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Siefer

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Everything posted by Siefer

  1. For your first combo....just do it faster, that's all there is to it. I've never even tried your 2nd combo, it looks interesting, I'll try it.
  2. Hm, interesting. I haven't seen the most recent episode of that, which could explain why I didn't recognize the scene. Still, is this a new character? I don't recognize the character either. I thought the art looked familiar, it looks very A-Channel-ish. Alright, I'll stop the off-topic banter now.
  3. Actually Jyosua, you won't get it all the time. If the timing of your charge is even slightly off, you'll run into the same problem I outlined above. I assume we're talking about the same combo here. So basically, there's no "trick" to the combo is what you're saying, and if you're timing is off because of height differences, cut your losses and just do B Coup immediately. EDIT: Ok, so if you hit them really low, I don't think it's possible to do it at all because they never get high enough for Bufula to connect. If it's low to around head height, I think the normal timing applies (charge as soon as ice hits). If they're any higher than this, you need to delay the charge by a bit, but not too much (a little after they are beginning their descent). I think that's the general gist of it. EDIT 2: Knowing the timing depending on the height really helps a lot with these combos.
  4. On a more important note, Setsuna, where is your avatar from? I don't recognize that character/scene, but the art looks familiar.
  5. Thanks for the encouragement guys. I was able to figure it out for that combo, but now, I'm having trouble with a variant. First off, for others having the same problem I did... You want to let the "4B-2B-2D" part hit as low as possible, you then want to start charging B as soon as the ice hits your opponent, if you do it right, you should get it. I figured my problem was in the preceding part rather than the actual part that wasn't connecting. Well, this is all fine and dandy for that combo, but now when I do this: AA 2B-2D-[6B]-2AB-C Bufula-blah blah... I notice that the timing changes depending on how high they were when they were hit by the 2B. Considering how minute the differences are in timing in getting the combo right versus wrong, is there a variant that is more reliable, or a way to address this? Is sheer practice and visual confirmation of height really the only option I have? lol.
  6. At best, j.D will create an unfavorable trade with gunshot (you both get hit, but you lose a persona card, and because she hits you 2nd, she gets out of paralysis). If you catch Naoto in the air blocking after she set air trap, it doesn't set up j.214X, because you'll be hit by trap when you attempt to do it (the trap doesn't go away if she only has to block). Even if you run right after a 5D, I'm pretty sure you can't get a 236C or 2B setup, although, I could just be slow on that. EDIT: This assume Naoto doesn't do a really high jump, which she has no reason to ever do against Kanji.
  7. Actually, they can still counter on reaction if they do the trap on the ground. Obviously, they can't while they are in the air, but they have enough time to block. The only way to actually hit Naoto is to preemptively do j.D, which of course, guarantees nothing and is really obvious. 5D is the same. Also, I was right, you can't actually DP Naoto out of A and EX Double Fangs. Only the B version.
  8. I just want to note that the Naoto player can actually counter on reaction to j.D/5D. To be fair though, Omniscythe is the only Naoto player I've ever seen do it though. I also think not all of her double fang variants can actually be DP'd out of, I need to double check that.
  9. Well, since no one seems to be answering my question in the combo thread... I'm having trouble doing a certain combo: CH j.C-4B-2B-2D-[6B]-2AB-C Bufula-blah blah My problem is with the C Bufula. One of two things normally happens: 1) I hit them with the B, but the sweep completely whiffs under them. 2) I hit them with both, but now they're too low to be hit by Bufula. Occasionally, the combo hits correctly though. I don't normally have a problem with doing charged Bs into C Bufula (well, actually, I'm having this same problem with the ...2DD-[4B]-2AB-C Bufula combo), so I think it's actually the 4B-2B-2D part that's messing me up. I also find it's easier to do [5B] instead of [6B], but that hasn't increased my chances of success to the point where I would try this in an actual match. Can anyone shed any light as to my issue? Thanks in advance.
  10. @Jyosua: I'm not sure if your post was in response to mine. I'm also not sure if you read the 2nd edit to my post, but I don't see the relevance of what you're saying, so I'm assuming this was just a general post. B Coup-2A-2B-C Bufula, that only works if it's in the corner though doesn't it?
  11. Since there isn't a beginner's Q&A in this forum, I'll just ask my question here: I'm having trouble getting C Bufula to consistently connect off of a [XB]-2AB exchange. What usually happens is that they're either too high for the sweep to connect, or too low for the Bufula to hit. Does anyone either know what I'm doing wrong or have any advice on this part of the combo? Thanks. EDIT: This is usually preceded by a 2DD (4B) or a 2D (6B) if that helps. EDIT 2: Actually, I find it much easier to do say, ...2AB-OMC-5AA-5B-2B-2D-[6B]-2AB-etc. than the latter.. I'll just list the specific combo I'm having trouble with: CH j.C-4B-2B-2D-[6B]-2AB-C Bufula-etc. I find it easier to do this combo with a [5B] rather than a [6B], also, I suspect that it's the 4B-2B-2D part that's actually messing me up.
  12. Nah, that's not what I meant. Prior to last night, I barely used Kanji's awakening super at all. I should use as a tool more, it's free 4k dmg that isn't burstable.
  13. If the 2B isn't validly comboing, it's probably because you aren't doing it fast enough. In actuality, it's more like 5B~2B rather than 5B-2B in terms of timing. I find that if the 5C doesn't hit correctly, they can tech before I can even 2A.
