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Nerk

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Everything posted by Nerk

  1. Sol's has poor neutral, give him hidden missiles.
  2. Welp, it's been fixed. No invincible webs for us. http://www.arcsystemworks.jp/unist/news/popup.php?id=7027255e92dba09778
  3. Yeah that's strange. Check out this series of matches showing super web oki where almost 10 seconds pass, and the webs still seem indestructible. https://www.youtube.com/watch?v=aFvlijfmZus#t=3m
  4. Are you sure that's the case? It looks like the webs are only disappearing when they come into contact with the opponent's hurtbox, invincible or not. That's why the DP works, and why her command dash thing goes through one then gets hit by the other. It doesn't look like there's time factor to it.
  5. Uh... I'm speechless. I think you need to reconsider what you're saying. Thank you everyone else.
  6. Actually, these options have a strong tendency to clash with BB or be beaten outright. "Any move" is very wrong and very dangerous general advice to give. I strongly disagree with you. I don't think encouraging people to instant block moves that are plus on block in order to make them advantageous to the defender qualifies as a "strong sense of desperation" at all. Blitz shield and reversals maybe, which is why they are highlighted yellow, but the point is to lay the options on the table so people know their options, and how to deny Sol his advantages. I pointed out places where there are inherent gaps to interrupt him, or where gaps can be created with a simple IB. A lot of people don't know this stuff. I did include faultless defense. Made a real point of it in fact. It's in there, watch the video. Yeah, and I pointed out where those unsafe spots are and options on how to capitalize. What's the problem? Sol is a bully character, he thrives on his opponents being patient and not seizing the opportunities given to them. If people don't know where the gaps are and how to capitalize on the nature of his pressure (him being "forced to open up"), then they wind up blocking for too long, which gets their guard bar cranked up or they just get wild thrown. I see it happen all the time. It's why I made this.
  7. Yeah I was a bit unsure about the GF YRC empty 2k, wakeup timing as a variable as well as the fact that not all backdashes are created equal. I'll rework that. I chose not to include tick throw / frame trap setups because there are so many of them, it's mostly about reads, and there's no universal option you can counter with on reaction. You can IB and then interrupt stuff like 2p -> wild throw, but I don't like to recommend that when the Sol player can just time his frametraps earlier to beat it with a good read. With stuff like fafnir, revolver and bringer there are universal, reactable solutions. Blitzing and backdashing straight meaties was not included for similar reasons, and I guess the video assumes you're already blocking in the corner, but I might include the safejump countermeasures when I rework it since it's so common. Thanks.
  8. https://www.youtube.com/watch?v=K4mBpGpO8CY I made a modest little guide to not-dying to Sol pressure. Annotations [Purple] The Problem [Green] Recommended Solution [Yellow] Risky Solution [Red] Bad Idea Feedback would be appreciated.
  9. That's Gordeau. You let him get the knockdown. Don't do that.
  10. So I'm not sure if people know this, but Byakuya's final 3rd rekka hit does not always cause knockdown. The 3rd rekka will ground slam once, then the opponent bounces up a very small amount, then hits the ground again. If there is enough hitstun deterioration in your combo, they can airtech forwards after the first ground bounce. Generally any combo starting with 2B is safe from this happening, but others might need to be tweaked to avoid it.
  11. So I whipped up a little thingo here demonstrating some stuff you can do with Byakuya combos. https://www.youtube.com/watch?v=TCJKdCKhkBk Some practical, most impractical, but my intention was to explore possibilities and maybe incite some discussion. Includes a couple of midscreen meterless oki setups, more 3[C] and B+C being used during combos, some funky web stuff, and combos into veil off. Credit to Photonman on Nico, showed 236B - 4B - CS - Veil Off in his vids, but I hadn't seen anyone combo into it off throw and 3[C] starters (latter only works on Merkava and Gordeau).
  12. Whoever said DBZ Taiketsu is right. You have no idea until you play it. I mean, the game works properly and is playable unlike games like Death Cargo, but that only makes it worse.
