Jump to content
Dustloop Forums

toanenadiz

Members
  • Posts

    3,915
  • Joined

  • Last visited

Everything posted by toanenadiz

  1. CH 5C(1)/6C(1)->236C. Both of them have better proration than 5D.
  2. You should just tell him everything that he did right and wrong and he should be able to distinguish what was caused by lag and what wasn't.
  3. lol. I remember that. Taropun makes some weird doujins.
  4. Delay the 236C after the 214D~C and they should be high enough for 4B(2) to connect properly.
  5. Chances are, you should be only hitting with the 2nd hit of 4B and not the first one. Could you post the combo you are trying to do?
  6. What time frame are you looking at?
  7. There is an 18 frame gap between 3C's blockstun ending and 214D being guarantee'd to come out. A trade shouldn't be happening at all if your opponent isn't hesitating once seeing 214D's start-up or unless there is some lag.
  8. You can actually dash forward and duck under Valk's 6C if you are feeling ballsy and want to make the Valk go WTF?
  9. I figured as much. But I haven't changed Sagatto to Tsukasa yet in the video thread so he should know that are the same person. I already made sure any matches with Nao are marked as Yoshiki.
  10. Goro, Tsukasa, Sagatto and Yoshiki are my favorites.
  11. 1) Control the pace of the match. Since gravity well slows your opponent down alot, when correctly used, it pretty much stops most characters from approaching. Rachel can't use her wind to approach, Tsubaki can't shield rush, ect when they are stuck in a field. This can also be used effectively in match-ups like Tager and Hakumen where they have to slowly approach and repeatedly using gravity well can frustrate them and limit the amount of time they can actually be moving forward. 2) Make shit safe. At certain ranges, if you make someone block a sword, you might not have any follow-up that is good. 236B is safe but puts you next to the opponent. 236D and 214D have a large amount of start-up and you would be screwed using them if your opponent is fast and can stuff the start-up. Doing nothing may give them enough time to get next to you. Gravity well is a pretty safe solution in that situation because it has a fast start-up and slows down them down if they wanted to approach you. You can also use this to make 3C safe. 3C->236B isn't a safe blockstring against people with a reversal and 3C itself is punishable. However, 3C->214A has no gaps in between the moves and since gravity well is -2 on normal block and -5 on IB, very few characters can punish this. And if you are confident your opponent will punish your 3C, you can slightly delay gravity well for a frame trap. This will fail if they decided to reversal but I can only think of one reversal which will punish 3C and there is another way to deal with it. 3) Guard breaking. Gravity well breaks a primer. Some people will forget about this and won't always be looking out for this move. Just add this into a close range blockstring when they have one primer and you see them not barrier blocking. As said before, gravity well is -2 on normal block and -5 on IB(therefore -4 on IB barrier block), so no characters can punish this(there are things they can do to prevent this if they see it coming though). 4) Baiting throws. Gravity well has throw invul for the first 15 frames. This lets you use it to bait or punish throws. Use it if you notice your opponent has a certain set-up into a throw and you want to punish it hard(extremely useful against Plat's command grab). Alternatively, if you have a certain throw set-up and your opponent catches on to this, you can use gravity well in that set-up instead of throw and punish them if they were mindlessly doing yomi throw techs. This is pretty ballsy but it does feel good getting a FC gravity well. Obviously combos and zoning are the most important and you should focus using gravity for those most of the time.
  12. You should probably read the terminology guide in the Beginner mode thread since it'll show you how to read combos and stick to the challenge mode combos since they are probably the easiest for you until you feel like leveling up.
  13. Here is the netplay thread for PSN where you can go and find matches: http://www.dustloop.com/forums/showthread.php?13570-PSN-Match-Finder-Good-Games-Thread-v5 Here is the Bang thread: http://www.dustloop.com/forums/forumdisplay.php?69-Bang-Shishigami for help with getting better with Bang specifically. Here is the Makoto thread: http://www.dustloop.com/forums/forumdisplay.php?149-Makoto-Nanaya for help with getting better with Makoto. Here is our thread for Beginners: http://www.dustloop.com/forums/forumdisplay.php?100-Beginner-Mode where you find and ask basic questions about hit confirming and punishing, although the Bang thread would be better suited if you wanted specific answers rather than general.
  14. Still have hard feelings from CT?
  15. You don't know how to 6B with Hakumen?
  16. Don't worry. I'm free too. I gotta play you. I need more people to play in AH3.
  17. She has a ton of doujins about her though.
  18. Do you netplay or are you fortunate enough to have an offline scene? lol. I was the red Fiona in that match. Good times. Play AH3 with me while you wait
  19. My main game is AH3. I am just stuck with BB since no one really likes AH3 . If only more people played this beautiful game.
  20. Whenever someone on DL is discussing capture cards, Kurushii will be there. Edit: You should make a thread or article all about them since you probably spend lots of time and money on them. Unless you have already done so and I didn't pay attention to it.
  21. Excalibur sucks (ignore my signature). Anyone with half of brain (and no lag) can 4D Excalibur for free and avoid getting hit. Fiona is totally low tier. Doesn't stop me from loving her though.
  22. She has 2 moves with super armor; Excalibur and mini-Excailbur. Unless your friend was using Earth, what were you being hit by?
  23. Ice Fiona is my main.
×
×
  • Create New...