moves you can start guessing press button or move in. Once you get in don't let her out you should have grd so that isn't a problem but watch out for raw activate. It sounds simple but its tricky online I don't like to shield her much really only far range high projectile move(free laser super punish on shield) and her over head I bother with.
  9. Just got out of a long set vs Merkava. 1) Grabby arm is always ALWAYS punishable with 236C. 2) 214B works wonders full screen, when you have meter, or CS ready. 3) Shield the 66C > 623B seemed to normally work. 4) You can dash under his overhead at a good number of spacings. 5) the second hit of his 2B has crazy range don't forget about it and get blown up. 6) If your playing offline you can shield the last hit of his reversal super and punish...if not just 623B it post flash. 7) pretty much all of his whiff cancels are quite minus so use that to try to get in or just gunshot to check him. 8) Be extremely careful just throwing out dash 2B because Merkava can/will just dive kick that. Check him with 5A.
  10. When's Riesbyfe? When's Parace? When's Alcott? JEEZASSS When's Blitztank? When's Celia II? When's Ultra Rare Orochi Gold 3rd?
  11. Often I find I time the reload too late...but yes it can be frustrating in laggy matches. If it's laggy I recommend only doing the first 66C into reload. Edit: yep just lost 2 matches myself to messing up the timing, online is hard.
  12. So I don't see this in tutorials or the wiki and I'm sure you guys already know this but for some reason you can change what button you are holding down after the second move in your string. As long as you make your second move in a string special~D, that is the same strength as the button you held down so okay. 6B > 236B+D~[A] > B > 236B+D works, 4 uses of the same button woah. However this trick only seems to work at neutral. If you start from like any move it doens't work. One of my main real uses of it is when I got fo 6C~ > 236B+D~[C] then go from there on block or hit. Also on Fun oddities you can whiff cancel your 236X series with throw if your last hit before starting specials was a 5A/2A which seems to be a faster recovery. Even if you do things like 5A > 421A > 236B> A+D it will work. You will of course lose some GRD. Is there another super weird exception trick I'm missing because I have no idea why these things even work?
  13. That is what the Gordeau forums say on their frame data page. http://www.dustloop.com/forums/index.php?/topic/8878-uniel-gordeau/page-5#entry830398 I just checked, it places him out of range of your attacks, you have to 66A in order to punish, it's easier then it sounds. Off a 3C hit I like to just do j.[C] > delay 9j.B it has better proration and feels a bit more height reliable for either slightly less or a good bit more damage depending on if you have enchanted bullets or not.
  14. Gordeau 623A is -6 on block, you can 5A/2A for a punish without shielding, if you blow the 10% meter you make it -9 I believe which opens up 5B/2B as well on the punish list.
  15. I need to lab out Yuzu with you tommorow or some other day Kazukifafner I have been messing around with her as my primary sub for a bit in normals and mostly training mode, and your probably the best yuzu I play against with that I get a good connection with.
  16. Keep blocking/Shield/ 623B/j.throw/66C/3C.
  17. 2 Bar I feel is character dependent if you can do anything but you certainly have to read things that are normally reactable.
  18. Gahhh I need help with Vatista, I feel like it's impossible to run any pressure on her because DRAGGGGGONNNN PUNCH, and blockstring to laser is annoying to deal with because it's only -3 and puts you at decent range again... plus she has j.C which can only be beaten by a dragon punch it seems.
  19. Dash under or DP 66C, you can air throw it but mehhhh. If you shield it EX cutting sync is basically guarenteed. Bait his backdash when you have meter 236C is the freest shit every if he tries that. If you shield the last hit of his rapid hit super you can punish it with A good luck doing this online. If he doesn't have meter feel free to go completely ham on him, once you get in. Focus on getting GRD, Merkava needs GRD for most of his dumb damage. His Stretchy arm grab move is punishable by 236C on block. If he is just flying while running away just calmly go forward and shield fireballs, look out for glide attack thing, and look out for a whiffed divekick into throw or something. Get good at shielding the second hit of his 2 hit air move...becareful some of the higher level merkava's will only make it hit once land then throw you for your troubles. Merkava j.C is completely free if you shield it. Other then that it's pretty rough Merkava has some very safe pressure, but he has to take some serious risks for it to be a threat really you are pretty free to just shield him as he doesn't really have any good lows outside of 2C. This match is entirely about controlling GRD whoever has GRD is winning. if he whiff cancels 5B for some unknown reason, it's punishable by A gunshot will punish, so will a shield into 2C.
  20. It would be awesome if you could also compile the data for canceling into 2A as well.
  21. Really just getting 236A being +1 is the most insane part about bullet enchantment.
  22. The only part of the combo I ever drop especially online is the first 2B once you have that it's all easy. also 214a > 2b > 2C > j.[c]. whiff j.a > 5b > 5[c] > 421b > 6 > 22b > dc > reload Does slightly more damage It should be noted that with 1 enchant. CH 66C(first and/or second hit) > 3C > delay 8j.[C] > delay 9j.B land delay 236A , 5B > 5[C] > 421B > 6 > 2C > 22B > 2C > 22B > 66C works.
  23. So FYI that mid combo 236A works off raw launcher as well, and I got it working with j.[C] 9j.C but I'm not sure if that was character specific or not.
  24. Maybe Akatsuki?
  25. Wow I spent like 1 hour trying to figure it out and once you do boom easy mode. Also midscreen you can do better. 22A CH > 3C > 8j.[C] > delay 8dj.[C] > j.214A(whiff) , 5B > 5[C] > 421B > 6 > 2C(1) > 22B > 66C > 22B > 66C Okay I'm trying to figure out if Senaru is somehow option selecting his 3C>22B in pressure, I think I have one sorta figured out but not using C. But I found if you input 3C>822B>j.[C] this will confirm into ether 3C>j.B>j.[C], into combo or give you B guns slightly delayed. Looking at it most of the time he just uses it in a block string to make sure he gets 22B instead of using something less reliable. Kaori you can but a 2C after the first 2B for like a smiigen more damage, off counter hit you should be able to do something more...2B>3C connects but I can't get anything good going. Huh that's neat 22A works off 214A, I wonder if you can get a bit more damage using that before GRD somewhere. Well for one if you get a max range 2C>214A you can do 22A if you don't have GRD or meter if you need the kill so that is a thing I guess.
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