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Everything posted by Halcyone3
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kune has an incredibly good air game in comparison, yes, hers is subpar, but not in general.
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u dont need the CH o.o j.B->jc->j.D(3)/(j.C->->j.B->j.623C~D)/j.2C
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wait what? i thought u could parry everyting that wasn't a low.
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im so free for arakunes it's not even funny. (but then again, i'm pretty free in general >_>') i wouldn't say her air game is that bad, j.B is doing great for me, at least so far.
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aye, poking him looses to his j.A. Back up then try to get out of the sandwish would be my guess, but i haven't rly had that many carl matches when im using tsubaki.
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the fact that she rushes forward in her CA is so that she stays close to the opponent while breaking their momentum. Unlike oters like ragna's that just push the opponent away, this one helps you start your own pressure quickly off a CA. Just be careful with reversals, i see a lot of console tsubaki's rush too much after the CA just to get DP'd. To be honest, i think she would benefit more from a ragna-esque CA that pushes the opponent away, she could get some charging done. Thats how i use it at least, some1 who is actually good with her could comment more on that :p
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not rly, given she goes off screen, muscle memory is the only medicine for that =/
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Her DPs trade with 214A~C. Only her D gets is a clean escape. But even a trade is enough for her to get away and its makoto approach time her 5B will beat out a lot of ur normals. Naturally u can 3C under it, but u know the drill with that.
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duck, it whiffs. 2A, ya, block it.
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her 3C is safe on block anyways, try to do something and u get CH thrown or 2A CH, hit her mid-animation. ur 5B outranges her, her own 5B poke is slower too. her 3C can and will go below most of anything u have, use quick lows to get her, like 2B. as for her 236A~D, it breaks 2 primers point blank, and it's roughly even on block, watch out for it.
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she has a lot of trouble approaching, has no safe(not even close) way to do so through the ground and her jump-ins are pretty sub-par. If she does get in, she can pressure and mix-up well, watch out for her clone move, easy to spot and very DP-able, haven't tested how tsubaki's non-D DPs fare with it yet (doing so in a bit), but given she can't do anything right after activating that move you could at least trade and get her off u. Her air-to-air game is pretty decent, her j.B beats a lot of normals mid-air and leads to solid damage near the corner. Avoid getting cornered, her big damage is there. I wouldn't be too shy about spending a charge on D-DP, or 50 heat on CA to get out of there. SHe can feint her 3C by holdng it, and no attack comes out, careful u dont get thrown when u think u're blocking, hit her out of it while she is still moving. She seems to go even lower than noel, use 2B to CH her. EDIT: DPs tested vs her clone move. C is a definite no go A and B trade if u do it as quickly as humanly possible. D gets you out
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makoto seems as hard to haida as tsubaki. also, she sucks at approaching, she has no safe way of doing it on the ground and her jump-ins are horrible. However, her air-to-air seems pretty decent so far, her j.C is slow, but her j.B seems to beat a lot of other air normals, and on hit she can dj.D(3) which leads to good damage near the corner, don't underestimate it. her 5A whiffs on ALL crouchers..... xcept maybe tager, but we are not tager, so if u see a makoto using this to start combos off easy hit-confirms, start crouching more. And hit the 3C whle she is still spinning, she can feint the hit and on block she can still throw u before u can attack (considering she's within throw range of course). her 3C is slow, so 2C shouldn't be too hard to hit, crouching 2C = easy damage.
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very much so, how is noel's pessure the best? makoto is not hard to learn, her only hard thing is the loop, and its not THAT essential. And tsubaki is not easier than noel.
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speaking of 3C and his stance, ive had some fun vs scrubby hazamas who start the round with the stance, 3C under their moves (xcept with the low one, but who the hell starts with that?). But what u described there pretty much sums up my vs hazama experience. Hazama has always been a hard to approach character to me, and makoto's lack of tools in that domain don't help me any. What i'm doing is baiting him to come to me by using the ball. Feinting the D follow-up (not doing it) to actually move in, or just turtle till he moves on me himself.