  13. So I won the UNIEL side tournament at Shadowloo Showdown V last weekend. Winners and grand finals were vs Abegen. I chopped him up good. https://www.youtube.com/watch?v=3z5DUhH-e6Q Grand final match.
  14. Cmon... well anyway, your inability to deviate from muscle memorized strings doesn't make a route bad. Blockstrings/pressure and combos are not the same thing. You can string into anything in this game, if you felt limited because you felt you could only ever use one type of confirm then that's another issue. Having the presence of mind to choose one or the other based on the situation is a good skill to have.
  15. Oh yeah it was a mess alright, thanks for clearing that up, but at first you were talking about wanting to wipe the 2C 5C route from existence for reasons that are kinda well... questionable. Then leaving notes based on supposed blockstring limitations, like having 2C 5C in your arsenal as an option somehow forces you to give up 5C for blockstrings... I just don't think it's a good idea to get into that territory. The two are basically interchangeable for most combos anyway so it might be a better idea to just say that, like the Linne wiki does with Or like the Chaos wiki which does a really great write up.
  16. Who says you're going 2B 2C? There's more than one situation where the opponent will block your attack; max range 2B starter isn't the only thing that starts blockstrings. I already told you some stuff that doesn't work due to added hitstun deterioration and extra forward movement where you might not want it. This stuff matters. Another example: defaulting to 236B - 4A without thinking can lead to being forced to use B web swing followup and be side-switched when you don't want it, due to being too close to them for an A followup. It isn't necessarily a more stable route. I use both routes depending on what I hit them with and where I am on the screen and where my opponent is (I much prefer 2C - 5C for aerial pickup after j.2[C] for instance). If my 2C is unavailable I'd obviously go for 236B confirm. We ALL have personal experience dude. We all play this character. But a wiki is a database of info for the people, and there are times people will want to use 2C - 5C. Don't add personal opinions to the wiki, especially not when we have yet to see any top level tournament Byakuya play.
  17. The damage difference is negligible enough for it to be a non-issue. I have my basic BnB from a jump in doing 3140 meterless. It uses 2C - 5C - 214B. The exact same combo replacing 2C - 5C - 214B with 5C - 236B - 4A does 3096 meterless. My corner BnB that leaves oki (j.C - 2B - 2C - 5C - 214B-B-D - land - 2C - finish combo) does 3001 meterless with 2C - 5C. With 5C 236B starter it does 3037 but is much tighter to perform execution-wise because they tech before they hit the ground due to starting with rekka. If i mess up they could potentially forward airtech out of the corner. I don't know if you realize, but using rekka and 214A (instead of 214B) near the start of combos causes more hitstun deterioration, and this will make some combos impossible. For example, midscreen I can do the same BnB using the D web to leave a thing on the ground, but because rekka moves me forward, my land - 2C wont work because rekka moved me too far forward. Positioning is very, very important with this character, and there's a real difference between the two confirms positioning-wise and scaling-wise. Also, how do you lose the 3C/3[C] high-low just because you're using 2C - 5C confirm? How does that option suddenly disappear? You still got 3C - 2B - 2C and 2B - 3C - 2C. If you already used your 2C before the 3C then you can instead confirm 3C - 2B - 236B. tl;dr: 2C - 5C is a fine starter, both routes have their pros and cons. Don't remove valid combo routes from the wiki due to personal preference. You should be absolutely sure that something is worthless before doing that.
  18. This character is in desperate need of some exposure. Here's a batch of recent-ish PSN replays from high ranked JP players. https://www.youtube.com/watch?v=bunGoN0LU-A Part 1 https://www.youtube.com/watch?v=Hk115m0SxUc Part 2 https://www.youtube.com/watch?v=ygU50t9nXi4 Part 3
  19. The Byakuya hitbox section is still borked, we only got his basic normals at the moment.
  20. Once Hilda does 2CC or 5[C], she must special cancel (she can't whiff cancel them). Every special she does besides the spike that comes from behind you is minus, and if blocked, you have time to do 'something'. 2B, dash forward 2B, jump forward to beat her 2B, dash forward and block; make a decision based one where you are and where she is. The spike that comes from behind is interruptible with 2B or 2C or simply jumping forward for a full punish, but if you block this attack then you must keep blocking another string.
