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natearistata

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Everything posted by natearistata

  1. I'm sure there's some sweet spot timing that would let you 6A directly through it, but I've seen it clash more often than not. would require practice though.
  2. A tip I got for something similar while doing challenges (Ragna has the same problem on the ground, just kept getting dead spike instead of D inferno divider) was to hold whatever you're using (d-pad, stick, whatever) in the corner after the motion instead of returning it to neutral until the move comes out. Gotten D ID and sentinel dump around 95% of the time since whenever I do that.
  3. Yeah, it works. You have to immediately cancel into hornet/valiant if you want it to work though, impossible to react to and still have time to get to active armor frames. So, risky. Have more time to see if they might've DP'd and then absorb with Growler, but still would be very, very difficult to confirm on reaction. If you cancel immediately into Growler, you recover in time to CH her. If you try to absorb on reaction, she might recover at same time as you (maybe even a couple frames before) and will be able to block. Or, if you're close enough, Growler might even CH her and you're back to neutral. Still, it's not like it's an easy thing to confirm, and since her reversal isn't throw invul, may as well just go for a wake-up throw if you expect it. Far less risk, similar reward in most cases.
  4. Might be character specific? I know Rachel used to get hit while on the ground by 5C, but I've not paid attention since CS2.
  5. I didn't watch the Rachel set, just the Hakumen one, but things from there: You seem really random. I couldn't really see any particular gameplan or feeling out of opponent's habits or tendencies, you just kinda press buttons. This is especially obvious because of the lack of confirms. You get a fair amount of hits that should've lead to combos, but you didn't think they would so you just used those hits to go into a mix-up instead. Have to confirm those. Speaking of confirms, gotta work on those too. You got a lot of crouching hits but never went into 3C > Sentinel Dump for more damage/better corner carry. You also missed a lot of opportunities to add a TCL into a combo, and instead went straight into a jumping string ender that could've been done after TCL for more damage. This one isn't necessarily a bad thing, since it wouldn't have added a significant amount of damage, but every bit helps. But there were a few occasions where this was done mid-screen, and if you want an answer to the Hakumen match-up, it's putting them in the corner, and the additional TCL would've done that. You also kept trying to use 2C as an anti-air, when 90% of the time it just got cut and you got counter-hit, 9% of the time it just straight up whiffed, and I think I saw two actually hit when they threw out the normal way late. It's fine to test it a couple times to see if you can't figure out the timing, but this happened way more than it should've. Sometimes you just need to make a mental note to go test it in training mode and look for other options. Blackhawk Stinger when it's not going to kill. Stop that. I could see a reason for it if you're using it for one last final push to reach the corner, but otherwise, you're basically doing the other person a favor. Azrael wants to be in that ass and stay in that ass. BHS sends them flying off full-screen to reset the neutral, which is where Hakumen wins. This is even worse. I'm 90% sure that a more extended combo, for instance TCL > 5B > 2C > 5B > BHS would have actually finished the job instead of going straight into BHS after the j.D. You use Gustaf too much in neutral. It's a fine tool potentially, but that Hakumen spent most of the match jumping around, and really should've whiff punished every single one you threw out. You also dash through too much. Again, fine tool potentially, but you never tiger knee'd Gustaf or TCL to catch mashing, or really did mix-up off it, it was almost exclusively dash through > 5A. So, things to do: - Work on your spacing. A lot. That was not a strong opponent, and any decent Hakumen would've been skipping through a field of daisies for weeks afterwards for the amount of whiff punishes you handed them on a silver platter. In conjunction with the spacing, your movement needs work too. Too much time standing still, the only instant air-dashes I can recall were after mid-screen TCL rapids to continue the combo. This is a tough one to give specific advice for, because your own movement should be entirely based around your opponent and what they tend to do, so that's just something you need to analyze so you can get in their face asap. - IMO, not enough overheads. Usually it's the exact opposite with Azrael players (I'm guilty of almost never using lows and I know I need to fix that), but your opponent was almost always down-backing. This falls back into analyzing your opponent. Use and abuse any bad habit you see, and just keep hitting them with overheads. If they keep getting hit, throw any thoughts of mix-up out of the window. Keep doing it until they prove they've learned and will block it. Then you figure out if they've really learned, or if they've just switched to getting hit low instead. - Confirms, confirms, confirms. You use double 5As a lot, which part of me says is bad, but that should be all the time in the world for you to confirm crouching or standing state to determine what you do after the 5B. Also need to be less focused on what you want to do so you can confirm stray hits that happen that you're not expecting, so that you don't end up giving up guaranteed damage on a mix-up that may or may not hit. - Diversify your set-ups. Dash through and tiger-knee TCL , it's significantly faster than dash through 5A (or Gustaf instead if they're mashing for counter-hit combo). Jump cancel your 5As or 5Bs to do some air shenanigans, whether it just be a continuation of the blockstring, a dash through j.B > 2B, empty jump throw/low, etc. etc. I'm pretty sure you didn't use a single 2D in the entire set, and almost no 3Cs. Most of it was just 5A 5A 5B 5B and hope opponent is pressing buttons. More mix-up = more hits, and mix-up is scary shit. Bunch of mids isn't. - The most important thing I can really say is that you need to play your opponent. A FT5 is a decent amount of time that can give a lot of insight on habits. I was expecting significantly more air-throws (or air to airs) later on because of how much time you both spent jumping around, but it fell back onto the random thing, just hitting buttons and hoping that the opponent would be there to get hit by it. You need a gameplan and knowledge of your spacing. The hardest part of a fighting game is knowing how to get those hits, and being able to read your opponent + having good spacing are the best places to start.
