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Posted
Lvl 0 -> 27F

Lvl 1 -> didn't test

Lvl 2 -> 24F

Lvl 3 -> 22F

Should be right.

More frame data for akihiko can be found here.

this is great stuff! anyone want to add it to the wiki?

Posted (edited)

It's used for a safe jump option select/meaty attack and for approaching the opponent. I might be wrong, but, I've tested it out a bunch of times; Akihiko can stuff DPs on wake-up if you time his j.B. 'Stuff' as in the DP wouldn't even come out, or it's just a tight reversal for the opponent to input. I confirmed it when I saw my recording of the AI's DP action performed on the first frame (or so it seemed) of wake-up. I used this as comparison for my jump in j.B meaty attack performed roughly on the same frame.

Edited by Soriphen
Posted
It's used for a safe jump option select/meaty attack and for approaching the opponent. I might be wrong, but, I've tested it out a bunch of times; Akihiko can stuff DPs on wake-up if you time his j.B. 'Stuff' as in the DP wouldn't even come out, or it's just a tight reversal for the opponent to input. I confirmed it when I saw my recording of the AI's DP action performed on the first frame (or so it seemed) of wake-up. I used this as comparison for my jump in j.B meaty attack performed roughly on the same frame.

DP can -always- come out. However, any jump attack used while falling can "safe jump" the DP. You press the button and hold block, and either make them block or block the DP.

Posted
DP can -always- come out. However, any jump attack used while falling can "safe jump" the DP. You press the button and hold block, and either make them block or block the DP.

Oh I know about the safe jump option select. It's just like SF4's. Anywho, I made a mistake with recording. Thought I was able to do something better than SJOS and more like meaties from 3s. Of course the dp not coming out was a huge give away to the fact that it doesn't work LOL. DISREGARD ALL THAT I SAID.

Posted

I have a few questions. first off, what do you guys do to keep people from jumping around as akihiko? is air ceasar the only option? second how does the autocombo system work as far as meter is concerned. For some reason sometimes i get the meter bonus (off an airthrow in the corner) but other times i don't (airthrow one more burst). I can't seem to find a pattern.

Posted
I have a few questions. first off, what do you guys do to keep people from jumping around as akihiko? is air ceasar the only option? second how does the autocombo system work as far as meter is concerned. For some reason sometimes i get the meter bonus (off an airthrow in the corner) but other times i don't (airthrow one more burst). I can't seem to find a pattern.

When you use meter (and OMBurst counts as meter), you don't get any back for a set amount of time (or it's steeply mitigated, I'm not sure)

To keep people out of the air, you want to use your 2B. You have one of the best anti airs in the game, with 2B, so use it a lot and try to convert counter hit 2B into the 5B jB loop so it does serious damage (roughly 4.5k-5k with 50 meter)

Posted

I see, thanks

for the air thingy i mean more like jumping around and away mostly like yosuke or yukiko and liz. it makes it so i feel like my ground ex options are completely gone for approaching.

Posted

Read and post in the matchup section. For Liz and Yosuke it's kinda specific.

But in generally I've found that j.A is a great Air-to-air and with CH it has huge untech-time and mostly I just go into 5AAA_6B so it's around 2k+ dmg atleast. Havn't played around with it in training mode but I'll assume 2B, j.B, 5AAA_6B or 2B, j.B, 5AA, 2A+B, 236A_6B would be possible aswell.

Posted
Any tips for jump loop? I saw that video about it but still can only sometimes get 1 J.B in. I can't land and get another 5B.

Honestly, the best thing I'd say is just to grind out the timing. If you keep doing his combos you get them down really quick, but it does take getting used to. This is also kind of obvious but 2B has less hitstun than 5B so you'd have to do the j.B a bit earlier for loops that include a 2B.

Posted

I've been trying to grind it out but I can't do it ever so I'm not sure if I'm doing it right or wtf is going on. Any tips? Just delay the J.B to top of jump and dash after animation is done?

Posted

Basically yeah. Since you're doing combos from a video I'm guessing the combos actually work right? Other than just keep practicing I'm not sure what to say. The dash 5B is basically instantaneous as soon as you land. Try experimenting hitting the j.B slightly earlier or later than you think you should if you keep dropping it.

