Jump to content
Dustloop Forums

Recommended Posts

  • Replies 155
  • Created
  • Last Reply

Top Posters In This Topic

Posted

What stood out to me is that you need to work on your combos. That 3C CH you got in the beginning could have done a lot more damage. All you needed to do was 5C > Zan. Or just 2C > juggle if you wanted a meterless option.

Also refrain from spamming 3C up close; it leaves you vulnerable. If you want to poke low up close, use 2B.

You need to work on hit confirms too. You landed a lot of hits that never amounted to anything because of no followup.

Oh yeah, and don't just randomly add magatama moves to the end of combos unless it's going to do significant damage or kill. That Hotaru didn't do much and wasted two stars. Just end them in Agito.

Speaking of that combo, don't use purple throws either in combos. They aren't considered real combos; it's good as a gimmick to catch someone every now and then or if you want to go for a throw reject miss, but otherwise your combo should have ended the moment you did that purple throw because a good player would break it. You have to play as if you're fighting a good player, otherwise there's no reason to pursue strategies anyway since a bad player would fall for whatever.

Combo with Gurren->Enma when you have 2 stars, and Renka(1)->Kishuu when you have 3. Not just a Renka when you have 2.

  • 2 months later...
Posted

- Don't use 2B Enma as a blockstring. Probably going for a hitconfirm.

- Don't use 5C Zan as a blockstring. If the opponent is paying attention it's pretty much the easiest mixup ever to block, and you just blew 3 stars. After blocking 5C all they have to do is block low and look for that extremely obvious animation. Worse they might just reversal you on the spot. I mean I've hit people with it before out of desperation now and then but I chalk that up to netplay rather than a legit tactic.

- Get more comfortable with throw range. You hopped up and whiffed throw a few times.

- Don't use 2A 3C as a blockstring. Nobody with any sense is going to mash anything after a blocked 2A that 3C would beat because they'd expect another 2A or 2B to beat them anyway.

- 4C is pretty terrible VS Noel. She can IAD over it or dash under and beat it with normals. Unless maybe it is better now because it got faster...

- It's funny seeing everybody doing throw mixup now.

- Hit confirm those 2Bs. You got a ton of CH 2Bs and just went into a 5A to whiff.

- If Noel is just blatantly 2Ding you over and over then don't be afraid to 5D it or Yukikaze it. It's like Ragna and Blood Scythe.

Posted

My recommendation? Just keep playing more!

 

Your pressure seemed very basic, the only things I saw outside of a couple of tsubaki overheads was pretty much 2A/B > 3C, and a lot of hop in grabs. It looked like you were holding onto stars for a long time, and while CPEX gimps our meter gain, it still seemed like you were a bit reluctant to invest a star or two into extending pressure with gurren or kishuu.

 

I saw some mistakes with some confirms, mostly with those j.B hits. Some missed opportunities for a bit of extra damage and meter, as well as retaining the advantage. Don't forget that 6A anti air is a lot more confirm friendly this time around too.

 

While I don't have the game to confirm this, but wouldn't the IAD combo off of your CH 3C's be better overall than the 5A > 5B > Staircase combo? Better corner carry and knockdown at the end, right?

 

Also, you lose points for having 5% health, 8 stars, OD, and not activating Ultimate Lose with Style Mode Mugen. There's nothing more terrifying than Hakumen kishuuing from full screen into your face in under a second!

  • 2 months later...
Posted

So here are two FT5s I had with a couple local friends recently.  Any criticism or advice is welcomed.

 

https://www.youtube.com/watch?v=BkmdDdBeKQ0

 

I thought I played neutral fairly decently.  Though there are a lot of key combo drops in the set from both sides.

 

https://www.youtube.com/watch?v=OFrs5RIG7cs

 

I made a bunch of bad decisions in this set with poorly placed counters and sweeps.

Posted

Nice job on the Hotaru confirms. Very optimal in this version of BB.  

