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Moy_X7

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Everything posted by Moy_X7

  1. Y'all niggas g.... Dammit I'll play games if I manage to kick people off the net.
  2. I'm really tempted to import but I'm a poor college student, gotta manage that budget lol. They're actually pretty damn difficult, it might be the lack of practice but they're tougher than anything even Plat has to offer. I won't hold it against you if you can't do them as I can barely do them myself lol.
  3. You're worried about 2A? 5A is the thing you should be worried about when they try to mash out. If you're going for 6A, do 5B > 6A although I still think that Noel can mash out of it with that dumbass 5A. If not then do 5B a few times to see whether they're mashing 5A or Drives. If they mash Drives, then 5B will tag her out of 2D or it will allow you to recover on time and block the 4D. With that said, use 5B as oki instead of 2A as it will beat wake-up 2D or it will allow you to recover on time and block 4D.
  4. Try to see if 2D/Throw, j.2C > j.C > JC > j.2C > j.C, 66 2B > 5B > 5C > 3C > 22C is an universal thing. Try it out on Tager so you can get comfy with it and then try it on the shorties (Carl, Plat, Rachel, Bang maybe). Examples: Throw > 214B (whiff), j.2C > j.C > JC > j.2C > j.C, 66 2B > 5B > 5C > 3C > 22C (Crouching Confirm) 5B > 5C > 6C > 2D, j.2C > j.C > JC > j.2C > j.C, 66 2B > 5B > 5C > 3C > 22C This seems like one of the tougher combo (if not the only tough combo lol), just make sure to do the initial j.C as deep as possible in order to be able to link the 2nd j.2C. Edit: Just found out that 6C > 2D, j.2C> j.C > JC > j.2C > j.C, 66 5B > 5C > Sekka > 6C > 214C (3.9K) works in EX All this time I've just settled for 5B > 5C > 6C > 2D > j.2C > j.C > 66 5B > 5C > Sekka > 6C > 214C. I'll probably re-work the entire EX combo thread, not only to make it MUCH shorter but to add additional combos. I mean, CP is still a fucking half-year away
  5. I'm gonna miss the old DLC colors, nothing in CP compares to my red outfit with gold trimming and light purple hair Plat. Madoka color comes close but no dice.
  6. Eventually people will just learn to hold Barrier while they're frozen by 5D/6D, the same way they (sometimes) do after being frozen in the air by j.D.
  7. Mmmm... *rubs chin* No more Taos please, specially now that we know what she's capable of in CP.
  8. I know, that's why I kept on playing until the 20th match (that and my OCD with wanting to finish a set in intervals of 10). I should probably stop dodging Errol but all this food, and all this manga/animoo backlog, and then a shower and then time for sleep :v
  9. It's all about the practice and the experience, keep at it.
  10. Fun and salt go hand in hand in this game, can't have one without the other. Unless you're one of those godlike players that roflstomps through most of the competition.
  11. I never said I quit, I just said that I'd be available much less often now (weekdays from 7-8PM and weekends in the morning). Schedule an appointment during business hours and I'll get back at you Well it's Mu so I'm bound to get salty when I get hit by something for a gorillion damage.
  12. That's odd, I won every match out of a 40 match set with him the other day and he didn't kick me. I guess he probably got extra salty in your last match, thinking something like "I shouldn't have lost to that" lol.
  13. I believe that the latter shouldn't be considered "mashing" since you know what your and your opponent's options are you know what to do in that specific situation. Example: You block Jin's 6B and you push a button, thinking that he will try something slow like 6A or a run-up 6B fake-out. That would be mashing, since you're just guessing. You IB Jin's 6B and you push a button, most likely a jab. Jin's 6B is no longer + on block, so your jab has a high chance of beating Jin's jab. This wouldn't be considered mashing. You're right though, mashing is nothing more than a gamble. Sometimes you just have to take that gamble, specially if you know that your reactions are weak or if your opponent is just doing shoddy ass pressure. I could let Bang just 5A, 66 5A x N me all day and eventually mix me up or I could just mash my way out of it those stupid 5As. He could just go into a frame trap from 5A or close the gap again with a 66 5A, if I mash while he does the former I lose and if I mash when he does the latter I'll win. My other options are to up+back, back dash, or DP but those options have their Achilles' Heel just as mashing 5A does. Too much respect can be a bad thing, take it from me as I tend to not push buttons at all which results in me getting pressured all day. Lately I've been starting to IB > mash from time to time and it has yielded positive results. It sure as hell beats just letting the opponent run a train on me forever.
  14. If that were possible then top players would just DP out of every OH. Like Errol said, inputting the DP motion takes a bit of time. Go to training mode, program some random block strings on 4 recordable slots with one of them leading to Ragna's 6B and use a character with a 623 DP motion. See if you can DP out of 6B on reaction. Not like it matters for you, just 2D/6D them outta their OHs lol
  15. Yeah, if all you do is block then the opponent can use that to their advantage and go nuts with the overheads or do some shoddy ass, never-ending pressure on you. If you can block every mix-up attempt at any time then that's great, good for you. Unfortunately, the rest of the world is going to get opened up eventually unless they're playing against Jin when he has no meter lol. Even the Japanese mash from time to time, it's just another defensive option and it gives the opponent something else to think about other than just pressuring you all day and using overheads/other slow types of mix-up on you for free. @Mac - It's one thing to block OHs on reaction, it's another to jab out of it on reaction. Let's say your jab has a 6 frame start-up, that would mean that you would have to react to Ragna's 6B at frame 17 or less and use your jab. Anything outside of that would just get you CH'd. Now if you have a 1-2 button, 1st frame reversal like Hakumen's counters or Plat's Bat then go ahead and do so as it really is better than just blocking the OH.
  16. I blame my slow reaction time for that, I mean I do get hit by Tsubaki 6A here and there lol
  17. Moy_X7

