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BigLeafyTree

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Everything posted by BigLeafyTree

  1. To be clearer, I meant that after the combo if you went for damage over oki, it's risk in exchange for short term advantage. Like Dacid said, a small lump sum of damage in exchange for losing position advantage. In the long run I agree that true oki is the way to go for damage. On the other side of the argument, if you think you can get in without needing the position true oki gives you there's no reason not to be as greedy as you can with damage.
  2. Internet beef. The thing is the risk vs reward. Ending with more damage and a poison nail without true oki is an advantage, but it gives your opponent a way out of Bang's great pressure and gives them a better chance to get the advantage back. For example, I wouldn't let Litchi or Hakumen get away for free because it can be a pain to get back in once you let them go. Arakune maybe, but he can steal matches out of nowhere. It's risk vs reward. True oki is the safest and the least rewarding.
  3. http://d.hatena.ne.jp/video/niconico/sm9617692 @ 6:12 http://www.youtube.com/watch?v=HWH_tKfDsXI @ 0:21 Dora vs Shadow In this video @ 6:12 I see 6B > 2A > 5B > j. A > j. B > j. C > 5A > 5B > j. A > j. B > j. C > 5A > blackbeats here. It does about 3000 dmg (hard to make out) and it's in the corner against Hakumen. Is this corner specific? Hakumen specific? Inquiring minds want to know! Edit: Awesome, added youtube link courtesy of zeth.
  4. You can turn any throw into an daifunka combo with 100 heat. Like rei said you can RC at the very beginning of a ground or air grab (air grab has to be at about single jump height or lower), RCing the ground command throw has been around for a while, and you can cancel just before the 3rd hit of the air command throw and daifunka (but the timing and spacing are annoying). Also, you can combo a low j. 4C into 2C > 2D > j.D > finisher of choice.
  5. I don't have access to CS, but my bet for the best starter after gold burst would be either 5C/6C/6A/6D > 623B, or OTG 5C > 6A > 623B if it works. How many seals can you get off of a gold burst?
  6. Is poison affected by combo proration or is it seperate?
  7. Not at home atm so I can't test, does that work midscreen rei?
  8. My bad, I did get my categories backwards. The reasons you could choose to go for a tech trap mid combo are it could do more than the rest of the combo (especially with RCs), if the combo started with a move that prorated hard like 2A. It also will surprise a lot of people, in my experience most people tech as soon as possible and this capitalizes on that. I was looking for A nail tech traps in particular because the poison makes the tech trap do more. The tech trap I came up with isn't that great I agree because it cuts off the combo so early but I'll keep looking for a better version.
  9. A nail tech traps w/o meter or corner! Tested on Hakumen so far, I assume it works on all category 2s and 3s. I'll edit it in later after testing. 5A > 5B > 2B > 6C > j.D > late 2B > tk A Nail > tech trap. Now I gotta test it and see if I can find a way to work it into the category 1 bnb.
  10. Quick question, how do you do a tk command throw while running? I've seen Dora do it at a dead run and have it come out barely off the ground and I couldn't even come close to that. Any tips?
  11. @faulty: It does slightly more with the 5C left in. 3C > RC > d.2D > sj. D > C shuri > 6C > j.D > 2C (2876; 3 seals; Tager only) 3C > RC > d.5C > 6A > 623B > d.2B > 6C > j.C (2918; all except Carl I think) 6B > RC > C shuri > 6C > j.D > 2B > 623B > 6C > 623B > 2C (3865; Ragna, Hakumen, Tager) 6B > RC > C shuri > 6C > j.D > 2B > 623B > 6C > j.C (3548; Litchi, Bang) 6B > RC > C shuri > j.D > 2B > 623B > 6C > 623B > 2C (3626; Jin, Arakune) 6B > j.D > RC > C shuri > 6C > j.D > 2B > 623B > 6C > 623B (4022; Tager) 6B > RC > C shuri > j.D > 2B > 6C > j.C (2888; Carl)
  12. 3C > RC > d. 5C > 6A > 623B > Daifunka Does about 4200 but blows 100 heat. Doesn't need to be a CH, might be trickier from longer distances.
  13. How does Ashura interact with Steel Rain? Also, can you RC Ashura after connecting with it?
  14. The only thing I can think of is if you mean 'blockstring' instead of 'combo'. If it's a blockstring then it's probably getting interrupted between 2C and 6D. Don't do the whole combo if the first hits don't connect, go up to 2B and then jump cancel or 2C into 623B. Look up Bang's gatling info and know what hits low and what hits high.
  15. That is a lot of nails spent for not much reward. Looks pretty though.
  16. Messing around in training, found this: j. 623C > RC after second hit > 5C > 6A > 623B > 2363214C for about 5400. Timing is very easy too. For laughs: j. 623C > RC after 3rd hit > immediate 214214B. :D
  17. With christmas break coming up I'm going to have a lot of time to work on my game and play with friends. I want to know what order these fundamentals are in terms of importance: - Hit Confirming - Oki (pressure after knockdown) - Mixup - Tech Traps - Abare (getting as much damage as possible off of random hits) - BNB's - Defense (teching throws, blocking mixup) - Instant Blocking - Bumpers - FRKZ - DP/Burst Punishes - Character Specific Combos - Movement & Spacing Which skills transfer over well to other characters in the cast? Which are good fundamentals for all fighting games? This is mainly aimed at ATG, WUT, 10stars and SMYM but everyone feel free to respond.
