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WUT

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Everything posted by WUT

  1. Standing tager: 5a, 5b, 2b, 6c, j.d, 6-j.d, 4-j.d, v 4-5d, 9-dash j.b, 6-j.d, 3-j.d, 4-j.d, v 2c. 5032 damage. EDIT: using this same 6c, triple j.d etc. ender in place of the throw combo I posted previously yields a 4702 damage throw on tager. Awesome. Even more edits: on Rachel: 2d, 8-dash j.d, 3-j.d, 4-j.d, 6-j.d, v 4-5d, 9-dash j.b, 6-j.d, 3-j.d, 4-j.d, 6-j.d, 4-j.d, v 2c. 5685 damage. This game is absurd sometimes. But so lol.
  2. What's the damage? Because j.D CH, v 2B/6A, 623B, d.2B, 623B, dashing super is ~5200-5500, respectively. I can see ending it with 2C, 623B for a different oki position as viable but spending Heat after that point probably isn't worth the resources.
  3. WUT

    [CT] Bang vs Carl

    If it's horribly mis-timed, sure. J.D has 4F before it will autoguard anything. 8]D[ has 32F total active frames (4 for the first hit, 28 for the second). Even if you break the throw as late as possible there's still a 5F leeway where he can hit you before j.D will come out, assuming it's timed properly.
  4. You'll see Japanese players do alot of things that we aren't able to replicate given how different our scenes and mindsets are. Just get used to the fact that, unless your competition is from Japan, you'll be punishing people for trying to escape or counter-attack more than actually hitting with mix-up. As an example: Every single time I Bang Install, people refuse to guard. They just give up and start throwing moves out with no regard as to whether it's smart or not. "Well I can't guard it, guess I should just swing and hope something hits". And it's not just scrubs online that act that way. I've played plenty of solid players that will just resort to spamming quick moves or invincibility at that point. It's sad.
  5. Don't start with them. They're a waste of nails. Any bumper mix-up attempt = opponent gets a free chance to jump away. Hold up + back, mash on a button after you leave the ground, enjoy your free bumper mix-up punish. And you're wasting even more nails if you try to get them to sit still/punish jumping away and mashing buttons in order to bolster bumper mix-up. The damage you might get isn't even worth that much resource commitment. TL;DR: If they're too afraid to jump then bumpers are cool. Unfortunately no one should be too afraid to jump.
  6. Bridget? More damage? Yeah no. Just change bridget's j.d. 2nd hit has huge untechable time or has blowback effect, 3rd hit deals more damage but allows for a quick tech. This solves multiple problems: - Bridget can score a kd from an air bnb, but it requires character-specific setups and combos. - Bridget can get more initial damage for a combo, but loses positioning and tech catch opportunities. - We could see j.d(2) rc relaunch combos. Hotness.
  7. Arakune as well.
  8. Lol best combo...on cat 3 chars sure.
  9. WUT

    "Quicker" Rise...

    I love quick rise. It throws off so many people that Try to use a meaty on reaction to a quick recover. While 13f is feasible to react to, it's quite difficult. This "mindgame" also allows for both rolling techs to become a little more useful as well, since they're practically worthless if you're even remotely near the corner. Moral of the story: mix up whether you quick recover or quick rise more. It helps. If they otg to be safe you can easily tech during the followup and escape.
  10. If litchi is dumb enough to pressure 5b[m], 5c[m] you can 6d, a teleport punish between the normals, no ib required. If you do ib 5b[m] you can use 5d, which will actually protect you if she gatlings to 6a[m] or 3c[m] instead of 5c.
  11. Man I'm just in love with double posting today. Cat 1&2 chars (exclude j.d ender on arakune) throw, 3-dash before kick connects, v 2b, 6c, 9-j.d, 3-j.d, v 2b, 6c, 9-dash j.b, 6-j.d, 2-dash j.d, v 2c. 4216 damage. On tager: throw, 2-dash before kick connects, v 6c, j.d, 6-j.d, 6-j.d, v 2b, 6c, 9-dash j.b, 3-j.d, 2-dash j.d, v 2c. 4515 damage. EDIT: throw combo with 9-dash j.b, 9-dash j.b, j.623b ender (for arakune) is 3894 damage, just to document it. EDIT EDIT: holy crap damage: throw, 3-dash before hit, v 2b, 6c, 9-j.d, 2-dash, v 6a, 623b, dashing super. 5228 damage.
  12. Oh. You've got all the time in the world to do a d.2b if you start with a j.d, 2b launch. The timing isn't hard at all and there's been plenty of times when I've done the second 2b too early, dropping the baby as a result. I thought you meant from either 5c/6a or Gatling into 2b, 623b.
  13. Double posting is the coolest. Throw, rc on 2nd hit, 2b, 6c, j.d, v 6a, 623b, d.6c, j.623b, v 2c. 3348 damage on cat 1 chars. Throw, rc on 2nd hit, 2b, 6c, dj.d, v 2b, 623b, d.6c, dj.c. 2893 damage on cat 2 chars. On cat 3 chars the airdash j.d combo deals more damage, but you can opt to three-seal everyone and you can four-seal tager.
  14. You still have to dash from certain distances, as atg said. And if you don't do a d.2b the d.6c is extremely hard to hit with at the end. Better to just learn the timing and always go for d.2b.
  15. But there's the problem: they don't have to tech. It's not a matter of guessing correctly; they can simply delay their tech or not tech at all. Bang has nothing threatening to otg with to force a tech without 1 nail and 50% heat, and even then it just bumps your damage up to every other character's standard. As far as the residual benefits of placing a bumper, you could very well go the whole round without being in a position to utilize it again as well. Throwing a bumper has no guarantee that it will be effective, when you can just as easily get guaranteed results by throwing nails instead. Tl;dr: I use bumpers to control space. Throwing a bumper = "oh man I don't want to be near that, I'd better try to run away".
  16. Why are bumpers so sweet yet useless? Bb's lack of legit oki kills every viable setup. I was messing around with a hot 6d, d bumper one when I stopped and said, "dammit, this only works if they quick recover/emergency tech". It's such a waste of a cool concept.
  17. 2b, 6c, 9-j.d, 2-dash, v 6a, 623b, dashing super. 6452 damage. Now if only I could find a while standing punish on cat 1 or 2 chars that starts with 2b.
  18. WUT