  14. GGs Andy (and Reggie if you see this). I should probably super more. @Justin: Ah crap, I didn't notice your gathering this weekend. When did you put that up? My bad.
  15. I'm a bit confused by this, can you please elaborate? I can't hit them with an empty jump 2A or the followup to j.B (2B-5B-etc.) unless I have the dash momentum for my jump. Speaking of air unblockable DPs, are Yu and Akihiko the only ones with air unblockable DPs? Thanks for the help, you guys are quite helpful.
  16. Thanks for the help guys! I've been having trouble with midscreen post-5D combos though, specifically, I find that the 5DD will whiff the majority of the time I try to do it. Does anyone know what I'm doing wrong? EDIT: For reference, the combo I'm using to go into it is (2A)-2A-2B-5B-2AB-5D.
  17. What do you guys use as your oki combo midscreen? Assume that the 5D is blocked, but the followup is not. Actually, while I'm at it, what do you guys use in general midscreen for your oki mixup? Thanks! EDIT: So I don't have to use two posts, what is the optimal burst punish combo for Narukami?
  18. lol, if you think this thread is dead, don't go to MM. People just have things to do, it's Labor Day weekend you know. I looked up where you live, and you might actually be better off meeting up with the Philly (if there are any) players unless you're really willing to drive. I guess the guys in Egg Harbor aren't that far from you though.
  19. Aside from what Osuna said: Yu is at advantage at his 5B range. Kanji has few direct answers to this move without taking a big risk (if you yomi that he'll 5B though, you can roll through and 214C it). Ideally, you want to stay just outside of 5B range and control space with j.B until you have the opportunity to engage in RPS. Yu's 2B can be beaten by a j.C, but I find that it's riskier to do this compared to other anti-airs, so proceed with caution. The safest way to try to engage his 2B is through a backwards air dash crossup where you are not in front of that fat 2B hitbox, but you want to be high enough that you don't get smacked by the 2B while dashing. Whenever Yu has 50 meter, after a blocked DP, you should always go under him when possible to avoid his super. Yu can do the super close to the ground to prevent this, but you can roll through it IF you IB the 2nd hit of his DP. That's a little tough to recognize in an actual match though, so it might just be safer to block, even if it resets back to neutral. If you're fast enough, you can actually DP on reaction to any 214A/214B he attempts to do. I saw you did a 214D on wakeup against Yu once, this is pointless against him. It will lose to both of his supers and either completely whiff or get hit by his DP. Whatever 214D can accomplish otherwise, 214C/CD can do better. This Narukami was awful though...
  20. Don't worry, I hate you all.
  21. Well, technically, 5C-236B isn't airtight anyway. You can just roll/DP out of 236B. What I meant by conditioned to block is that they subconsciously react to the jumping animation by holding standing block. You can count this as a misplay, and it is if you understand 236B, but it catches a lot of players, even "top" players. It's a gimmick that will work in your favor every now and then.
  22. You can tick throw after 5A or 5AA. You can also go directly into 5B from 5A. If you catch them blocking a 5C, you can go 236B and either have them block and continue, or cancel it into j.214B to catch people conditioned to block. There's other stuff you can do too I guess, but I never really need to do anything beyond that. Punishing Mitsuru depends on whether or not she has meter. If she doesn't have meter, punish with a FC C on her landing. If she does have meter, that depends. If you want the guaranteed damage, just knock her out of the air, but if you want to play yomi games, you can 214D her out of ice (if she opts to do that), or roll through either super she will probably do and punish her with a FC C from behind. This all assumes you blocked her DP though, if she whiffs, just FC C her. As for Teddie, you can just 214D him if you expect wake up DP. His DP has long recovery and a short active window too, so you can alternatively just wait and FC C him.
  23. If Labrys is cornered, you are in a really bad spot. Your best option is to block correctly and throw tech appropriately, giving you the window (eventually) to jump or roll out of the corner. If you're lucky, your opponent will do a really bad jump and you can 2B your way out (or just roll/run under him). Someone who knows how bad Labrys' DP is will constantly be looking for, and baiting it, so you have to be really careful in its applications. In awakening, yea, you have access to a legit reversal (and it can also be used to make your DP safer), but in any other situation...it's just blocking and throw teching mostly... You can burst too, I've watched a lot of Labrys' do that just to reset to neutral and get the hell out of the corner. I've also seen some Labrys player use 236236C with a OMC. I'm not sure how effective that latter option is though. EDIT: Oops, forgot about guard cancel, that is a viable option.
  24. Neutral is simply what it sounds like, it's whatever you decide to do when you're in a neutral state. Footsies, in the most simplistic sense, is simply moving just outside of your opponent's range and baiting a whiff to punish appropriately. In SF, it involves a lot of walking back and forth, using fast recovering normals with decent hitboxes to bait a response from your opponent. While the ground game isn't as strong in games like BB/P4A, you can still utilize a footsies in these games. A common example would be say, going up to your opponent pretending to throw them, backdashing, and then punishing their throw whiff appropriately. Labrys can do this with 5B.
  25. I agree with Flying Ve, 5B and 2B aren't good as general neutral tools. 5Bs best application is in footsies and punishes, and 2Bs best application is to catch telegraphed (or predicted) air approaches, as well as predicted cross-up attempts from certain characters in the game (in that way, it functions similarly to Kanji's 2B). 2B isn't necessarily bad, but really serves as a defensive tool rather than a general neutral one. EDIT: @Flying Ve: 5B offers your best damage options at green axe on CH. It is your best general punish option at green axe and can be used in footsies as well.
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