  18. Speaking of throw gimmicks, if you throw > A nail so that the kick doesn't even connect you'll be end up right beside them for some surprise mixup plus they're poisoned. Gimmicky though. Throw > A nail > 623C > RC > daifunka (about 4800 including poison) is hilarious and lasts long enough that they take almost the full damage of the poison.
  19. You can combo into it off of airthrow now. Corner only? http://www.youtube.com/watch?v=zbZVMtG4uwU#t=8m33s
  20. In CS you can still buffer throw breaks into attacks, it's just that the window is a lot smaller. I think it's 5 frames in CS and was more like 15 in CT.
  21. What's up with guardpoints and multi-hit moves? Sometimes the guardpoint extends and makes the whole move safe and sometimes it'll block some of the hits and then I get hit by the rest of the move. What's up with teleporting when you're using 5D and 6D? They seem to keep your momentum in a weird way, and I've often done 6D > A tele and teleported right in front of them and continued the kick facing AWAY from them. Why does every hit blocked with j.D send you higher into the air after the guardpoint? Is that changed in CS?
  22. Bang vs Bang! Dora vs Shadow! Who is the manliest!? http://www.nicovideo.jp/watch/sm8970109 (as posted by ryokoalways) It looked to me like Shadow was taking better advantage of Bang's new stuff.
  23. Because my brother plays Arakune and he's my biggest competition I'm going to put some of my observations here. DISCLAIMER : I'm not a tournament level player. -A and B bugs (the ones that come from either side of the screen) are both unblockable in the air without IB/barrier -Arakune's landing animation makes him short (he splashes as he touches ground) so 5A as he's landing can whiff, use 2A, 5B, or 2B instead -Arakune's shield cloud (the one that stays on top of him) is incredibly annoying and basically your only option against it if he's playing defensively is throw shurikens and hope he forgets to block or guardpoint it (5D is best) and hope he forgets to throw. -When you're approaching from the ground, be ready to barrier cancel your dash or jump since his 2D and j.D can both come out before you can stop your dash regularly -Oki > damage! Keeping him locked down is much better than a few hundred extra damage so be sure to end combos with 623B and j.C whenever possible. be ready to turn random hits into knockdown (eg. catching him out of the air with 5A > 5B, follow up with j. A > j. B > dj. B > dj. C) -Steel Rain (umbrella super) is useful if you can predict him throwing out a cloud/teleporting/other slow move -Throwing Arakune while cursed will remove curse even if he throw breaks it so purple throw away! -KNOW your most damaging combos to go into off of random hits, you're gonna be working hard to get in so make it count -The air version of 623C has a generous grab range so use it to punish stupid cloud attempts -RC'ing an air 623C into a combo can be a good choice because it does good damage and gives you oki -Arakune's throw > spider laser > curse does a bunch AND leaves you cursed so be ready to break throws. He can also do this off his CA so if he has 100% meter so watch for it -Sometimes bursting early to get out of being cursed is the better idea depending on how confident you are in your pressure game. Dora does this a lot because (I think) he'd rather have oki/advantageous position and take 50% more for the rest of the match then eat a 5000~ damage combo that ends in recurse. -CA is your friend. -Arakune's 2B has basically no hitbox and his 5C has lots of invincibilty so be careful of predictable air approaches -Be careful of when Arakune has a pile of stuff onscreen and jumps way up, you'll be stuck trying to block shit you can't see. Play it safe and watch out for his j.D (KNOW the animation for j.D!) -Be ready to IB daifunka when under pressure, a lot of his moves have long recovery time so you can catch him out for using 2D, summoning bellbug, etc. -Don't throw out stupid shurikens from long distance hoping they'll hit when you're cursed -FRKZ and bumpers are really high risk since they can easily let you fly into things without being able to block, but can be good if you can keep the momentum on your side. -Get the bellbug out of the way if possible by jumping into it and blocking -Clouds can give you something to teleport off of with your D moves, but can be punished if they see it coming -Arakune > Bang in the air for the most part so try to avoid air to air with him -His spikes in the air beats out everything you have except for j.C from directly above him, I've had some success with 2D'ing it, but only when I was right at the edge of it's hitbox -His bird move in the air starts fast and travels far and beats out everything you have except a lucky j.D -His dive moves are very irritating because they can cross you up from almost directly above you making it hard to judge AND they lead to curse and damage. 2D can beat it sometimes if you start the 2D right as he's hitting the top of his arc. He can also teleport left or right after landing and doesn't have to pick the direction until late in the move so don't commit too far one way or the other until you're sure. Best hope for catching him after in my experience is dashing 5B because of it's range and speed but it's still iffy. -Don't approach from the air while cursed, there's too much that can go wrong
  24. WOW tk astral is crazy. Looks like it doesn't have a height requirement anymore. I wonder how fast it starts up and if it has any invincibility. IB > tk Astral? There's no way it's still unblockable though right?
  25. I don't know if it's just their new animation, but do nail dash and frkz dash look 'zippier' to anyone else? Maybe they go a little faster or a little farther?
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