  6. I've guard pointed distortions prior to the patch, and afaik the only thing in the patchnotes for Azrael was for unlimited. In all likelihood, any prior times the move has lost was because it got smacked out of start-up before guard point frames activated, or somehow it went into active frames and the guard point faded.
  7. Yes. The only way that it's impossible for something to go through after super flash is if there's 0 frames of start-up afterwards, which very few moves have (Tager's GETB is an example of this).
  8. Maybe able to confirm on crouching, not 100% sure it's not possible, but afaik it's counter-hit only without rapid cancel.
  9. yeah, gotta TK it to get it out fast enough after a dash. It works mid-screen without the dash/TK too, but it's very finicky timing-wise and I've not gotten it down with any sort of consistency. He also just barely hits with the edge of his foot without the dash, so I wouldn't be surprised at all if some characters have too small a hitbox to be hit with it in the first place. An option if TKing is a problem, but yeah, the TK cancel is significantly easier.
  10. It's dependent on height (like a ton of Azrael stuff) and distance. If you hit them at just the tip of the 2C vertical hitbox, you can dash forward and follow it up with something like 5B and the associated combos off that. If you manage to hit with it when they're directly next to you, they might be close enough for a 2B > TCL follow-up (unlikely, they have to be -right- next to you). Then there's aforementioned corner pick-ups. The majority of the time, though, 6D or 3D are going to be the only options. Answered above. Technically, yes, but people can still run a mix-up on you as a meaty set-up once they learn the recovery timing off whatever projectile you absorb, so it's not completely free. Similarly to 1, it's height dependent again. It's not really the rapid timing that matters, but rather when you hit the j.C. There's a variety of things you can do to test, depending on where the problem is. If they're too high for 214D to hit before they tech, you can either delay the last hit of TCL to let them fall a little further, delay the IAD a moment, or delay the rapid cancel. If they're hitting the ground and teching before the 214D hits, then do the opposite. This is one of the challenge mode combos, no? Useless combo anyway, imo.
  11. is that registration or tournament? 'usual' time doesn't mean anything to people who don't go all the time
  12. also what time does it start gdi
  13. Yo, you don't have any info for starting time that I could find here or on website.
  14. Fuck that, Akihiko infinite blockstrings. I DON'T CARE IF THEY'RE PATCHING IT I'LL FIND ANOTHER ONE.
  15. why would anyone ever be glad they bought final fantasy 13-2
  16. would be happy to if it was not worth 1/7th of my grade
  17. fuuuuuuck, just realized I have a marine biology thing that day and I can't go bring the tournament out to Duxberry Reef <_<
  18. further proof that Dacid is the biggest stoner in the FGC
  19. it definitely shouldn't be, because of how 'yo let's show them the mistake they made' the community seemed to be behind when they announced the games for Evo. actions louder than words etc. first major since that happened and not even breaking 20 shows everyone the right decision was made.
  20. oh what, I thought Climax was just going to be making the arcade version the same as the console version D: hope we get patched too then
  21. can't trust james with anything!
  22. most people can't even make it to Fairfield because it's too far, expecting Sac is just setting up for disappointment. and, unfortunately, Keystone decided to throw their own big tourney that day :/
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