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Dacidbro

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Everything posted by Dacidbro

  1. In the next video, if you daifunka and have meter, and it gets blocked, rapid. And tech pink throws. I think you've probably got enough homework for now, you have a long way to go.
  2. (Any time I use parenthesis, it is another viable option) On the first video I clicked, Raymoo V Pretender; 1. 2C is sharply negative, particularly when IB'd, so every time you press 2B after 2C you're assuming your opponent will not press the correct 15-20 frame attack to beat you. That's a pretty hefty assumption. If you're GOING to mash after 2C, as bad as it is, use a very quick attack like 5A if point blank, d5A if not quite. And if they're farther than that, I just don't see it working. 2. If you hypothetically hit 2B 623B, 5D does not work, nor would it be highest damage. Use 2B 623B 5B/d5B 2B jB j623B 5B 2B jB jC. 3. As the commentators are saying, the umbrella is weak. It's a gimmick, get out of jail on corner oki against certain characters, or an EXTREME call out. 4. When you hit high jC, follow with 5A to guarantee combo. jC 2B is only going to work on counterhit, and that's weaker in general. 5. Inform your commentators Tager is lowest or very low tier. 6. on 5D starter, do 5D jB j623B 5B 623B (daifunka) d6C j623B 2B 6C jC 7. 2D can't combo to jD on Tager, so use the same as 5D if you aren't sure it's counter hit 8. When you go over the whiffed Spark Bolt, use jC to punish it instead of hitting jD; you had a free hit. Understand your opponent's moves, so you never drop an opportunity like that. 9. On 2C hit in the corner, use d2B 623B reverse daifunka OR 6A 623B dash under 5B 2B jB jC 10. 5D is a weak anti air, use it very sparingly. Also, you pressed it too early anyway. When anti airing tager, only do it if you have enough time to jA before his attack, meaning if it's too late, don't even try. 11. On 2C hit mid screen, do d2B 623B (daifunka) d6C jD d2B 6C jC 12. You aren't actually using mix up. This is fine, because your opponent isn't blocking, but on most players this will be a very big problem. Your block string is ALWAYS 5A 5B 2B 2C, and that's actually where it ends. Your opponent is letting you get a 2B poke afterwards, but that won't happen usually. You need to use more moves. Add in 2A (5A 2A 2A 5B, 5A 2A 5B, 5A 5B, 5A 2A 2A 2B, 5A 2A 2B, 5A 2B, for example, to keep them guessing on lows) and over heads 5C and 5B (5A 2A 2A 5B 5C, 5A 2A 2A 5C, 5A 2A 5B 5C, 5A 5C, 5B 5C 6B, 5A 6B, 5A 5C 6B. You get it, I hope) The point being you never want your opponent to know what your next attack is, and you also want your opponent to be afraid of mashing out (Your opponent is not instant blocking, so that's not even really possible, but if your opponent does, it will happen)
  3. Good job abandoning your ill thought out point at first objection
  4. Hey look it's a Willy lost joke I'm going to see if I can make the ultimate one tomorrow. Here's hoping I pull through.
  5. West coast travels more than any other place you fucking idiot. Lol.
  6. Unlimited characters banned goes without saying. Lol. Thanks for hosting this tournament, I'll definitely show up, hopefully with most of the "Where's Dacid" crew. :]
  7. No, he didn't LOVE the old white lady. The old white lady just BLEW HIM THE FUCK UP.
  8. He was really good though. He was pretty much even on my Ragna, with a weaker character. Never played him with Bang. And Scott, I would certainly support banning Jiang. Lol.
  9. Really, really shitty damage, when you could do a much stronger variant for an identical ender (IE 5A 5B 2B 6C jD web d5C 6D 6239D for a still basic, better version)

  10. I've been doing that since third strike
  11. Sure, I'll add you later. I play almost no online though, just a fair warning. :]

  12. Honestly, Zidane would be a much better advice-giver, because he knows WAY more about Haz than me. I can only give general advice like "Use more command grab" and "Learn what frame traps are or how to use them", that's about it.

