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AndyG

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Everything posted by AndyG

  1. ya thanks for all the help, I'll try it all out and have some more videos soon. mostly it feels like I'm doing the right thing but I need to switch it up a bit more from going high to going low indeed, I'm kind of paranoid about people mashing or especially throwing if I go empty HD low (seriously, throws in this game are very WTF to a capcom player, why the hell do they beat meaties? why is there no tech?) either way, helpful advice and I'll put it into practice soon, I'm a pretty quick learner!
  2. thanks for the tips -- combo optimization is an ongoing process and the neutral pointers are invaluable.
  3. sup guys I'm a marvel player trying to learn GG in Xrd, started with Sol til I switched to i-no about 2 weeks ago http://youtu.be/yci1X4iXMi0?t=1h32m13s there's a recent tournament match against beautifuldude, I'm still so wack lol lots of times I didn't confirm hoverdash j.K because I didn't give myself enough time to get the j.S out lots of times I didn't do hoverdash -> airdash -> FFVCL oki because I still have joke execution last round had lots of bad dead angles uhh there are some other tournament matches in there but you can't take them seriously, my local scene is fucking atrocious besides foo and beautifuldude so I joke around in them a lot so, things I need to work on in neutral: if I go for dash j.K j.S and it gets blocked, I have a tendency to land and do another hoverdash. this loses to 6p so I do land 2k 2s as the counter to that, but the reward for me right now off that is too low because my oki off HCL is bad. need to get that FFVCL stuff on lock. also I could do something like j.K j.S j.D, but I don't understand how to confirm off of that 100% safely. seems like I have to jc forward, which is bad news if they blocked. could VCL YRC if I have meter but meh now I'm going a bit deep down the rabbit hole in oki like I said I need to mix it up a bit more, get some TK note oki off knockdowns that aren't optimal. also need to bait bursts and dead angles a bit better. I know the proper punishes, just need to execute. played some more matches with him today, had some gimmicks with hoverdash j.K j.S, land, hoverdash blitz shield which worked, and also hoverdash j.K j.S jc j.D FDC land 2K which sort of works, julian likes to mash so it doesn't work. it makes me sad, I have a gimmick with 66956 j.( K > S > K > P) xx pdive whiff > throw, but he mashed during the pdive. what a fucking asshole. anyway, if I'm missing anything in my neutral game or my oki game, please let me know. thanks!
  4. Here are some finals matches from a recent tournament, my Yu against Lord Knight's Mitsuru in winner's and grand finals, and my Yu against OmegaXCN's Mitsuru in Loser's finals. I have general fighting game fundamentals but my P4A game-specific knowledge is next-to-nonexistent. I'll work on that stuff and try to take some more rounds off LK for you guys next time. Winner's Finals vs Lord Knight http://www.youtube.com/watch?v=yBVWgYxIUtk Loser's Finals vs OmegaXCN http://www.youtube.com/watch?v=9p_n9pgAK94 Grand Finals vs Lord Knight http://www.youtube.com/watch?v=2Dtub-rCjqI
  5. I'm super busy at the moment. I didn't expect the tournament to be so far in the future. Sorry.

