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Eshi

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Everything posted by Eshi

  1. good luck doing slashback on missiles lol
  2. Can anyone tell me when I should be extending combos with j.Michael Sword FRC? I've played around with it some but my combos seem to do less damage than a normal BNB, or only barely more at best.
  3. Yeah I remember it being like -7 or -9 so I just stopped using it. wiki says BBCP 5CC is -3 so that's a really good change.
  4. I mean it's still a frame trap therefore it will frame trap but 5CC is fucking terrible on block. I'd rather do 5C > 214AC. I seriously can't remember the last time I purposefully input 5CC on block. Addendum: I also can't remember the last time I played this game.
  5. Holy shit that is insane. I don't know if this will work on missiles though. I watched Skeletal Minion test slashback on missiles and for some reason he still got hit even after successfully executing it AND still holding back. Missiles are weird. I've played one Jam player but he really didn't understand how to approach the match-up so you've given me quite a bit to think about.
  6. I've been getting some XP from a decently good Anji so here are some thoughts. Full screen, Justice has the advantage. P missile shuts down ground approach and S missile shuts down his super jump and IAD approach. So he's yet another character who's forced to be patient. FB butterfly ignores projectiles but Justice can avoid it so it's a pretty dumb waste of meter. Mid screen, I think Anji has the advantage. 6S is fast, has great range and guard point at the best possible time, so it handily beats Justice's own f.S and Michael Sword. If she tries to P missile, he can airdash > jP punish on reaction. K missile might be a better go-to since his run animation is decently tall. If Justice gets oki, Anji has some pretty good options. One of his normals has frame 1 guard point for highs to counter meaty P missile or jHS safe jump. Guard point is hella fuckin' good now. If Anji gets oki, Justice is pretty fucked. His basic butterfly oki is okay, it's just basic and Justice can't really stop it. FB butterfly unblockables are completely free. Save 50 meter so you can force him to bait a dead angle. That and Michael Blade are all she can do so try very hard to avoid knockdown situations.
  7. I really want to update Justice's match-ups for ones I have experience with but I don't feel I'm a good enough player to do so without collaboration, so I feel guilty. I'll post my thoughts her for discussion. I'd love to get your feedback on it, Digital Watches =3 vs. ABA: 6 - 4, maybe a tad more even Easy to handle. ABA can't deal with mix-up in normal mode and she can't deal with zoning in Moroha mode, has to get lucky with a 6HS or 2D. All of Justice's combos knock down and her IK is very fast when she's within range. Only time ABA is scary is if she gets in but she only really has frame traps and okizeme fuzzy guard (backdash is really good here). vs. Anji: 5 - 5, maybe in Anji's favor His footsies with f.Slash are hella annoying due to its range, speed and guard point. FB butterfly unblockable is super free. IAD jP is surprisingly good at getting in, maybe K missile should be her default over P missile? He can guard point meaty P missile so Justice's oki isn't free. But hey, once he's full screen he can't do shit about missiles. FB butterfly ignores projectiles but it feels like a waste of meter. vs. Dizzy: 3.5 - 6.5, maybe a tad worse Dizzy's ice spike punishes missile free and her zoning goes around missiles easily. Justice is forced to approach and play footsies for fairly mediocre reward until she can finally set up her basic okizeme. Also Dizzy's oki is crazy good. Justice has some decent tools to deal with fish but most of them require meter. TON manages to handle this match-up decently well though, so it could be a little better maybe? vs. Zappa: ? - ? Zappa is really fucking good but I'm not sure if it's 7-3. The only time it feels 7-3 to me is when he has sword. Ghost block strings are godlike but Justice can smack him out of zoning with her footsies and he loses the advantage. Dog is bad because of f.Slash. Raoh is worse than Sword. I play with Zoogstin and he's had less time with +R than me. vs. Potemkin: in Justice's favor by some amount TON makes the match-up look extremely free. Potemkin's oki is extremely scary... if he gets in. K missile completely avoids flick and hits multiple times so it beats hammer fall. He can only slide head, if a missile isn't already out. If she doesn't have missile, she can still lock him out with f.Slash footsies. If Justice needs to rush down, 6P is a 10 frame overhead.