 

I think the biggest thing you need to start doing in the Jin MU is safejumping on his wakeup.  Start setting those safejumps up on every knockdown, provided he's not techrolling all over the place which is much different.  He got you with a lot of reversals that are simply covered by safejumping or hitting him with a delayed meaty.  Or, you respected him too much and he got to reset to neutral or even worse, start hitting your block for free.  This is something you might try to fix that:

 

If you don't have time to safejump on his wakeup or haven't set it up, empty hop Barrier above him on his wakeup instead.  Watch to see if he DP's.  If he does you will continue to block, if not a j.B will stuff or keep him locked down as you fall back into him to start pressure.  This is something I see Poropiccho do a lot against characters and players that like to DP a lot on wakeup.  It's good coverage of the DP option that won't totally give up your momentum on their wake-up.

 

 

Other than that, I see that Jin pressure sucks just as much with other hakumens as it does with me.  I usually can't seem to find an opening to get out, but I recall IB 5a showing some success which it seems like you're trying to get a handle on.  

Posted

What safe jump are you talking about?  Off of 3C knockdown?

 

Probably the Agito safe jump; after Agito, you do j.2C to catch rolls or non-techs, but you have enough time to block it should they DP by cancling into barrier.

Posted

Yeah or 6a > 6B sneider.  But you did a safejump when you had the opportunity mostly.  It was that he got away with so many DPs because you never blocked it unless you hard baited it.   Instead you should "half-bait" it by jumping and barrier blocking at his wakeup with a slight delay.  If you don't see or get hit with a DP immediately then that's your cue to use j.B.   He can't AA fast enough to stuff a j.B if you time it correctly.

Posted

I just finished the Jin set. You have a lot of good confirms, especially on the TK Tsubaki>Hotaru. 

 

This Jin was really disrespectful lol, so I feel like you got caught by a lot of things you should have waited for. Uh, that one OD you did at full health, I wouldn't really recommend it that much, you had the life lead and it was the first round, so there's no real risk or need for it I felt.

 

But yea, practice baiting those DP's, aside from the safe jump, you can also OS by holding 1A.

Posted

Thanks for the advice guys.  I haven't incorporated the 6A>6B safejump  into my game yet but hopefully soon.  With Jin, in general I'm okay with him spending meter on his D DP since he doesn't get huge reward from it and prevents him from converting his hits into bigger damage.  Other characters with good DPs, I still have trouble reading when they'll DP.

Posted

Watching Schneide's video VS Kagura. Those are some nice confirms and combos. I could use some of those.

Wait you can save replays in VS mode now?

Posted

Schneider, I noticed you used 2b > OD a lot when a 5C > OD would have worked.  Does 2b > OD recover fast enough to block if they burst the 2b?  I always get bursted away when they burst the 5C ODC.

Posted

@Mac - Yea you can save offline replays now.  Just go to settings and you'll be able to turn it on there.

 

@Moblin - For the times that I could've used 5C, for example as a DP punish, I should've.  The only way you can recover fast enough to block a burst is if the first hit is a CH, and that applies to both 2B or 5C.  I mainly use 2B because its easier to land raw than a 5C, due to being faster and more useful in pressure.

Posted

Yeah I didn't even know you could use 2B.  That's really cool and probably something I can use against up-back happy opponents.  2b is much easier to frame trap into than 5c.  

Posted

So here are two FT5s I had with a couple local friends recently.  Any criticism or advice is welcomed.

 

https://www.youtube.com/watch?v=BkmdDdBeKQ0

 

I thought I played neutral fairly decently.  Though there are a lot of key combo drops in the set from both sides.

 

https://www.youtube.com/watch?v=OFrs5RIG7cs

 

I made a bunch of bad decisions in this set with poorly placed counters and sweeps.

 

Against Hyoto:
 
After 3C > Hop 2B, it's overall better to do 214A instead of 2A/5A (0:25, 7:45, 9:49):
 
- If the opponent rolls or doesn't tech and 2B hits, 214A will always connect and launch high enough to follow with IAD J.B > J.2A.
- If 2B whiffs, it can't be canceled, so it doesn't matter whether 5A, 2A or 214A is used.
It doesn't work or is unstable on Valk, Mu, Azrael, Kagura and Amane though.
 
You are greedy with the 3C in neutral. It's not a good idea against Jin, because he can punish it with 5C on block.
 
You should use more J.C. As an air-to-air, when it is spaced correctly, it defeats Jin's one, leads to powerful combos near corner and leaves your opponents with a salty taste in their mouths. 
 
