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Nerk

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Everything posted by Nerk

  1. Also worth noting that you can chainshift cancel all 214X-X followups on whiff. Particularly useful with 214X-X-D. With D followup, when you hit 214X-X, mash D. You'll place the web and instantly chainshift at soonest possible time. Opponent might not even realise you placed something under them. Can then fall down with j.2[C] to pick them up for combo, or just continue pressure if they blocked. If done midscreen, then after the chainshift, you can then airdash towards them with any normal, or just keep flying away to safety, whatever you think will work. Could be pretty handy since D followup is the only web swing followup that is advantageous against shield.
  2. You can combo off of meaty B+C without chain shifting if you have an oki web planted. B+C will hit, then web will go off and bind them for combo pickup. Really good damage too. B+C - (web hit) - 2C - 5C - 214B -> A -> A - 2C - 236A -> 4A -> A - 2B - 236A - 6A - 6A [ 3205 base dmg meterless no oki, or tag on a 236C / 41236D for damage ] 2C - 236A - 623C [ 3481 base dmg ending in oki setup ] B+C also combos straight into 236C, 623C or 41236D without cancels. B+C is throw invulnerable, and hits Nanase, Chaos, Merkava, Waldstein, Gordeau at point blank range if they're standing. Everyone else, you'll need to take a slight step back or it whiffs. Might be able to bait out throwtechs with this? Whiffs at point blank on all crouchers, so probably not viable. **** Edit! ****: So you can actually combo off B+C without spending chainshift OR meter. If you're close enough to them, you can scoop them off the ground with a 2a. Works on all standing opponents. Only works on crouching Waldstein, Merkava and Gordeau. B+C - 2A - 5C - 214B -> A -> A - 2C - 236A -> 4A -> A - 2B - 236A - 6A - 6A [ 2901 base dmg meterless, or tag on a 236C / 41236D for damage ] 2C - 236A - 623C [ 3144 base dmg ending in oki setup ]
  3. Because given how early it is for us, and all our experience with the game is from playing other week 2 scrubs, I'd say there's no point yet. For example, someone is recommending shielding against Wald's assault hops when Wald's toolset is almost designed to blow that up. Someone is recommending assault hopping all day against Hilda when her 3B exists, not to mention risking losing the advantage by being shielded when Merkava really doesn't want or need to take that risk. Rather than personalising our own exact-number matchup charts based off week 2 online experiences or what we think of youtube matches, I think we should start by stating what we have found counters certain moves and tactics from certain characters, possibilities of what we can do to fight them, what we know beats what. For example, did you know Wald can react to Merkava's 236C superflash and EX command grab you out of it before the move comes out?
  4. I would refrain from commenting about how good or bad you think the character is on week one. Especially on a tech-building and info-gathering thread. Just some general notes: Blockstrings into web is interruptable by any attack that reaches far enough. In this game, that means lots of characters have ways to stuff you. If the opponent blocks 2 rekkas into web, they can forward dash out of the corner every time. If the opponent shields 214X-X-B, it's a free punish for them, as you can not perform any extra air actions on the way down if your B web swing followup is shielded. This pretty much completely invalidates the "double overhead" pressure strategy previous mentioned, all they have to do is hold down shield and you are rooted. A shielded 214X-X-C is punishable. If your 214A-A-A gets shielded, the opponent can't punish you, but he does have frame advantage, so your pressure has effectively ended. Standing and shielding is even safe from empty swing into low/throw GRD break attempts, because the web you planted winds up getting shielded, which counts as a correct shield which means the opponent can instantly swich from blocking high to blocking low or throw tech. The only way to maintain frame advantage from a web swing against a shielding opponent is to 214X-X-D or empty swing, and this relies on the opponent respecting you enough to not press a button until the web you planted goes off. B+C is not quite useless as the move looks exactly the same as 214X. People who see the blockstring and think it's a web placement will get beaten by this move if they hit a button, and it is quite a good combo starter if you have vorpal and can cancel it. However, it is interruptable by invincible moves (Hyde 41236C) and some characters can punish it on block (Hyde 236B). Basically you use it not as a traditional overhead, but as a web fakeout against trigger happy opponents, but only when you have vorpal. I believe his pressure is going to be about frame traps, assaults (6D), tick throws and 3C/3[C]. Frame trap and whiff cancel with 2a, get the opponent to stop mashing. Byakuya has a number of great jump-ins and can mess with the opponent's anti-air shielding by altering his air trajectory with j.2C. It looks like you're going for an empty jump, opponent will try to beat it and get hit. Alternate that with actual empty jumps and the opponent will think twice about shielding against you. If the opponent is not shielding, you have more freedom with assault pressure and web swings. 3C is also a strong tool as the JP player in Zouf's post showed. The move wierds people out, having the same startup animation (minus the charging aspect) for both the low and overhead version. Once they know that 3[C] is an overhead, a common sight is the opponent seeing the move's startup and quickly switching to high block for a split second. If they switch too soon, they get hit by 3C, if they switch too late, they get hit by cancel into 2B. Smart opponents will react to the charging time, rather than the animation itself, and THEN block high, but it's still one more of the many things the opponent has to watch for against Byakuya. If they're waiting for an overhead to come, then you have respect, thus more freedom for hops, blockstrings into web swing, tick throw shenanigans etc. This might all just be player unfamiliarity with the character, but I guess we'll find out how strong this tactic is once people get used to it more... Spiderman is rad.
  5. living on limited internet access on a laptop i dont own, so that's a no-go. hopefully i can get to talking with some people at the next meet, even better if there are some poverty casual setups there
  6. yeah i plan on going to that, also gonna check out Ultimate Clash 13 on July 1st, i want to play BB and KOFXIII too. I know GG wont be alive again until the new release, but i'm here now, and i can't resist trying to find some players who still love that game like i do.
  7. Hello, are there any offline casual meetups in London? I'm here for 3 weeks, looking for some video games. Also, any GG players keen on getting some games in?
  8. So i'm having a hard time connecting air chun to 2c. It works sometimes, but most of the time the opponent just techs before the 2c hits them. I'm mashing the hell out of C while holding down as i land, but no dice. Is this to do with my air chun timing? i can get 5b to connect instead of 2c, but then i'm normally too far away to land 6c later on in the combo. sorry if this has already been answered somewhere >_>
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