Your Only Move Is HUSTLE

Your Only Move Is HUSTLE

Näytä tilastot:
how do i escape combos?
a majority of peopel said "use DI" but that doesnt help at all, infact ive seen zero changes with DI moved arround and stuff, burst barely works either since you can parry it for some odd reason
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You want to DI in a way that forces the opponent to use resources to continue their combo.

DI'ing far away so that mutant needs to use juke charges or so that Cowboy has to teleport makes a huge difference, even if you don't escape the combo.

This is because the enemy will eventually run out of resources. DI gets stronger the longer you are in a combo. You want to try to predict what the opponent will do, then DI in the best way that will make it difficult to followup.

DI'ing incorrectly or not at all can literally lead to 100 to death combos.

When grounded, you cannot DI up, so far to either side can be very effective depending on the move.

This is also why restands (forcing the opponent into the grounded state) mid combo can be very effective. Be aware that, after a certain amount of hits, you will automatically be considered air-born and allowed to DI up.

When in the air, DI'ing up and away when you think the opponent will knock you up can be very effective. Also, di'ing down when they are about to knock you downward can be very effective to put you into a knockdown state earlier to save some frames and end their combo early.

You can parry burst because it will literally drop the combo if they attempt and you do not burst. You are being too predictable with your bursts. It should be a high risk to attempt to bait a burst, since, if they fail, you will usually escape the combo.

Be sure you only burst in situations where the opponent MUST be next to you to continue the combo.

Do not burst until it WILL work, provided they do not block. Mix-up when you do it, because if you simply dont burst when they block, you escaped for free without even using your burst.

I suggest literally playing against yourself and exploring the impact of DI. Set up a combo on yourself, then play the defensive player and choose the best DI for the move you selected. Continue with this until you escape your own combo (since DI gets stronger and stronger as combos continue.)

This will help you get used to the impact of DI without a limited time window. It will also help familiarize yourself with the different moves of other characters, and figure out how to DI against them.

For example, if you DI in when robot air grabs you, he can regrab you. If you DI away, he cannot.
Viimeisin muokkaaja on Loo Kazoo; 29.5.2024 klo 16.22
Loo Kazoo lähetti viestin:
You want to DI in a way that forces the opponent to use resources to continue their combo.

DI'ing far away so that mutant needs to use juke charges or so that Cowboy has to teleport makes a huge difference, even if you don't escape the combo.

This is because the enemy will eventually run out of resources. DI gets stronger the longer you are in a combo. You want to try to predict what the opponent will do, then DI in the best way that will make it difficult to followup.

DI'ing incorrectly or not at all can literally lead to 100 to death combos.

When grounded, you cannot DI up, so far to either side can be very effective depending on the move.

This is also why restands (forcing the opponent into the grounded state) mid combo can be very effective. Be aware that, after a certain amount of hits, you will automatically be considered air-born and allowed to DI up.

When in the air, DI'ing up and away when you think the opponent will knock you up can be very effective. Also, di'ing down when they are about to knock you downward can be very effective to put you into a knockdown state earlier to save some frames and end their combo early.

You can parry burst because it will literally drop the combo if they attempt and you do not burst. You are being too predictable with your bursts. It should be a high risk to attempt to bait a burst, since, if they fail, you will usually escape the combo.

Be sure you only burst in situations where the opponent MUST be next to you to continue the combo.

Do not burst until it WILL work, provided they do not block. Mix-up when you do it, because if you simply dont burst when they block, you escaped for free without even using your burst.

I suggest literally playing against yourself and exploring the impact of DI. Set up a combo on yourself, then play the defensive player and choose the best DI for the move you selected. Continue with this until you escape your own combo (since DI gets stronger and stronger as combos continue.)

This will help you get used to the impact of DI without a limited time window. It will also help familiarize yourself with the different moves of other characters, and figure out how to DI against them.

For example, if you DI in when robot air grabs you, he can regrab you. If you DI away, he cannot.
what does DIing even do? because ive tested DI before and ive changed it in all sides and i noticed no changes, what am i doing wrong here?
The Cardboard Crusader lähetti viestin:
Loo Kazoo lähetti viestin:
You want to DI in a way that forces the opponent to use resources to continue their combo.

DI'ing far away so that mutant needs to use juke charges or so that Cowboy has to teleport makes a huge difference, even if you don't escape the combo.

This is because the enemy will eventually run out of resources. DI gets stronger the longer you are in a combo. You want to try to predict what the opponent will do, then DI in the best way that will make it difficult to followup.

DI'ing incorrectly or not at all can literally lead to 100 to death combos.

When grounded, you cannot DI up, so far to either side can be very effective depending on the move.

This is also why restands (forcing the opponent into the grounded state) mid combo can be very effective. Be aware that, after a certain amount of hits, you will automatically be considered air-born and allowed to DI up.

When in the air, DI'ing up and away when you think the opponent will knock you up can be very effective. Also, di'ing down when they are about to knock you downward can be very effective to put you into a knockdown state earlier to save some frames and end their combo early.

You can parry burst because it will literally drop the combo if they attempt and you do not burst. You are being too predictable with your bursts. It should be a high risk to attempt to bait a burst, since, if they fail, you will usually escape the combo.

Be sure you only burst in situations where the opponent MUST be next to you to continue the combo.

Do not burst until it WILL work, provided they do not block. Mix-up when you do it, because if you simply dont burst when they block, you escaped for free without even using your burst.

I suggest literally playing against yourself and exploring the impact of DI. Set up a combo on yourself, then play the defensive player and choose the best DI for the move you selected. Continue with this until you escape your own combo (since DI gets stronger and stronger as combos continue.)

This will help you get used to the impact of DI without a limited time window. It will also help familiarize yourself with the different moves of other characters, and figure out how to DI against them.

For example, if you DI in when robot air grabs you, he can regrab you. If you DI away, he cannot.
what does DIing even do? because ive tested DI before and ive changed it in all sides and i noticed no changes, what am i doing wrong here?
Your DI in the blue circle determines which direction you get sent flying by hits. It influences the direction of the knockback inflicted on you by hits. The effect is extremely obvious after only a few hits - if you don't see what's happening you're just not doing it.
i like making the di put me in burst range which allows me to sometimes trick my opponent into blocking
CrucibleOfHate lähetti viestin:
The Cardboard Crusader lähetti viestin:
what does DIing even do? because ive tested DI before and ive changed it in all sides and i noticed no changes, what am i doing wrong here?
Your DI in the blue circle determines which direction you get sent flying by hits. It influences the direction of the knockback inflicted on you by hits. The effect is extremely obvious after only a few hits - if you don't see what's happening you're just not doing it.
i understand it now, i use my DI mid combo where im already getting hit
Viimeisin muokkaaja on Cardboard; 30.5.2024 klo 15.26
when i read this i thought it was satire.
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