Jump to content
Dustloop Forums

Dacidbro

Members
  • Posts

    4,005
  • Joined

  • Last visited

Everything posted by Dacidbro

  1. Not only that, when you do decide to use 6A, since it is only cancellable on hit, you can option select your follow up. 6A > Hit > Dice car > Combo 6A > Block > RC > mix The input on your stick would look like 6A, (214D on hit/block, immediately afterwards ABC), Register which one just actually happened. If you have 50 meter, regardless of block on 6A you'll be at advantage. Of course, you burn meter either way, and if they do block you get much less. But at least there's a clear cut way to capitalize on both scenarios.
  2. I'm not trying to "take on the mods". I'm trying to let Circuitous know that he is heading in a dangerous direction that will likely have negative consequences for him. This isn't "omg mods v members", that's what I was trying to stop from happening. I'm neutral.

  3. Dude, I don't know at all. We didn't talk, cause we barely know each other, but it was funny seeing him there
  4. I said you were free too, lets MM 20 bucks
  5. There won't be a next time for an extremely long time, unless you come to norcal. Sorry to disappoint.
  6. Saw Fred at the last Socal AI tournament... that was random lol
  7. I was estimating the stun, I'm sure if you checked it you're right. Then it's 18 (Or 19, if the notes are right o-o) free frames, and 5C is an instant overhead There are still a lot of matchups where it is a very bad/unnecessarily risky idea to FRKZ. I still maintain that. But it is pretty foolish to say that FRKZ mixup, pressure and damage isn't unreal.
  8. Not true, actually. After the 2B FRKZ, you have 16 free frames; your first mix up is literally free, in all reasonable contexts. Even a 5C can only be interrupted in a window of 3 or so frames, and that's one of the slowest available mixups, esp in FRKZ. If you lead with 9 dash jC, you can option select combo or continue to 5A blockstring for free, go to something like 5A 5B 2B > cross up 5A and they only have a very very small window to react, much less punish. And that's just one set of options with no heat or nails for 2-3 free/near-free mixes. FRKZ mix up is so god like it's not even funny Oh, also, don't forget cruel tricks like fake-gatlings (IE 5D 6dash 5C) to make the mix up even more brutal.
  9. Hey, you got best dressed. Don't look too down on yourself.
  10. I still don't get why ANYONE roll techs while magnetized against a Tager with 50 meter..
  11. No problem. I was pretty sure you didn't intend ill :v

  12. I play with Pulsr, who has one of West Coast's best Hakumen's.. but Haku isn't his main anymore, and it does show. I don't get to play with Sparkz, who is the only Hakumen in the US I would recommend looking at. Alzarath is good, but he has bad habits. There is also a Hakumen in NY that hit confirms really well and uses sophisticated combos, but I don't know who he is, and his gameplay has some problems too. Overall, no. But me and the rest of socal seems to sub Haku, so we all know a bit about him. Lol.

  13. Heh, it's cool. It's just that other people springboarded off of what you said to take cheap shots at me, so I felt the need to defend my intelligence. :vbang:

  14. Yes, they are cancel-able on block. However, they are still all 22 frames and up start-time, so think of them as a frame trap. Their block stun is very good, so if you succeed in putting them in block with a drive, you have a lot of room to work with it.
  15. The reason that should happen almost never, particularly in the case of blocked2B > FRKZ, is that no matter what you have +1 frames after activation. That means that literally no matter what, you can ALWAYS escape a grab. Even if you activated FRKZ on neutral with Tager, you still are one frame ahead of him. Tager's 720 becomes active after 5 frames, so if he super flash buffers it you have 6 frames to avoid it if you were neutral on frames with him. Now, if you blocked2B > FRKZ'd, you have ~15 frames of advantage simply because of the 2B, and after those 15 frames he has to -start- a move, if he wants to interrupt. That means that even if he hits the very first frame possible, you had to have been on the ground starting things for 16 frames, and stuck on the ground until 20. In short, after a 2B > FRKZ activation, it should literally never happen (Except if he calls out your command grab, I suppose), as there are many purely safe strong mix up options like 9 dash jC/5A > 9 dash jC/etc.
  16. Yeah.. if your opponent is Tager, 2B > FRKZ is pretty much kiss your ass goodbye. Even if they IB'd the 2B, they won't be able to 2C fast enough to gain air invuln, so you don't even have to worry about AA.
  17. 9 dash jC is not guaranteed, and I can't imagine a reason to use jD after it when there are many other things that would option select combo off the hit or maintain pressure/mixup on the block. Past that, you didn't actually mention anything about the topic.
  18. Yeah, that's what I ultimately decided, Zeth. Not only is the guard bonus not an adequate reasoning to avoid using it, but may be a -benefit-, as when your opponent becomes decidedly more intent on blocking correctly, the cards are even more stacked in your favor as bang's FRKZ mix ups are damn near unblockable, particularly in non-japan.
  19. Oh, it's worth noting that the amount of things you can do using 2B > FRKZ > ???? is so mind blowing that usually your opponent will freak out to the point of flailing (forgetting or failing to think intelligently), as 2B should put them in about 15 frames of blockstun while you are free to move at +1 from the second your 2B lands, coming out to roughly 16 frames of possibility.
  20. Haha, don't sweat it, can't ask for more than you're already doing. I appreciate it.

  21. I apologize, this is a very simple and straightforward thread, but I think the concept behind it is unique enough and will spark enough of its own conversation momentarily that it should be its own entity for its duration. When you blockstring into FRKZ, the very next hit you throw will give them guard bonus if they do succeed in blocking it. (That means both the block that grants GB and subsequent blocks for 7 or so seconds are automatic instant blocks) That is the core of this thread; originally, I was going to just post not to blockstring into FRKZ, because giving your opponent auto IBs is obviously a bad idea.. However, you can use this to your advantage. When playing an intelligent, knowledge-able opponent, they will know that they will get free guard bonus if you blockstring through FRKZ startup. So when playing an intelligent opponent, you can do something really douchey like a cross up command grab while they wait to receive their reward. On an opponent who doesn't know about it, you can surprise them with the guard bonus itself! (EX; 2B (guard bonus omg) 9 dash crossup jC > combo) It's essentially a gimmick that breaks the 4th wall. You calculate the opposing player's knowledge about the game and have a stronger concept of their reaction than they can reasonably understand the first couple times you use it. Obvious problems, you might over-think it or over-credit your opponent. I would only assume they know about the guard bonus if 1) my opponent was top, top level, or 2) I had already told them. Thoughts?
×
×
  • Create New...