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Messages - Jon Slayton

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16
Hwa Jai / Re: Hwa Jai (Console)
« on: April 09, 2012, 08:34:39 AM »
That's good news. I tested it from higher up with 1 guard jump on and it didn't seem too terribly negative... probably enough so to eat a command grab though since you'll be right in their face.

17
Duo Lon / Re: Duo Lon (Console)
« on: April 09, 2012, 08:32:27 AM »
It feels pretty difficult to stay on her for long once you do get in though. She can just super jump back once she gets an inch of space and throw a fireball and now you have to work to get in again. And with her in close game probably being just as strong, if not stronger than DLs, it just feels like there's not an advantageous position to really fight her from, since DL's anti fireball stuff just doesn't work against her. I'll try the super jump stuff over her fireballs, I get the feeling I might eat an air to air j.CD from her in that situation though.




18
Sie Kensou / Re: Sie Kensou (Console)
« on: April 09, 2012, 08:25:50 AM »
I feel like Kensou can work as anchor. I was experimenting with him in tournament recently as anchor, I usually run him second, and it definitely worked out, I got a couple of reverse OCVs with him. The big points are:

More meter for corner throw combos.
More meter for the dp > j.qcb+C > EX DM combo mid screen.
More Meter for command grabs.
Meter for his HD combo which he gets and confirms into very easily IMO.

Then once he's used the meter to kill a character or two, he has all the tools to lame it out and keep the opponent and their fully stocked meter away from him. His only downside is his damage on his HD combo but 700-800 is still passable.

I really don't like him as a point character personally though.

19
Sie Kensou / Re: Sie Kensou Match Up Thread
« on: April 09, 2012, 08:21:44 AM »
Yeah command grab is free after you block either dive kick. I think the B one is -4 and the D one is minus whatever you want lol

One thing about Athena is she usually wants to anti air with air to air. Her jump is very floaty, making it really easy to rdp+B on reaction.

I feel like most matchups where the opponent doesn't have a good tool to deal with kensou's cr.D, Kensou wins pretty easily since I think it might be the furthest reaching sweep in the game. It gets annoying when they have tools like Hwa's CD which goes over lows and has good reach though but really, it's such a good tool anyway, everyone should make it a big part of their poking game.


20
Duo Lon / Re: Duo Lon (Console)
« on: April 08, 2012, 08:54:04 PM »
Do you guys use Duo Lon's teleports in his neutral game at all? I've been trying to think of ways to push my DL even further but I feel like I'm running out of ideas with him, and this is pretty much the only thing I haven't experimented with.

On another note, I'm finding j.f+A more and more useful in certain matchups. It seems to be a pretty reliable air to air for those characters with the short hops and the long reaching, somewhat downward air normals that are impossible for DL to anti air normally. Examples would be Shen, Hwa, K, etc etc who can be difficult to stop from jumping in from certain distances.

One last thing, I feel like King might be one of Duo Lon's worst matchups. Normally I use a fireball with DL to cover myself and then f+B on the ground to stop fireballs while covered by my own, but against king, her fireball animation just jumps over the foot. That matchup is pretty frustrating against a good King.

21
Hwa Jai / Re: Hwa Jai (Console)
« on: April 08, 2012, 08:48:03 PM »
Just wanted to drop in and say good work on the wiki, that shit was way organized compared to most of the wiki sections.

Now it just needs frame data and move properties under the moves in the move list and it's golden.

Since I can't seem to find anything on it, how safe is hwa's air dp+B? I found that if you get a really high cross up, IE you're hyper hopping over their head and kind of skimming over them with a j.D, it's a nice way to convert to damage. Looks like you can hop directly over their head and do it for an ambiguous cross up too, would be nice if it actually is safe lol

22
Duo Lon / Re: Duo Lon (Console)
« on: February 25, 2012, 05:59:45 PM »
This match might be a little better. Thanks for the critique though. I normally only use the fireball if my opponent isn't super aggressive. What are some tricks you can do when rushing in with it? I usually just use it to bait a jump and anti air but I'm sure there's some nice stuff with it on offense too I don't know about.

My Duo Lon is incredibly lame though. If I know someone has trouble with zoning I just don't go in at all lol

I'll try to work f+A f+B super in more. That does seem like a pretty easy source of damage I'm missing.

Samurai X vs PacStrife (Losers Finals)

23
Duo Lon / Re: Duo Lon (Console)
« on: February 25, 2012, 09:58:24 AM »
Here's some of my Duo Lon. There's a couple of other links in there like losers finals, grand finals should be up soonish, I won that 6-0 lol

Samurai X vs Shiki

Any tips? Thinking I should start blowing my HD meter even if I don't have enough to super at the end just for extra damage. I've been running him just as a lame out until I get a knock down, then rush down character, and pretty much don't spend meter unless I wanna kill, so I can have some for my next characters, but I'm thinking, might as well spend it. Lot of these matches I could have put away even faster if I did the HD combo.