Nice job blocking Jin's CT (0:53 13:23 21:20 24:00). If you are confident enough, it's possible to 2D them on reaction in order to deter the Jin players from abusing it. It doesn't work if they charge it, but it hardly ever happens.
 
After a few air-to-air J.B CH, you could have used 5C instead 5A for additional damage. Otherwise, you have great hit confirms. In particular 5A anti-air into the staircase combo, sideswap while cornered and 2B > OD.
 
Nice adaptation to your opponent playstyle, you realized that Hyoto was a little to throw-happy and teched them more frequently after the first match and adjusted the amount of Drive/Yukikaze accordingly.
 
Against Tsukahara:
 

Once again, great hit confirms. However, similarly to the matches against Hyoto, you did a lot of risky 3C in neutral and barely used J.C.

 

Aside from that, you IB'ed a lot and had a lot of nice reads, especially with counters and Hotaru.

Posted

Raxo - You should be less reliant on Hakumen's C normals in neutral.  While decent their slow and don't gatling into anything without spending meter.  Work on using more 2A and 2B into your ground game and more j.B while in the air.  Also you don't want to use full screen shippu so much unless it will kill.  Meter is better spent on extending pressure or getting more damage in combos.

 

Those are my initial impressions.

Posted

> everybody ignores my videos

 

;_;

 

oh well i already know exactly what i need to improve on so lol

Posted

> everybody ignores my videos

 

;_;

 

oh well i already know exactly what i need to improve on so lol

 

I can watch it later on tonight if you want.

 

I dunno Mac, you've been playing longer than any of else, don't know what we could tell you that you don't already know.

Posted

Well Mac their on twitch which I can barely watch so.... if they were on youtube then I could definitely take a look at them.  Also since you only recently got Extend you're probably still coming to terms with Hakumen's changes and alot of what I might be saying is do better combos... oh and play offline :V

Posted

Some footage from last psn tournament.

http://www.youtube.com/watch?v=p9_utqANOlo

http://www.youtube.com/watch?v=Vu4tWbXku10

http://www.youtube.com/watch?v=Ml6SEJ3r-Nk

 

To what should I pay attention in the first place to improve? Any help is appreciated.

 

Don't use 2A/5C/6B > 3C in pressure. 3C has a lot of recovey and is -12, if it is blocked or if it whiffs you are put at an enormous disadventage.

 

After 2A, it's safer to do another 2A and it gives enough time to adapt to the situation.

For instance :

2A > 2A > 5A > Air combo - if the first 2A worked as an anti-air.

2A > 2A > 3C or 2A > 2A > 2A > 3C – If the first 2A hits an opponent on the ground.

2A > 2A > 2B – To start the pressure, if the first 2A is blocked.

 

6B is -4 and it can't be canceled with 3C. Moreover a player accustomed to the Haku-men match-up will IB a telegraphed 6B after 6A. When a 6B is blocked, the most reasonnable option is to start blocking/barrier or up-back. It's possible to cancel 6B with a counter, but it should be used sparingly.

 

After 5C, you seem to only use 3C or Zantetsu. First, it's safer to do Renka instead of 3C, there is no gap and Renka(2) is plus on block. Furthermore, Zantetsu has an obvious animation, most intermediate-level players can block it on reaction (well, if it's online, it depends on the lag).

The key word is variety and surprise, you have to scare your opponent enough before doing Zantetsu. With 5C > Kishuu > Throw, 5C > Guren >..., 5C > Renka or Delay Renka

 

Haku-men has several options to counter Tsubaki's 632146B (the super where she summons 8 sword-banana thingies), such as delay 4C from fullscreen or 7jc/7hjc J.2A at closer range. Since this super has a lenghty start-up, it's vital to learn the timing.

 

You rely on J.2C too much. J,2A is better to cut projectiles. Rising J.2C is terrible, it's slow and nearly impossible to combo after it, J.B and J.A are better in this situation. Be careful with High IAD J.2C as well, since it's very easy to anti-air.

 

As Schneider said, use more 2A and 2B. 2B has a deceptively long range, leads to strong combos with meter and is as fast as 3C. It's vital to implement this move to your gameplan.

 

> everybody ignores my videos

 

;_;

 

oh well i already know exactly what i need to improve on so lol

 
 
My internet is terrible at the moment and it can't load Twitch. 

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Upcoming Events

    No upcoming events found
×
×
  • Create New...