  8. wow this match-up is terrible -_-
  9. After experimenting with a couple of different characters (Anji, Jam, Zappa, Sol, Johnny), I can say that her jP fuzzy guard > K missile setup is extremely character specific and only reliably works on Testament. Their standing hit box must be tall enough for jP to fuzzy, their crouching hit box must be tall enough for K missile explosion to hit, and the width of their standing hitbox must be thin enough to not trigger K missile early. So yeah, pretty much only Testament so far. P missile into jD cross-under, however, works on pretty much everyone! One hit air michael sword isn't necessary but does make it easier to set up. It's very easy to get on Zappa, but very hard on Jam and Anji. If you have fifty meter however, you can FRC michael blade and it will work on everyone that Justice can position behind her with jS [one hit] > jHS. Oh, and jS one hit > HS michael blade > jS relaunch also works on Zappa for some reason. As an aside - I played a lot of matches this extended weekend and learned just how incredibly important walking forward is for Justice. It helps a ton for meter gain which expands her tool set tremendously. FRC missiles are ridiculously good for working up guard bar and setting up a mix-up. Michael Blade is a very versatile super. Her Force Break helps her escape bad positioning. Therefore, laying out a P/K missile to cover her as she holds forward to gain meter is a completely legit tactic.
  10. It seems like she depends a lot on SB tornado for pre-awakening hit confirms, although that's not much different from before. Remove C garu loops from your combos and that's basically P4C without awakening. It's hard to say much else since there are a lot of unknowns like her new autocombo.
  11. damnnnnn, I'm all out of creative ideas then
  12. oh my god. OH MY GOD. I FUCKING LOVE IT!!!
  13. This match-up used to be unwinnable when Venom's pool balls straight up beat Justice's Missiles, but now, Justice's missiles straight up beat Venom's pool balls! He either has to hit a ball at a strange angle or wait until he gets momentum if he wants to zone. Once he has his ball fortress out, the match-up switches and Justice can't summon missiles since a pool ball will hit her in recovery. P missile is probably her strongest one for counter zoning since it eats his BNB fireball, P Ball > 5P. A good Venom will also have extremely good rushdown but Justice's mix-up isn't half bad either, plus she wrecks guard gauge with 6HS > P missile FRC. Both characters have bad defensive tools against each other. Both characters have a really annoying f.S in ground footsies. Overall this match-up is probably even, perhaps slightly in Justice's favor since it's easier for her to gain zoning momentum now.
  14. Ah, I thought Saperia only had projectile invincibility, that makes more sense. Never tried to counter it, will it actually catch him even from full screen away?
  15. This match-up is LOL. ABA is one of those characters that actually has nothing to deal with missiles. Her only good option is force break slide, which is only available in shit tier mode so always assume they're gonna go for it. Moroha mode is scary when she's already on you. If she's not, smart missile usage will frustrate her to death. Don't even bother rushing her down in Moroha mode unless you're that far down on life because her super armor DP (FB Judgement) is actually really good. Feel free to rush her down in regular mode though: this will deny her the ability to blood pack and she doesn't have a DP to discourage it. I'll update later with some more match-up specific stuff but for now this is what I've got: * If you IB her second rekka, Strike Back Tail will beat her third rekka. * In Moroha mode, ABA's 6HS actually has long enough range in footsies to beat f.Slash and Michael Sword. Try to avoid it, or jump over it and punish on prediction. ABA's 2D also has really good range. * f.Slash beats meterless Judgement. If you block the second hit of Judgement then you can punished with 2K (f.Slash on instant block). You can also IB the first hit and counter the second hit, if your reactions are good enough! * Using a blood pack has random invincibility frames so attempts to punish with Michael Blade might waste your meter -_-
  16. Yes, I should've emphasized that K/P missile should only be used after a jHS or Michael Sword knockdown. Using more than 1 missile is unnecessary since Potemkin has bad movement. Outside of a knockdown, FRC it and avoid/punish slide head.