  13. Actually, I am going to try to play ALL of my tournament matches off of the HD TV there. It feels way off to me. If we had our set up on a tube, it would solve all "lag ghost stories" anyway.
  14. Yes this is not a good way to win Limiting yourself is always a bad idea. Always. And it disrespects your opponent. EDIT: On people "beating your wakeup options always", you have gone from one bad extreme to another. Previously, you would ALWAYS meaty, and they would always reversal and win. Now, you never meaty, and they never have to reversal. You need to actually mix it up so your opponent has fear, there is no "best" option, there is only the read.
  15. :25 Be very careful doing any stagger AT ALL against Tao. Pretty much any time you stop your straight out blockstring she gets to push 2A for free. Remember, it low profiles your 5A AND 5B. This makes pressuring tao very difficult. Use quick blockstrings with frame traps, don't hesitate to reset your pressure on nails, and make sure you mix up off of blocked 5B or Dnails (IE 5C/6A mix). Additionally, 6B is a very effective overhead for her, off of 5A, as it beats her low profile attempts. Also, consider frame traps. When you know you have her blocking 5A or 2A, go straight to 2B 2C, high damage counter hit if she tries to low profile. :45 VERY nice combo pick up into strong corner oki, but then you mess up your 9623B and get scared, so you backdash. This is just a lack of knowledge; 6D actually grounds your opponent so hard that even with a jump cancel you're still on advantage. You can choose to take oki off of 6D or 623B in that particular combo, and it will make your opponent very uncomfortable if you switch it up from time to time. In that particular instance, you threw away such a solid advantage; Tao actually has the advantage in this matchup until she's in block or on the ground. :55 obviously make sure you keep them in the corner, I'm guessing lag threw that combo off 1:10 Blocking is good, but being in the corner against Tao's pressure as Bang is hellish. Considering your relatively low health, it may have been wise to just throw a steel rain to get out, as his other reversals are highly risky against Tao and counter assault is also highly risky against Tao (So much jump cancellability, half of her blockstrings low profile it, and she has to actually make you block too). Still just a judgment call, if you are confident in your defense block it out until you can find an opening for ashura or jump out or TK dnails. 1:30 Daifunka reversal is GARBAGE for Tao. Gotta know the matchup, there's almost nothing it will beat. Ashura is much more reliable, though not invulnerable til frame 3, so be careful. 1:34 Again, careful using 5A. In this case, you just got reversal'd, but chances are 2A would have beat you there too. This is the only matchup where Bang's 5A is weak. 2:05 Stagger gets you killed for low profile, Tao specific 2:25 Very nice safe string, and good use of meter 2:35 Too early on your burst, chances are Tao would die to Dnails anyway. Save it for next round since that combo was a low damage combo. 2:55 Consider whiffing normals or throwing quick release barrier guard to keep your opponent worried about what you're meatying (Example; whiff 5A 6B; whiff 2A, 2A; whiff d5A command grab; dash barrier command grab). This is extra effective against characters with strong reversals, as they will be second guessing themselves constantly. Also, you seem to be scared or unwilling to throw an empty overhead or low (5C, 6A, 6B), although against Tao with no meter, it's very very strong as it beats an incorrect block AND a low profile attempt. 3:23 just finish it with 5A 5B That's actually all the time I have right now, but you look alright. Not bad at all, just need more matchup knowledge.
  16. That is certainly the way you should web nail, but remember, it isn't always about the fastest web nail. if you do "fastest web nail" on certain characters the combo won't work. it's pretty frustrating. And other characters you have to jump slightly forward.

  17. Well.. it gets pretty muddy. The problem is, most attacks have a different "level" which determines just how much hitstun they have, meaning at any given point in your combo certain moves could be combo'd after, but others not, and there is also loop proration which makes certain combos work even worse. For example, if you use two 623B in your combo, the proration goes to hell and your combo will always immediately drop. If you use two j623B, the proration is steeply affected, but not nearly as much. Basically, you want to look up the combos professional players such as Satoshi and Nezu use, because they already use the optimal ones, and save yourself a long time experimenting. Hits in the combo is completely irrelevant to proration
  18. As a precursor to answering your question, your notation is a bit off. If it's an aerial move, put j(moveletter), and only with a number if it isn't neutral, as neutral is implied. The trap you posted is certainly a tech trap, and tech traps are used, but rarely. For example, it won me this match at SoCal Regionals; http://www.youtube.com/watch?v=2YWnOL11ARg#t=1m10s The reason they can tech is you have broken down the "proration" too far. Every hit applies a percentage of decay to the damage and untechable time of all of your hits, eventually adding up to too much to keep comboing. If you check the guides page of dustloop, go to continuum shift guides, then click Bang, you can see the numbers yourself (P1 and P2 are the important ones; P1 is only applied if it is the first hit, P2 is applied with every single hit in the combo)
  19. It's actually an incredibly difficult finisher, assuming you mean the 5C 6D. So lets take the most basic variant, 5A 5B 2B 6C jD (jump cancel web nail d5C/5C 6D). The parenthesis is the hard part, because how you jump cancel to web nail is different for all characters (If you hit them low to the ground and late, you did it right; see my vids to see what it should look like. if it hits them early, you messed up), and based on the timing of that, the timing for 5C and whether or not it's a dash changes as well. However, the static aspect of the 5C is you have to hit them just as they are rising out of the web nail, but before they can tech. If you don't let them rise, you get less untechable frames from 5C (as it forces grounded+some number of frames) and the 6D blackbeats. But obviously, if you do the 5C just too late it blackbeats THERE. So it's very very tricky, with tight timing.

  20. Personally, only if it kills them. Nails mean too much.
  21. The only instances where it is worth rapiding your command grab into steel rain are very, very rare. Lets take the costs; 100 meter All of your nails No oki High damage Compared to the similar command grab rapid Daifunka; 100 meter No nails Really, really strong oki High damage That's why you rarely if ever see it. Now, if you're playing against TAGER, the damage for rapid > steel rain is absolutely ridiculous, and may very well be worth it. On every other character, it's almost always better to use Daifunka, if you have the meter for it anyway.
  22. They are certainly more common now than when they didn't exist. That's a rising trend as far as I can tell.
  23. They're becoming more and more common, but yes, as of now, they are relatively uncommon. I'm not unaware of that.
  24. That's not really the direction I wanted to take with this, Nate. I just don't understand the need to constantly put it down publicly. What will it help?
  25. Are we really back to shitting on BB? Seriously?
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