  6. I would die for CS biweeklies near me, and this is only 2 hours away. I will be at every single one trying to make sure it is biweekly depending, how easy is it to find parking?
  7. Void's mu is fun and good. I'd love to play too, I should probably practice a little and make sure to level my mu up more before the tournament, but I'd like to think I'd make a solid player already. If pulsr doesn't want to play, who would the A-team be at this point?
  8. My GT is Viva La Rocann.
  9. I'll step in.
  10. No rules regarding teching change after a combo is blue beat. All that means is that you could HAVE teched at some point (the numbers under the hit counter tell you which hit or hits didn't really combo after the previous hit.) If you don't tech and a combo goes blue beat, all normal combo rules regarding proration and techable time still apply, so if somebody just messed up a BnB and now it's blue beat, they'll still be able to finish the combo, unless the mistake they made also messed up their positioning.
  11. I love the can drive idea. I'll be there for BB.
  12. No, getting grabbed out of parry is techable.
  13. That vortex is really neat. The 2b cross-under seems a little too slow to actually catch somebody blocking the wrong way, but coupled with the possibility of either a low or a high, it might overwhelm people. Have you tried it in matches? After you condition them to tech or die by 2b, doing the 2d (also has the option to cross-under) seems like a decent option. It's reallllly open to all sorts of things after your opponent sees the 2d-> jump cancel, though. There's a lot of time mu isn't doing anything, but you can use j.2C to CH anti-airs, and if you do cross-under -> jump cancel 2d backwards to cross-up, it's really obnoxious to try and actually do a 6A, let alone a DP. Unfortunately, the timing on the laser serves less to cover your landing and mixup attempt and more to mess up the combo if you hit them Not every time, though, it can be made to work. More experiments tomorrow. Edit: last test for the night: if you do XX > 3C > 2B > 5C > 6C > stein > 66 2D cross-under > jump backwards, 236D, you land right next to them with a laser hitting them twice. Still really open in the air, but if you can get someone conditioned enough to freeze them up, it's another option.
  14. Depending on where I am in relation to the corner at double jump height, I use 236A. If you're too far away from the corner they can just step back and do whatever, if you're too close it goes over their head, but if you're at the right distance it does a decent job of locking them down. At one jump height it really depends on my opponent's options. If it's Ragna or somebody with a big DP I might do one stein > backdash, or if it's Noel I might do two steins. It's a really awkward angle though, because you're usually in the corner when you're hitting with that to end a combo, so nothing is really guaranteed to work every time. j.2D > 236D (or 214D, maybe) isn't too bad. Another thing it depends on is whether you did one of the 6C > stein> j.B > air combo setups, because if you have a stein there already, it makes the setup a lot safer.
  15. I've been doing this combo on 6C fatal from midscreen on Hazama, haven't experimented with who else it'll hit: 6C > 63214C (fully charged) > dash 6B > dash (delayed) 6A > 6B > dash 5C > 2C > j.2C > dash 2B > 5C > 6C > 2D (or whatever) > 632146C (6676 damage, 50% meter needed, from midscreen, +1 stein) if you're just a little closer to the corner (like, if you're 1p and he's 2p, he needs to take like 2 steps back from where he starts), you can instead do: 6C > 63214C (fully charged) > dash 6B > dash (delayed) 6A > 6B > dash 5C > 2C > j.2C > dash 2B > 5C > 2C > j.C > j.2D > 2B > 632146C (7032, 50% meter) you can pretty easily judge which one you can do, they both do a ton of damage and as long as you're not completely backed into a corner you can do them. edit: whoops, the 2nd combo here (http://www.youtube.com/watch?v=0AFVh2NUYxU) does a little bit more damage and it seems you don't need those 2 steps back toward the corner. I'll leave mine here as an alternate choice, maybe they're easier to perform if you have issues with those in the video.
  16. I was referring to that post, and the others to which that post referred. I didn't direct anything to you. Timing explosions absolutely works, but the trade isn't worth it when he is in range, which he will be in eventually. Tager won't just be sledging at places where there are cannons set up when you're all the way across the screen anyway, so it's kind of a moot point.
  17. Just checked in training. Neither four 214Ds going off on top of him nor 632146D with optimal gun placement (all 4 right on the other side of him from you) break him out of sledge. It's possible to hit him after he comes out of it, but you will almost definitely get hit too. I played a lot of games against a good Tager last night and right now I've had the most luck beating sledge with good prediction. You can pretty much throw up guns and use 6C to zone him out, there's no way you should be letting him jump in, he should have to sledge, and 5B is really good at CHing him out of B sledge and you can go into any BnB from there.
  18. Eric, are the monthlies you're talking about going to be in philly?
  19. Is there any way I could use a 360 controller for BB at this event (without one of the adapters that makes it lag)? If so, I'm definitely there
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