    New blood

    My "recommended order" of things that need to be learned when looking into maining/subbing a character is... 1) Learn the properties of every single one of your moves, including what they can be canceled into (if anything). With that said, READ YOUR CHARACTER'S WIKI PAGE AND FRAME DATA. 2) Learn combos, start out with common BnBs and branch out to situation-specific combos. 3) Learn how to hit-confirm and how to transition from a would-be starter into a proper blockstring. 4) Go to the character forums and learn strategies for your character including advanced ways to mix-up the opponent, how to get the most out of a knockdown, what to do in X situation, etc. Outside of your character specifics, you need to learn the game specific mechanics and eventually learn what the opposing characters can do both through experience and by reading their wiki page/frame data. I feel like it is essential for people to learn what every single one of their character's moves can and cannot do first and foremost. It's not necessary to learn what every single one of your opposing character's moves can do but at least learn which moves hit high/low, which moves have invulnerability (be it partial or full), which moves the opponent can use to reset pressure, which moves end the opponent's blockstring or leave them in situational disadvantage (usually something that's negative and can't be canceled), and which moves can be punished. You don't actually "think" about it mid-match, you just automatically know what to do and what not to do given enough experience and knowledge. Example: A random character uses their DP and you block it, you automatically know when and how to punish it after you've been exposed to it long enough. Correct, knowing combos is all good and dandy but it doesn't mean much if you can't land the combo starter or if you're too fixated on just trying to land a specific combo starter that leads into that shiny new combo you just learned. Combos are a newbie's worst enemy if they don't work on their fundamentals. Gotta learn how to crawl before you teach yourself to walk
  18. If they don't get caught by Yukikaze then it means that they're pure projectiles as opposed to a physical move with projectile properties.
  19. I'm guessing that they do retain their cat... paws. I wouldn't really mind seeing those exposed cat-like arms, if Felicia can do it then so can the rest of the Kaka clan. I just hope that they never reveal what their faces look like, last thing I want is to see an actual cat face on a body like that (goddamn furries).
  20. Makes sense since the Burst is a projectile, you'll need the Frame 1 Yukikaze for it to catch people. Yukikaze seems to have a faster activation in CP after catching a projectile so maybe it will catch Bursts with a "late" Yukikaze as well.
  21. Yeah, that's what I'm thinking. In CP you'll most likely just have to anticipate the Burst and use the proper Burst bait for it; DP D, JC, and OD seem like good options. Has anyone ever used Yukikaze as a Burst bait? I should try it once for the lulz.
  22. Meh, I've been baiting Bursts with JCs since the caveman days. It's easier to just up+back on reaction than to do the DP motion in anticipation.
  23. I lol'd at that BK DS combo for 6K and that Rehyou OD combo for 4K. Basically, if you have 25 Heat, anything you do in the corner is going to do ridiculous damage. We have... Somewhat close to the corner: 5D > 214D~C, 66 6C > Stuff for anytime, anywhere confirms. 6C > 214D(Whiff)~C, 66 6C > Stuff for crouching and anti-air/air hit confirms. In the corner: CT mid-combo for stupid damage OH HIZANGEKI into 4K HIZANGEKI to extend air-to-air confirms DP D for Burst baits and extra damage Now I'm just wondering if something like air-to-air Stuff > j.D, (land) 5C > 214D~C works and how much damage air-to-air Stuff > j.D (land) > 5B > Sekka stuff does. All Jin needs is 25 Heat to do dumb damage lol.
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