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Istillduno

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Everything posted by Istillduno

  1. I asked this a while ago, the answer was pretty much that everything she does well, someone else does better and that most of her decent bnbs need meter.
  2. Can someone else please verify if you can interrupt 6HS,214P with a 6K after the second hit of 6HS at all ranges? It looks like you can from testing but you pretty much have to hit 6K right after blockstun ends to avoid taking a step forwards first (if you step forwards 6K you just get counterhit). If this does work at all ranges you can follow up with 5S,jc,jS,jH,63214HS for around 100 damage and knockdown. Not sure how useful this is as Milla has a whole arsenal of nastier tricks up her sleaves but I'd been having trouble dealing with that because of how safe hair car seems to be so figured I may as well lab it up and share the results. Edit: Dont bother with the 6K trick more than once, roll - anything after 6H beats it clean. Started doing 2P after blocking 6H instead, it seems to stuff all the roll stuff clean and clashes with 214P. Even if you IB the second hit of 6H you will still have a dolphin charged before she even lands after the clash.
  3. Ah I must have just been getting lucky, nice catch.
  4. To be honest you're going to be putting in time to learn to deal with what the rest of the cast can do to you anyway, so extra time to learn your own character isn't some terrible sacrifice. How do you like to play? Do you prefer being on the offence or shutting down the opponents offence? Do you have the patience to wait out pressure and poke out or do you need a DP? Do you like to have longer range normals? Do you like to have a long range projectile, a short range projectile or do you not care about having one at all?
  5. Just to add to the strings, if she tries to continue pressure with anything after a 5PPP our dash will get us behind her for a free bnb. If you don't feel like taking that risk IBing the last hit and going for 5K is your way out, if you don't IB the last hit of 5PPP your forward dash is the only way out that won't get frame trapped by another 5P. Her only real mixup string (2KP[K or P]) can be option selected by hitting 1K after the second hit with the timing to stuff the overhead, if the low is coming the 2K won't come out and if the overhead comes you'll stuff it. If you're feeling brave you can also interrupt 2KPP with our dash but the timing is tight and you can't OS for the 2KPK so you'll need godlike reactions, not sure if it's feasable mid match. f.S, Dauro can be interrupted by a throw on normal block.
  6. Been testing string defense here and take this with a pinch of salt in case my timing was off by so much as a frame when setting the dummy but it looks like 2K can stop her in her tracks after a blocked 5PPP string, either straight up low profiling another 5P or just plain beating out a 2K low attempt. As for her mixup strings, bear in mind she only has one with an overhead while standing, you can interrupt this with 2P,2D,RC, BNB of your choice. When crouching her 2KPK and 2KPP strings are a high low mixup but if you just get ready to 2P after the second hit whilst holding 1 the blockstun will keep you blocking if its the low and you'll get a 2P,2D opportunity if it's the high. Otherwise, try and stay away from the balls when Ram's swordless as her swords have more startup when they have to teleport to you, remember you absolutely can't just press buttons at fS range when she has her S sword but our normals are better when she doesn't. As for our burst it's best used either right after she gets a CH.fS or after she roman cancels after hitting with 5PPP. Btw. fS to Dauro isn't airtight, you can throw it if you're confident in your timing and Blitz Sheild it if you aren't. All this is possible without IBing the things we're pubishing or poking out of. Edit: Option select on mixup string doesn't actually work, some guys on the Bedman thread tested it further.
  7. I can see where he's going with that, his top tier excells at pressure and at least the third of the bottom tier I know about (Bedman, May, Venom) get bent over by good pressure.
  8. *Double post* S- Posting from PC B- Trying to post from phone
  9. Eh, grapplers tend to do well at lower levels due to doing so much damage off single hits. When you start facing more people who are on point with their zoning you'll see what knocks him down the tiers the hard way, especially when so many other members of the cast have the tools to do it to him.
  10. Thanks for the heads up on May and Ram's placements, they make a lot more sense to me now.
  11. Because being in hellfire can potentially let your opponent combo into an instant kill against you when he couldn't if you weren't in hellfire.
  12. Low tiers can have braindead easy gameplans and just be bad if the other guy plays perfectly, only really getting outmatched at top level play and high tiers can be stupid hard to actualy tap into the thing that makes them high tier. The low tier hero mentality is utter crap. *ahem* back to the placement discussion Kind of wandering why May is slumming it in the B tier here, her dolphins and ball seem good for moderate screen control and oki, her j2H is a deliciously nasty crossup overhead, she gets 150 damage meterless off her command throw and has a 4 frame jab and a reversal super to help deal with pressure. Is everybody else just that much more nuts that her positives just aren't that special in comparison, or does she have some glaring weakness other characters without meterless reversals don't have that I'm missing. Suprised Ram is top tier btw, guessing it was sword shenanigans on oki and swordless 6543216HS that did that?