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her air to ground rly isnt good, and her longer poke (5B) is miles slower than noel's. on the other hand, makoto's damage rivals noel's and she can get that damage off moves that are easier to land. Can't rly say who has the advantage here, if any. Shinobi, i wouldn't exactly say most makoto's don't know how to combo, when all midcombo drives have to be lvl 3 to continue combos (and multiple ones per combo too, not to mention those are the big damage ones), a lot of shit gets dropped online, and not the "i dropped combo but i still blackbeat, good thing lag works both ways" kind of drop :/
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dont start out with hazama for learning haidas, the guy's a prick when it comes to that, u'll get more results from carl, and thats rly saying something. Hazama, Tsubaki, Tao, and Makoto are hard haidas. Since u mntioned u can loop bang, keep trying with jin and ragna. Once u got it down, u can start attempting to loop the harder 1s, and by loop i mean try 1 rep ad then just do BnB, xcept on hazama, the prick's hitbox is just too horrible for this, u can get at least 1 rep on the rest.
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PSN: Halcione3 (East Coast)
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this. i could perform CT haidas no problem even with some lag, but now im having issues with some characters, i keep whiffing 6C vs a lot of ppl, and missing dashes, getting too close, etc etc. =,=
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lol tagers, my only matches are: 70%: scrub hakumen, that make me feel like a horrendous scrub for not having a 100% win ratio 25%: tagers 4%: hazamas that rush chains into 6A EVERY SINGLE F-ING time rest: bang
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i think his 720 just gives more invincibility, i've dodged it by juming, then swing j.B at him and it dosent hit, then i fall and get thrown anyway, has happened sometimes, and sometimes i do hit him. Though i could just be misjudging j.B hitbox. and jayoku's invinicbility is weird, i've hit him with 6B ike 3 times already mid-jayoku, he still combos me though.
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if u MUST charge at him through his drive moves, try using drive to avoid them. 2D dodges over his own 2D, j.D, and maybe 5D, not sure. 5D's full invincibility should take u through them as well (havent had a chance to try this out yet =x). clouds are trickier, only way to get rid of them without getting curse meter is to hit him, u can do this on 2 of the cloud types (though not exactly very easy), but the 1 that circles around him rly is quite a bitch, OB and pray i guess :/ thats what i do anywho, seems to be working fine to me, though maybe i just find scrub arakunes
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j.4D is pretty attrocious, its a weapon of self-destruction, i guess the idea was, like already mentioned, to dodge AAs and get CHs, but its still slow enough that the opponent can recover in time and at the very least, block. also, if d.5A is a seamless blockstring from middle drive moves too, then u can change the place u use it at in the blockstring, making it harder for them to know when they can DP.
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mah bad, misread and good to see her frame data is up
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what e meant was that d.5A is "like he said" a seamless blockstring, no frame holes. So if the opponent tried to DP before the d.5A, he never gets the chance to since as nice as DPs are, they dont cancel block-stun. *Literally, 5A shifts the timing of your opponents reversal by 8 frames.* the blockstun of d.5A is 8 frames, which is long enough that it won't let DPs come out anyway thanks to BB's buffering (i forget how many frames a move is buffered by, pretty sure its less than 8 though). Remember that its not just 8 frames, the DP is meant to come out before the d.5A, so the execution could be done like 2-3 frames before d.5A connects, making it longer. And no, you wouldn't CH, the opponent would still be in blockstun, he can't do anything that'd get him countered. i wuldnt try it vs ragna btw. In his attempt to do a DP folow-up he can DP again, happens every time i clash with his DP, so he may still DP you.
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Though i'm sure aginor is right in that its just guard point and not damage absortion. Both of them ammount to the same "projectiles dont do shit to him during those moves", no use discussing which implementation was used ><