Posted (edited)

wait you have to dash 5b again after you land? That's news to me. I'm talking after the DP that launches you have to micro dash right? what part of the recovery animation should I am for because its not consistent? Is there a way to change the settings in practice to optimize the grinding the loop out?

This is the vid

http://www.youtube.com/watch?v=Dfvd7jBBfy4&list=UUeavDE7Gds8JYp89vrY0p-w&index=3&feature=plcp

Edited by Omn1c1d3
Posted

Oh no you don't have to, but it'll help you get the timing down. I think. If you're talking about the DP yeah you have to microdash there. Since you can't exactly see your recovery animation (seeing as your opponent gets hit up into the air and you can't see your own sprite), you hit the microdash almost at the exact same time that you'd hit them with the 5B followup. It's just slightly before you hit them, and the enemy is very close to hitting the ground. I'm not sure about settings making it easier to practice, but I think it's to anyone's benefit to just keep practicing whole combos even if you only mess up the dash 5B after the DP.

Posted

Ok you only have to mini dash if you're using that video's combo: 5B, 2B, 236A+B, 6C, B+D. After that you do mini dash. But that combo doesn't include jump loops (well just one rep). And Fatal counter combos don't even require to use minidash 5B if you use 2B, but either works fine. Assuming that you did 5B into j.B, ShelledMenace said it. 5B means you'll have to delay your j.B a bit longer so you'll actually get to the ground to do 5B. Grind it but don't do it mindlessly. Play with the timing and you'll get it soon enough.

Posted
Ok you only have to mini dash if you're using that video's combo: 5B, 2B, 236A+B, 6C, B+D. After that you do mini dash. But that combo doesn't include jump loops (well just one rep). And Fatal counter combos don't even require to use minidash 5B if you use 2B, but either works fine. Assuming that you did 5B into j.B, ShelledMenace said it. 5B means you'll have to delay your j.B a bit longer so you'll actually get to the ground to do 5B. Grind it but don't do it mindlessly. Play with the timing and you'll get it soon enough.

Yeah, the more you use and possibly variate between using 2B j.B or microdash 5B j.B you'll see the difference in timing for each and how early/late you should do it, so just keep at it.

Posted (edited)

What's this 2B one you guys are talking about? I think I've seen it somewhere. Is it better? Look I need a punish combo. I don't care about what it is lol. I need serious help lol. Oh and I need help with IAD. I Use "wine glass" on a stick between pinky and ring finger. you supposed to slap the stick to 9 then 6? Do I need to not plant my wrist on my box?

Edited by Omn1c1d3
Posted (edited)
It's used for a safe jump option select/meaty attack and for approaching the opponent. I might be wrong, but, I've tested it out a bunch of times; Akihiko can stuff DPs on wake-up if you time his j.B. 'Stuff' as in the DP wouldn't even come out, or it's just a tight reversal for the opponent to input. I confirmed it when I saw my recording of the AI's DP action performed on the first frame (or so it seemed) of wake-up. I used this as comparison for my jump in j.B meaty attack performed roughly on the same frame.

Can you explain that? I don't know any option selects. I suck at IAD...

Oh and when I'm just running up to someone at neutral should I use 2B or sweep or 5A or what?

also what about other meaty attacks? I'm grinding out IAD J.B and I have success with Killrush/Caesar. What are other good ones? Pros/Cons?

How do you use throws effectively? What's the set up to them?

I'm getting really frustrated. I'm around 260 PSR and I really can't beat anyone anymore. A lot of players around this PSR just do like 2 special moves and mash A. Their A tends to beat everything I'm doing and I have no idea what to practice.

Edited by Omn1c1d3
Posted
Can you explain that? I don't know any option selects. I suck at IAD...

Oh and when I'm just running up to someone at neutral should I use 2B or sweep or 5A or what?

also what about other meaty attacks? I'm grinding out IAD J.B and I have success with Killrush/Caesar. What are other good ones? Pros/Cons?

How do you use throws effectively? What's the set up to them?

