User:DarthPhallus: Difference between revisions

3,474 editsJoined 5 November 2021
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Sandbox: [[User:DarthPhallus/Sandbox]]
Sandbox: [[User:DarthPhallus/Sandbox]]


==Useful Dustloop Stuff==


==={{InvisibleText|2D Sandwich Oki}}===
* Compression command for ffmpeg: ''ffmpeg -i [filename].filetype -ss 0:00.000 -to 0:00.000 -c:v libvpx -qmin 0 -qmax 40 -threads 4 -y -an test.webm''
<tabber> Oki Setup =
{{TheoryBox
| Title      = {{clr|5|2D}} Sandwich Oki
| Oneliner  = "FIGHT BACK"
| Difficulty = {{clr|4|Hard}}
| Anchor    = SandwichOki
| Video      = GGST Zato Sandwich Oki 1.mp4
| Recipe    = {{clr|5|2D}} > {{clr|4|214H}}, [3], delay {{clr|2|]K[}}(1), delay {{clr|3|214S}}, delay {{clr|1|]P[}}, dash {{clr|2|2K}}, [6]{{clr|3|c.[S]}} > Mix Option
| content    =
This string, if done perfectly, can true string all the way into the {{clr|3|c.S}}, however it is fairly difficult to do so as there are several non-bufferable links due to negative edge inputs. Luckily, it's fairly easy to only leave frame-trapped gaps with some practice.
 
Here are some common issues players experience with this sequence:
* Make sure that you delay long enough after {{clr|2|]K[}}(1) to allow the single drill to come out, if you cancel with {{clr|3|214S}} too early you may not get the hit of the drill and fail to meaty.
* Delay the {{clr|1|]P[}} for a decent period of time, you can true string it after the drill but leaving a gap by delaying too much is not a big deal as it's difficult for the opponent to hit Zato or Eddie in that scenario.
** If you don't delay the released "Pierce" long enough you will not be plus enough to true string the dash {{clr|2|2K}}.
* The {{clr|3|c.S}} after {{clr|2|2K}} is a link, so be sure to practice making it as tight as possible.
 
After the {{clr|3|c.S}} the mix begins. In addition to the options with examples listed in the other tabs, you can also attempt to throw or command throw instead of {{clr|3|c.S}}. Delay slightly after dash {{clr|2|2K}} to allow the opponents throw protection to wear off. Normal throw can be lead to a combo with {{clr|3|]S[}}.
}}
|-|
High Mix Confirm =
{{TheoryBox
| Title      = {{clr|5|5D}}  Combo
| Oneliner  = Don't accidentally hold {{clr|5|5D}}
| Difficulty = {{clr|2|Medium}}
| Video      = GGST Zato Sandwich High 1.mp4
| Recipe    = {{clr|5|5D}}, delay {{clr|1|]P[}}, {{clr|1|5P}}, [6]{{clr|3|c.S}}, delay [3]{{clr|3|2[S]}} > [3]{{clr|4|2[H]}}, delay {{clr|3|]S[}}, {{clr|4|]H[}}, delay {{clr|4|2H}} > {{clr|2|214K}}, {{clr|3|c.S}} > {{clr|3|2S}} > {{clr|4|2H}} > Ender
| content    =
A hard to react to high into a full combo, not too shabby. Should be noted that {{clr|3|c.S}} > {{clr|5|5D}} always has a 4f gap, so 3f normals can mash out.
 
Delaying the {{clr|1|]P[}}, isn't strictly necessary to make the combo work. However, it does ensure that you can still close the "Pierce" gap if they block the {{clr|5|5D}} which allows you to safely continue pressuring. Alternatively, {{clr|3|]S[}} can be used to confirm, and is generally higher damage as well as easily ensuring plus frames if the mix is blocked. The downside to this option is that you are out of Eddie meter after, so if they block you do not get another usage of Eddie to convert with.
 
