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ocdscale

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Everything posted by ocdscale

  1. Just a random note, if people are getting too patient with your block strings, i.e. not attempting to counter-attack at all until barrier pushes you out, then you can throw out 6D for +12 on block and use that to move back in and keep pressure up. As for videos, http://www.youtube.com/watch?v=qcnD_73mkvk is between Reria and Ren.
  2. If they're getting launched, then all the hits are connecting, I'm pretty sure. You can check the hit counter if you want to verify. I'm going to go to training mode when I get home and try to duplicate this problem and see what's going on. What character are you doing it on?
  3. To be clear, are you launching them into the air and then they are teching. Or, are they teching after being pushed out of range on the ground? If this is happening it's because not all the sekkajin hits are landing. Last hit should launch.
  4. On 2, yeah, you figured it out. On 1, command is 956. Basically, jump towards (or away), quickly go to neutral, then input forwards (or away). The 9 input counts as a forward input for the purpose of dashing, which is why you only need to input a single 6 for the dash to come out.
  5. Frame data says act pulsar is invulnerable from frames 4-20 to everything but lows. I assume that means you can 2B Nu if she tries to use it to cross you up, but I haven't had any success with that. Is the timing just too tight, essentially requiring you to preemptively 2B in expectation she act pulsars, or is it possible to 2B in reaction?
  6. Ouroboros, despite being about snakes, doesn't really have to do with poison, more to do with the cyclical nature of things. It may have something to do with the time loops, although it's difficult to imagine how something like that can be built into a fighting game.
  7. Yeah, but to my knowledge the 5 preframe jump frames have Jin still on the ground, so you're can't react to those, you can only react to the 12 frames he's in the air waiting for the j.C to come out. On the other hand, it's not likely that someone is hitting a frame perfect instant overhead each time. We could probably add a few frames for the delay between up + C. 12-15 frames is certainly blockable on reaction if you are paying close attention to the game. I don't think i could do it, (my average speed is around 250ms on those silly reaction speed tests), and even if I could, it'd be very draining to sit through the whole match watching out for that stuff. Kind of why I hate playing against Noel.
  8. I think there's some misunderstanding here. My point is that once 5B pops the Nu off the ground, wakeup is irrelevant, you can 5C then air combo. Are you saying that Ren didn't expect the 5B to land (it wouldn't if Nu neutral teched), and jumped up out of habit? I'm not sure that this is the case, but it's definitely plausible. It seems to me that he's attempting some sort of reset. This makes some sense in the first case because the 5B kept the combo counter going, albeit dark (meaning Nu delayed her tech?). He might have expected something like this to happen, and so rather than attempt a combo that may permit Nu to escape the corner, he attempted to reset into a fresh combo and keep her there. It makes less sense in the second case because the 5B launcher began a fresh combo, but perhaps that just represents the difficulty in hitconfirming a single 5B hit.
  9. http://www.youtube.com/watch?v=qcnD_73mkvk&feature=related At 0:34, after Ren scores a knockdown, he uses 5B to pop up the Nu, but doesn't follow up with 5C, instead he jumps up and lets Nu wakeup. He does the same thing at 2:58. What is the purpose behind this?
  10. This is not precisely really true. Obviously Carl prefers to be closer to Nirvana to get the benefit of her attacks, but he's not helpless without her. He can still combo into his loops without Nirvana near by by teleporting her mid combo. http://www.youtube.com/watch?v=Hu7HyturhEo at 00:34 you see Carl dashing into Tao and the very first hit he lands combos into loop. So yeah, keep Carl away from Nirvana, but keep in mind that you're still about one hit away from loop.
  11. It looks like you tech in the air after his BnB combo. I'm pretty sure Tager can followup with another atomic collider that will suck you in if you air tech. On second viewing, I notice you j.C after the airtech. Is that coming out because you're mashing C to tech, or is it because j.C will counterhit if he does atomic collider? If it does, that'd be interesting to know.
  12. Can you explain this further? Assuming you land a combo that leads to knockdown, why would you then run out? Why not stick to Hakumen?
  13. I'm a mediocre player, so take this with a grain of salt. Problem is that whether or not j.D crosses up is entirely dependent on spacing and it can be extremely ambiguous at times. Also if Jin notices that you are getting wise to the crossup j.D he can appear to crossup then j.236D (three ice swords) that pushes him back and requires that you block it normally, meaning you eat long freeze if you were expecting crossup. You can try jabbing Jin out of the air if you know he's going for IAD j.D or crossup shenanigans, but you'll be eating a counterhit if he's going for j.B. Backdash 360 is probably your best weapon against typical Jin rushdown. All Jin's major pokes have a decent whiff time, Jin's rushdown is dependent on jump/dash canceling those pokes but he can't do that if you backdash.
  14. You can still control this part of the match after knockdown, but it's not without a gamble. You have to make sure you punish Ragna hard for every blocked ID. That shifts Ragna's risk reward towards more backrolls/neutral techs.
  15. People hate on Jin because no one likes being frozen. Also, the biggest flaw in weaker players is that they don't block enough. This makes characters like Jin and Nu appear unstoppable because the hits (freezes) never stop coming.
  16. Geez, can we please get a sticky with every one of Killey's posts?
  17. 5B(2) 5C jB jC jD then whatever is a BnB against most of the cast. Timing is easiest on characters like Ragna or Tager, hardest on Nu, Noel, Carl and Arakune. There's a breakdown of the timing somewhere. It's something like delay the first 5C, immediately jump towards and jB, delay the jC, delay the jD.
  18. You don't need to IB B icecar either. B and C are both -9 on block, and I'm pretty sure D is too. A is -7, so you can't 2C to punish. Although with that frame advantage, 2C will counterhit anything Jin throws out except C DP.
  19. Let me see if I have this right: Throw beats all of Ragna's options after Hells Fang, except for ID or Hells Fang followup If you block either of those, you get a free combo. If you do nothing, it gets reset. So you have to make them afraid to followup after (blocked) Hells Fang, otherwise it's free pressure for him, right?
  20. Man, that's some right there.
  21. I think you're taking what I said out of context. 6D is worthless in a block string if your opponent is sticking out a poke whenever it looks like you've stopped attacking. 35 frames of startup are going to eat a lot of counter-hits. Once you make your opponent scared to just stick out pokes during pauses, or if you're at a high enough level that your opponent knows you are capable of frame trapping without needing to see it, that's when you can start landing 6D, which as I acknowledged is great for continuing with pressure.
  22. You don't need frame advantage on block in order to frame trap (although it certainly helps), that's because you can gatling so many of Jin's normals and you can delay the gatling to an extent. So doing 5B 5C 5D as fast as possible yields one timing. Doing 5B 5C (delay) 5D yields another. Sometimes people will read the delay and press a button, and then get counter hit by your 5D. At a certain level, once your opponent understands what you are doing, it opens up even more options. 6D is normally worthless during a block string because of the long start up, but once you condition your opponent to be wary of sticking out pokes, you can throw out a 6D which gives a lot of frame advantage on block and use that to continue pressure.
  23. Don't play Litchi yet. Can't get her BnB down past itsuuC. Maybe when I get a stick. But reasons why I would play Litchi: Really good poking game that leads into okay damage that leads into insane oki.
  24. Yeah, I enjoy watching people suffer too.
  25. I noticed the discrepancy in the first and second page of the thread. For the record: Frog disappears when Rachel is hit only (or can be killed) Pumpkin disappears when Rachel is hit or blocks.
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