24
Duo Lon / Re: Duo Lon (Console)
« on: January 25, 2012, 02:46:09 AM »
Duo Lon was nerfed to console release? That's unfortunate really. I was thinking j.B j.f+b would be really good for a fuzzy guard, but I noticed it never seems to work. I guess that explains that.

With the lack of really good ambiguous mixups, I find myself focusing on setting up the CD cross up vs just letting it go on the opponent's wake up mostly for mixups. My "neutral game mixup" is a lot of stagger crouching jabs to get counter hits, since they seem pretty plus on block. Once I have them scared into not pressing buttons back at cr.A, I start going for tick throws, and off the throws is probably the easiest way to setup the CD rekka cross up.

For people that like to jump a lot, I'm finding just doing sj.CD works pretty well to beat a lot of jumping attacks. Duo Lon goes so high that he gets above the opponent where they can't hit him. Only problem is that it has to be done preemptively, so you leave yourself open to anti airs if you don't react with it.

But damn, you guys got me wanting to try arcade Duo Lon now lol. I can't believe they'd tone him down.

25
Robert Garcia / Re: Robert Combos
« on: January 24, 2012, 07:01:44 AM »
Been in the lab trying to find a decent HD combo with Robert, finally found a good loop. Does about 80%, give or take depending on starter used. You can end it with level 1 or level 2 ranbu, or neo max. Just all depends on what you have meter for.

HD bar + 2 Meters:

j.D cl.C f+B f+A HD activate cl.C f+B dp+C (wait) j.qcb+D dp+C (1 hit) qcf+A dp+A j.qcb+D (whiff) dp+A j.qcb+D (whiff) dp+C qcf+A dp+C (1 hit) NEO MAX

Replace neo max with level 1 super if that's all you have.

If you have no meter, replace the last dp+C with dp+A qcb+D (whiff) dp+C.

This combo works as long as you start from mid screen. Anywhere further and I'm still working on some combo solutions that are reliable. I noticed from maybe 75% of the screen away you can do a second dp+C and get the dive kick after to connect if you only get one hit out of the DP, but the spacing is really particular, but, if you get it, that will carry them to the corner for the rest of the loop. Right now if I'm too far away from the corner I just do the second DP, dive kick (whiff or hit, either works) then Neo Max.


26
Duo Lon / Re: Duo Lon (Console)
« on: January 24, 2012, 06:54:08 AM »
Came up with this today, not sure if it's the most damage effecient for what it is but it looks cool and it's one of the few ways I know to juggle into level 1 super:

(corner only)
cl.C Rekkas x3 [DC] EX Rekkas x2 qcb+A Rekkas x3 (2nd hit does not juggle) qcf+b qcbhcf+AC
2 meters 1 drive


The combo you listed uses 3 meters 1 drive.  You also listed the super being his AC version which works, but of course that's his level 2 not his level 1.  I couldn't get his level 1 to connect without [SC]ing.


Also, on another topic, does Duo Lon have any good way of dealing with Takuma's j.CD? That move just seems to bully any sort of anti air I can throw out there. Having a lot of trouble keeping a good Takuma off of me with Duo.

In general, Duo Lon's weakness is his anti air.  Besides from some well spaced jump-back air.f+As/air.f+Bs or some risky d.Bs against some sloppy j.CDs, you just have to rely on some good pre-emptive teleports. 

My bad on to A+C on the super, been playing too much marvel. Basically you want to hit them with that last hit of the rekka pretty high up and immediately dash, then level 1 super. It definitely works.

As far as preemptive teleporting to beat j.CD, it's practically all this Takuma does. I wish there was something more threatening than a movement option to stop it but I guess I just have to guess and beat him to the punch. If that's the case though, that matchup is terrible.

27
Duo Lon / Re: Duo Lon (Console)
« on: January 18, 2012, 10:33:05 AM »
Came up with this today, not sure if it's the most damage effecient for what it is but it looks cool and it's one of the few ways I know to juggle into level 1 super:

(corner only)
cl.C Rekkas x3 [DC] EX Rekkas x2 qcb+A Rekkas x3 (2nd hit does not juggle) qcf+b qcbhcf+AC
2 meters 1 drive

Also, on another topic, does Duo Lon have any good way of dealing with Takuma's j.CD? That move just seems to bully any sort of anti air I can throw out there. Having a lot of trouble keeping a good Takuma off of me with Duo.

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