  13. Oh, did you manage to get you money back? Really worried about this because I paid with a debit card through paypal as a guest and I do not want to be leaving my money with them if they don't have the goods. As it is I'm leaving it till the 26th which is the latest shipping date I was given then cancelling and going for that refund if it hasn't arrived and been shipped. If this doesn't work I might look into taking apart a ps4 pad and just making one myself if the PCB doesn't make it too fiddly to solder, done it before with a PS1 controller but risking wrecking a 50 quid controller is quite a bit more nerve wracking than a 5 quid one so I hope it doesn't come to that lol.
  14. I swear trying to get hold of a PS4 stick is taking the piss right now, origionally ordered with Amazon when it was "temporarily unavailable" expecting it to come back in stock but then it changed to "currently unavailable" but never bothered to notify me that I was waiting on an order which would never come until I checked the stock myself since it was taking a while and asked customer services about orders before the status change. So I cancel that order and move over to Play Asia who had it set as "in-stock" when I ordered lo and behold, checking the status now and it's out of stock again, no sign of when it's coming back and they've already taken my money when I ordered. I've got no problems with people selling out of stuff but would it really have hurt Amazon to shoot an email across just to say "Don't wait for your order, we aren't getting any more" rather than waiting for me to stumble upon that myself? edit* Enquired with Play Asia to see if the change in status effects existing orders, hoping it doesn't change to completely unavailable if it does because I'm not sure how to go about getting a refund off them if they don't get any more in, got all my emails from them and paypal saved just in case.
  15. It seems to vary for me, sometimes the bars are what they say they are upon joining the room and other times I'll start a match with a alleged 4 bar connection and watch the frame delay climb into double digits. Even had some 2 bar connections with 2-4 frame delay, it makes no sense.
  16. I'm struggling with this at the moment, from what I've been told you aren't meant to let him in close and your'e meant to try to get him to whiff his long range normals in neutral and punish. That seems easier said than done though, his small projectile kills dolphins and his big one seems to be like a full screen gunflame with a taller hitbox which he doesn't need to YRC to run behind, really not sure how to deal with that atm.
  17. Been messing around in the lab with Kirino, her j236A+B seems pretty nuts imo, get extensions off almost everything she throws out with it alone and for the few things you can't extend after with 236A+B Enju can punt the opponent back up into the air for another go. That said her trump card seems pretty ass, rubbish range, seems to trade with most things and does next to no damage when comboed into, it's only use seems to be activating the blue bar which lets you jump cancel everything, backwards chain and assist cancel for free. Recorded a few combos below, can transcribe some if needed. https://www.youtube.com/watch?v=RRMF8TdzffA&feature=youtu.be
  18. Thanks for the heads up on the midscreen combo, going to have to grind in that dash 2B timing in that case. Edit: Think I got it using 6A+B to dash makes it so much easier, now just got to get over the suprise of actually hitting it to continue the combo afterwards :P
  19. Eh, with how the EU NISA store is it'll probably still be cheaper to import the American version even if Customs and Parcelforce tag team your wallet with bs "handling fees".
  20. Thanks for the meaty tips, I swear 214a or b is just getting more and more useful as time goes on. Been messing around with the combo posted on page 2 (5B 5C 2C 6B 2C xx 236A , dash under jABC land 3B 623B, dashC > oki) Do we actually need to cross under for this? I ask because I've been testing it and getting to the 3B part (as in landing the 3B) with just dashing close before jABC and not crossing under, pretty sure I could get the 623B afterwards if I actually remember to cancel the 3C instead of just going into "done this part of the combo, now what?" mode and letting the other guy tech. Seems like it's easier than the j[C], dash 2B path if you don't actually need to swap sides.
  21. So I've noticed that the 6 motion from dashing seems to be interfering with my attemts to dash into 236 moves, after trying to input them as 41236 instead and still getting DP motions I've found that doing dash,4D1236 produces the desired effect. Is this because I'm leaving a longer gap before I'm doing the move by accident whilst attempting this or can you genuinely use this method to get 236 moves from a dash without getting a DP?
  22. Soo how are people approaching Vatista? I feel that we might be able to do something if we can get some puddles near her, but I can't seem to even B+C without getting it stuffed, looking like trying to bulldog slowly towards her is the only way to get started at the moment.
  23. Oh I thought that was only when somebody was already being hit and you tried to cross them up. Time to give 214a some midscreen loving then?
  24. Besides when playing against characters with DPs, is there any reason why I shouldn't be doing j236a pretty much above the opponent's head as midscreen oki when I have blood on the floor? It seems like a pretty hard to block crossup as you get pushed back after doing the move but before it hits and the side it starts hitting on varies depending on the position of you and the puddle, but since I haven't seen it mentioned at all I'm wondering if I should just be laying down a 214[a] or 214 instead and going for another blockstring.
  25. I really don't get the Yuzuha matchup at all, from the moment it starts you are forced to guess if she's going to 236A, jump 236B or teleport behind you and come down with a crossup and with the range on her sword that seems to stay the same all match, where are we meant to be using this "dash j.b" and what is it meant to be locking down? Is there any way to cover your bases from the start and not get forced straight into pressure and guessing games from the get go? Is there any point even trying to zone her or should we just rush in and try to lock her down as soon as we get a chance?
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