You can opt to switch sides in this combo by using {{clr|2|2K}} instead of {{clr|1|5P}} after "Pierce" release, picking up with {{clr|3|c.S}} into the usual {{clr|3|]S[}} sequence for corner carry.
}}
|-|
Low Mix Confirm =
{{TheoryBox
| Title      = {{clr|5|2D}}  Combo
| Oneliner  = Hit them trying to fuzzy.
| Difficulty = {{clr|2|Medium}}
| Video      = GGST Zato Sandwich Low 1.mp4
| Recipe    = delay {{clr|5|2D}}, delay {{clr|1|]P[}}, {{clr|1|5P}}, [6]{{clr|3|c.S}}, delay [3]{{clr|3|2[S]}} > [3]{{clr|4|2[H]}}, delay {{clr|3|]S[}}, {{clr|4|]H[}}, delay {{clr|4|2H}} > {{clr|2|214K}}, {{clr|3|c.S}} > {{clr|3|2S}} > {{clr|4|2H}} > Ender
| content    =
The less exciting, but equally important, counterpart to {{clr|5|5D}}. When going low in these mixups, make sure to delay {{clr|5|2D}} as it normally would hit a lot earlier than {{clr|5|5D}}. The sweet spot for the amount to delay it is enough that it isn't truestring, but still frametraps any mash attempts. This will put it at about the same speed as {{clr|5|5D}} making it hard or impossible to fuzzy guard.
 
The delay before {{clr|1|]P[}} is much shorter than for the high option as {{clr|5|2D}} has less hitstun before it becomes uncombo-able. Same as the high, you can time the "Pierce" release such that the {{clr|1|5P}} afterwards can cover the "Pierce" gap if they block the low. Also like the high option, {{clr|3|]S[}} can be used as the pickup if you want.
 
You can opt to switch sides in this combo by using {{clr|2|2K}} instead of {{clr|1|5P}} after "Pierce" release, picking up with {{clr|3|c.S}} into the usual {{clr|3|]S[}} sequence for corner carry.
}}
|-|
Low > Crossunder =
{{TheoryBox
| Title      = {{clr|5|2D}} > {{clr|2|214K}} Crossunder
| Oneliner  = Crossunders are objectively cooler than crossups.
| Difficulty = {{clr|2|Medium}}
| Video      = GGST Zato Crossunder 1.mp4
| Recipe    = [3]{{clr|5|2D}}, {{clr|1|]P[}}, {{clr|2|214[K]}}, [1]{{clr|3|2S}} > {{clr|4|22H}}, {{clr|3|]S[}}, {{clr|4|]H[}}, dash {{clr|3|2S}} > {{clr|4|22H}}
| content    =
Best when done with your back to the wall, but more likely to be expected. If done properly, opponents cannot mash out of this setup unless their fast crouching normals happen to hit slightly backwards (some do).
 
The {{clr|5|2D}} > {{clr|2|214[K]}} is a cancel, you just have to tap {{clr|1|P}} to get "Pierce" after {{clr|5|2D}} but before cancelling into Break the Law. The first hit of "Pierce" gives you time to cross them up, the second is the mix.
 
With your back to the wall or even just closer than round start distance you can pickup into a stronger combo with Zato's typical corner routing.
}}
|-|
Low > Fake Crossunder =
{{TheoryBox
| Title      = {{clr|5|2D}} > {{clr|2|214K}} Fake Crossunder
| Oneliner  = Incredibly ambigious.
| Difficulty = {{clr|2|Medium}}
| Video      = GGST Zato Fake Crossunder 1.mp4
| Recipe    = [3]{{clr|5|2D}}, {{clr|1|]P[}}, [1]{{clr|2|214[K]}}, [6]{{clr|3|c.S}}, [3]{{clr|3|2[S]}} > [3]{{clr|4|2[H]}}, delay {{clr|3|]S[}}, {{clr|4|]H[}}, delay {{clr|4|2H}} > {{clr|2|214K}}, {{clr|3|c.S}} > {{clr|3|2S}} > {{clr|4|2H}} > Ender
| content    =
Don't go for this unless you think your opponent is aware of the mix. Since this is an uncommon setup for a mixup, opponents below a certain skill level will generally never block the real crossunder on purpose. It's best to save this option for opponents that you know they know.
 
Setup is the same, and how you stay sameside is kind of freestyle. Tapping forward then back is generally the most consistent and visually tricky option.
 
Converts into the usual "Leap" loop for 1 rep.
}}
</tabber>

Revision as of 05:32, 6 July 2022

Sandbox: User:DarthPhallus/Sandbox

Useful Dustloop Stuff

  • Compression command for ffmpeg: ffmpeg -i [filename].filetype -ss 0:00.000 -to 0:00.000 -c:v libvpx -qmin 0 -qmax 40 -threads 4 -y -an test.webm