  17. This match-up is extremely good for Justice until she gets knocked down. Pray you have 75 meter when it happens because Potemkin will run through Justice's lack of defensive tools. http://www.youtube.com/watch?v=d_FVQR1v0qo&t=6m27s * K missile is extremely good in this match-up because Potemkin can't flick it. At all. Use P missile only if you want to mix him up, use K missile if you want to zone. * Potemkin can't hammer fall through any missiles since they hit multiple times. * Slide head is Potemkin's best tool for getting in, so keep him within f.Slash/Michael Sword distance and you can shut down all of his approach options. If he tries to jump in, HS missile will stop him and it won't clash with jD. It's very frustrating for Potemkin. * Both hits of 6P connect on Potemkin when close enough even when he is crouching, making it a 10 frame overhead instead of 18.
  18. I played a long set against a strong Zappa last night. It's very unusual and sometimes gets really hard to play. The first thing to keep in mind is that you should be "rushing down" Zappa most of the match, not zoning. Sitting back and creating missiles gives him the opportunity to summon Ghosts/Sword which both put him at a huge advantage. Always be moving forward and don't give him any space for free. No summon Zappa - He's pretty weak except for his summon DP which is really fucking good. At the start of a match, there isn't really any one option for Justice to take. Zappa can just back dash a few times and then summon safely and Justice is too slow to do anything to stop it - f.Slash and Michael Sword both miss - so Zappa usually isn't in this state for long. He can YOLO dash DP at any time if he feels he'll catch you doing something, so bait it well. Justice can safe jump his DP with air combo > j.D Michael Sword > j.HS > land and super jump forward immediately > late j.HS. I'm pretty sure that she can safe jump safely from S Michael Sword but she has to be close to the corner since it pushes so far. Honestly the only thing I care about this part is his DP, since Justice will spend the vast majority of her time here rushing Zappa down in order to deny him his Ghost/Sword summons. Dog summon - Actually pretty bad in this match-up. If he gets you stuck in a corner then you're still in trouble but he's lost bite unblockable so it's a LOT less scary. In neutral, Justice's f.Slash and P Missile do a really good job of eating dog with no effort so abuse the shit out of them. Remember that his dog will absorb any attack first so if you're hitting it with something else, immediately cancel into S Michael Sword to smack Zappa in the face. Dog 101 - don't waste your burst or attempt a guard cancel. Sword summon - What. The. Fuck. This summon is AMAZING now. Sword lingers for a few seconds where it was last left now, which means he can keep full screen away while forcing unreactable 50/50s on you. Justice is huge and slow so it's really hard to avoid. Your best options are to super jump forward after a sword has whiffed, Saperia if he's close enough to get hit by a read, or Michael Blade through a block string. If you're jumping in then respect his Sword DP as it will send you full screen and you'll have to start over. If you can get out a P missile safely then do it, it provides another opportunity to get away from sword and in on Zappa. Ghost summon- Oh boy. This is just as hard as sword for different reasons. P projectile tracks straight to your head and interrupts missile start-up like a motherfucker. Missiles will absorb his ghost projectiles but Justice lacks a missile to cover that spot of her head. You do NOT want to get cursed because then it's party time for Zappa. P missile FRC if you have to and hit him out of the air with jK. Raoh summon- From what I can tell, Zappa honestly doesn't want this summon even when he can get it. Swords and Ghosts shut down her options that well. If he gets Raoh then respect the shit out of his amazing DP, but otherwise Justice's footsies and zoning still work pretty well against him. Even his amazing chip-out super is bad - Justice can super flash punish it with Michael Blade and her missile explosions destroy the projectiles before they can hit you, I shit you not.
  19. you wouldn't really be able to anyway since 5P hits her out of her missile animation, lol. Pretty much the only way to get a missile out is with FRC.
  20. Dust combo I've been using that I stole from TON: 5D > jD > djD > djS > jD > djA*n > jS > 41236S do jA as many times as necessary to get them high enough for the last jS to hit, it can whiff sometimes based on character height. This combo is pretty universal and hits HELLA hard.
  21. I remember arguing that it wasn't broken, lol. Those fond memories of being a scrub.
  22. if the combo put them in awakening? do their own SB Dia. The best meta.
  23. http://www.nicovideo.jp/watch/sm12160141 complete lapse of memory, it absolutely wasn't goro but it might've been tsujikawa. I remember it being right after he won SBO, and he had an interest in makoto because she was broken.
  24. Bonus nostalgia: I want to find the CS1 combo video Goro made that showed off her broken-as-fuck comet cannon loops.
  25. I hope the new Elizabeth is broken as shit. Revenge, bitches.
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