  21. This is the setup I use off of corner 623C: https://www.youtube.com/watch?v=o8NTWDYSBOo I try to explain a bunch of the setups and just how webs work in general. Hope this proves useful to someone.
  22. He means when you do 236A-4A-A, when you land you normally 2C or 2B into 236A for the OTG pickup. Instead some people are claiming OTG 3C into web placement for meterless oki works. It doesn't.
  23. What exactly is this bad 3C > 214A/B/C oki setup you're talking about? Do you mean OTG 3C into web? Or meaty 3C into web? Or ending a combo with 3C then placing a web for oki? Never heard of it, can you explain? Also, Byakuya can chain shift all his rekkas, web placements and web swing follow up attacks on whiff. Only his command grab series can't be chain shifted on whiff. Also, are you sure it's entirely feasible to expect people to be able to meaty with 236X and chain shift on reaction to seeing a reversal? I'm not seeing it, unless it's a super... Thanks for sharing this stuff Kef, I'll upload a few videos of the oki setups I've been using later on.
  24. He has no reliable anti air attack. You can try meeting them air to air with j.B. Otherwise, you're limited to universal anti airs: shield those assaults, get your frame advantage back then go on offense, or just veil off. Risky, but those are your best bets. God help you if you're fighting Vatista, shield doesn't work against her j.C... haven't fought a really good Wald yet, but that doesn't look fun either. http://www.youtube.com/watch?v=wsruYldrExg More footage of best Byakuya I've seen so far. He doesn't really seem to use web swings to directly approach, rather uses them to run away or put himself in a safe position from run-ins. Only ever uses B and D followup too, there's a nice instant where it whiffs and he falls with j.B to combo, but I have a feeling that was the opponent screwing up his DP input. Note at 0:30 the nice mixup... throw into corner, 214A, chain shift, fall with j.A overhead or land and 2B low. Hope we can get more footage like this.
  25. I'll just go with some of my feelings here, but this is not exactly a proven topic so feel free to tell me I'm wrong. All webswing followups require roughly a 2 or 3 second commitment and are easily shielded or anti-aired by anyone with a clue, you'll find yourself in deep didgeridoo if this is your only game plan. A shielded web swing followup loses your frame advantage and is sometimes punishable. Web swings are really good if you use them smart, but If you just dive in and press a followup you lose. In matchups where you find yourself being zoned out (Vatista, Hilda), I find the best approach is to just dash forward and block/shield, jump forward and block/shield and occasionally web swing. As said, whenever you're in 2B range, use 2B. It's that good. When you're in range, 66C is really good for catching people off guard, it wallbounces and leads into corner carry combo on hit, but watch out for the blind spot. from the air, j.2[C] is amazing. Advantage on block and shield, mad active frames, untechable launch on hit for corner carry combo. 214X-X-B halts your air momentum and gives you air actions back even on whiff, minus assault. You can dive in with web swing, halt with B followup just short of them, then fall down with j.2[C] or j.B. A lot of the time if they tried to anti air you, the B webswing followup will smack them down, while if they were waiting to shield, you will whiff then come down with j.2[C], which is advantage even on shield. GRD Vorpal comes in really handy in the web swing approach too due to being able to chain shift cancel all web swing followups on whiff and shield and gives you your airdash back. If your follow up B gets shielded, normally you can't hit buttons on the way down, chain shift lets you. Chain shift D followup leaves you with all sorts of options and covers a big distance. Shielded A and C followup become advantage with chain shift to cancel the special landing recovery. I say that if they're sitting full screen then don't be afraid to sit there and charge GRD -> shield projectile -> charge GRD. I feel like vorpal is super important with this character given his relatively unsafe nature. In mid and close range, you can ride your normals to victory. Give them incentive to be in that range, or suffer safe webswing chainshift approaches.
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