    [CT] Bang vs V-13

    Getting forced back down isn't an issue as long as you were guarding. Sure, it can be frustrating, but you just have to play patient and wait for a moment to get in. As mentioned earlier, ib'ing 2c is a must. If you manage to ib the last few hits you can punish anything that isn't a Gatling to 3c, act pulsar, or super with 5b into combo. Pretty nice.
  19. WUT

    [CT] Bang vs V-13

    J.d is terribly unsuccessful. If you autoguard it she'll either hit through it, jc and guard, Gatling to 6c for ch combo, or act pulsar away. Your best option is either falling d nails or c nail. The stupid thing even has a backwards hitbox. You can't teleport past it.
  20. WUT

    [CT] Bang vs V-13

    Don't even need the damage. I just want to stop 2a/3c/any crouching spam. Reminds me of melty blood when crap like that works. As far as trading hits is concerned, varying your approach is the easiest way to remedy that. Nu should be placed in a situation where it's fight or flee every time you move forward. She can't cover both without swinging with 2c, which carries some, albeit little, risk.
  21. WUT

    [CT] Bang vs V-13

    Air dashing in is a poor option unless you've got nails to cover your approach. I generally stick to jumping/superjumping/double jumping and varying which I do, with the occasional d and b nails thrown in. The problem when fighting nu is actually trying to stop her from getting away. You have to deal with both backdash and iad forward/backward attempts, along with 2c being retarded good, seeing as it's both an anti-poke and escape tool should you be forced to guard it. Most of the time if I beat a nu it's because they can't/won't guard, or I get lucky and guess right when stopping escape attempts. And dammit I really wish 5a hit all crouchers. It would make life so much easier.
  22. If you start the no-heat Dp punish on Jin with a 2b it boosts the damage to 3651. It lowers the damage if you tack on 2b and do super, lol.
  23. This fight is disgusting for tager. As a bang player, The only time I really end up losing is when I get hit by something incredibly risky like mashing 2c in pressure gaps or a tager mashing throws to punish my while landing strings because I just don't expect things like that. Sucks for me I suppose. I certainly wouldn't advocate either avenue if you're playing a competant bang. As far as advise goes: you can ib bang's 5b and 360a between his 5b, 2b pressure. You can ib 2b and a sledge through d nails if bang tries to rush back in without a drive move. You can ib and spinny super through: 5a -> 2a, 2a -> 5b, 5b -> 2b, and 2b -> 2c gatlings. Of course, every place you can spinny super you can backdash, so make a note of that. Basically just ib and bank on spinny super. Those are the safest routes.
  24. If Rachel pressures into 5cc from 5b or 6b you can 6d -> A teleport punish. No ib required. Only useful if You know they're going for guard crush; 6d will get raped by 3-wind j.2c and 3c mixup. If you ib in that situation you can 2d instead. I've been meaning to go through and find out exactly where you can ib, 6d vs. most character's common pressure strings. Guess I should get on that.
  25. Well I still appreciate the upload regardless. Don't have equipment or I'd be putting my matches up for everyone to laugh at.
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