I'm getting really frustrated. I'm around 260 PSR and I really can't beat anyone anymore. A lot of players around this PSR just do like 2 special moves and mash A. Their A tends to beat everything I'm doing and I have no idea what to practice.

warning wall of text XD

it means that if your opponent tech you will insert the jump b just time it right because jump b is 2 hits so it can be use as meaty setup and if you suck on IAD just input 96 and it will registered as IAD it's quite easy so just practice

and if your running in neutral you might want to use weave cancel don't know weave cancel? 236D>4D>6D repeatedly just experiment in weave cancel and if your opponent is naoto for example you might want to use the weave cancel because your projectile invul to her bullets and cancel it to corkscrew b to get a fatal and do the jump loop just watch out to her traps and if you are going to do the weave cancel watch out the distance between you and your opponent it's not very effective when you are close to each you will get grab and use "kill rush" but use it wisely your opponent might jump out if you use kill rush and if yout opponent blocked it cancel it to bommerang hook and weave cancel bommberang weave cancel to bommerang hook unblockable just experiment

and if you want to use throws effectively? i really don't know but i know is use weave cancel during your mixups like 5AA>5b(2hits)>killrush A>bommerang hook your call how many times you do it but keep in mind that bommerang hook A is unsafe so put some boomerang hook B +4 on block and if you charge it it will become an unblockable and after that weave forward and grab just use your imagination

and lastly don't get frustrated just block and respect what's coming because akihiko might have a hard time getting close but when he gets close they will eat tons of damage and be glad that you can play online i'm sad because our internet here sucks big time so i always look up when were having casuals

Posted
Can you explain that? I don't know any option selects. I suck at IAD...

Oh and when I'm just running up to someone at neutral should I use 2B or sweep or 5A or what?

also what about other meaty attacks? I'm grinding out IAD J.B and I have success with Killrush/Caesar. What are other good ones? Pros/Cons?

How do you use throws effectively? What's the set up to them?

I'm getting really frustrated. I'm around 260 PSR and I really can't beat anyone anymore. A lot of players around this PSR just do like 2 special moves and mash A. Their A tends to beat everything I'm doing and I have no idea what to practice.

Forget what I said about the meaty stuffing DPs and shit. Made a mistake in recording there. Though, what I said about Safe Jump Option Selects holds true, of course.

Anyway, for neutral game, you can always approach with jump back > forward air dash > j.5B.

You can also just do a regular jump into j.5B or a super jump over the opponent > air turn > j.C.

You can advance with A Killrush if they whiff an attack; you can do a regular running jump into an instant press of 5A to net some counters (as an air-to-air attack); you can C/D Duck into a grab at a moderately close distance if they're scared; you can do exactly what you described as well.

As for meaty attacks, you can't do shit against the good DPs since there is no 3s sort of meaty for those DPs (my mistake lmao). Well, you can do SJOS, but I'm talking about ground meaties.

You just gotta have good reads and keep abusing dat SJOS.

Oh yeah, almost forgot to explain his SJOS. It's just doing his j.5B close to the ground during the opponent's wake up.

Try doing this: RECORD the AI (choose Yu as the opponent) to do their DP (just keep mashing the DP button RIGHT when you press RECORD) starting at the 0th or 1st frame of that recording counter. Do C/D Duck into EX Corkscrew and press the PLAY button right when you hit the opponent with the EX Corkscrew. Since you were mashing dat DP during the recording, the opponent should tech as early as possible and do a DP at the first to second frame of wake-up; depending on the accuracy of your recording. As the opponent techs and is in the air by their tech handstand animation, jump towards them -- a regular jump -- and time the j.5B to hit close to the ground, while simultaneously holding back to block. You should be able to see the j.5B pass right through them during their DPs start-up frames. After that, you'll land on the ground and block their shit.

The reason why it's an option select is because if the OP stayed idle at wake-up, you'd hit them with that j.5B . If the DP came out, you would've gone through them during their invincibility frames, blocking their DP since you landed on the ground faster than their DP hitting you.

Anyway, you can be creative/dynamic with your neutral game. Watch Kubo on youtube and keep grinding online. You don't need to care about PSRs...all that matters is upping your skill. Make a 1v1 lobby with 3 rounds and just let all the folks come in; grind with them.

Posted

....I need some help getting used to this game and especially Akihiko. Would someone be willing to train with me, if its not any trouble?

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