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Hellmonkey

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Everything posted by Hellmonkey

  1. Keep it buffered and wait for them to attack!
  2. yes everyone can do it, it's most important for characters with the longest jump startup (robo, pot), but is useful for everyone. When you cancel straight out of your jump startup it will make your jump go straight up no matter what. Hitting 7 and immediately FDing is the easiest way to 1f jump.
  3. FD immediately as you jump, you cancel your jumping frames and although you can't attack faster it's a safer way to escape. If you do it correctly it should always turn your jump into a neutral jump.
  4. can't that be read as tai too? I thought K太 was a play on cellphone -_-
  5. OMG MAKE ANOTHER ONE PLEASE?
  6. DEFENSE- It's nonexistent. Every time you might have to block you're countering, jumping, bursting, doing ANYTHING but blocking/FD/IB. Unfortunately the people you're playing against aren't punishing things that they should be, but because you're looking for consistency defense is the easiest thing to work on. Relax and block, counters are a great way to get out of pressure but blocking should still be your number one method. Execution- You're missing FRCs all over the place. Baiken doesn't really have the tension to waste, playing more should solve this. Learn how to 1f jump and use it to escape (after blocking). Zoning/pressure- So much of your game plan seems not to really take into account what your opponent is doing. Almost the entire time you're at neutral, you are jumping around with normals waiting for them to get hit, and while zoning from the air is one of baiken's strongest points, you need to work on applying it a lot better. A lot of this ties in to blocking issues, you need to realize when NOT to be attacking from the air. If they get into a position to anti-air you easily or are using dolphin for example, you need to recognize that and FD their attacks or double jump/IAD away if possible. Don't use j.tatami from high up, the higher you use it the more recovery baiken has. If you're going to use j.tatami to bait them coming in with something your best bet is to just iad back tatami quickly. j.H spam can be punished hard, try not to use it too much against Potemkin. Learn how to use FD braking to approach from the ground. Run at them and stop yourself with FD to block any attacks they're throwing out, just approaching from the air isn't enough. TK youzansen with 50% to RC->tatami is basically guaranteed huge damage when pressuring in the corner, try mixing it into your pressure/oki. Combos- Use j.D always. Any time that you can be comboing into j.D you need to be doing so, and it's necessary to have a sense of how many hits at what heights you can throw in to still get your knockdowns with j.D. Aside from FRC issues themselves, there were times when you went for j.D frc ad mat against may near the corner, in those cases just j.SD SD frc tatami. Against potemkin you picked them up after j.K with j.P, use 2D or straight to j.S. In general, always take a few strong hits into j.D knockdown midscreen, or into a tensionless loop in the corner. Not that big of an issue, with more practice you should be fine with combos. It's going to be hard to improve a lot with people not punishing you for the mistakes you're making. Keep playing and encourage those around you to as well, as they improve you will undoubtedly as well. edit: beaten lol
  7. If you do the SJI late enough, you will have axl face the correct direction. You have to hit the SJI as late as possible in the c.5s and it will work.
  8. My guess is that you aren't actually getting an early super jump install, what are you trying to use for it? Keep in mind that the down motion for your sji has to be close enough to the time you would actually jump for it to be a super jump, doing down up earlier where you don't actually get a sj and cancelling immediately will not sji.
  9. Most boring a-cho finals possible.
  10. nice vid
  11. Like Clayton said, it's because of the super jump. Super jump, double jump, finishing (or cancelling) an air dash cause you to turn around immediately in the air.
  12. The computer also cheats.
  13. With the puddle unblockable at least, I believe it will always register the high hit first (that's what guarantees the puddle hitting). Not sure if all unblockables have the high hit first if they're active on the same frame or not, it could be that normals will hit first before projectiles (although that doesn't explain what happens with 22d unblockable). My TV is busted or I'd just test it out -_-
  14. 99.9999999% of the times people block eddie's unblockables are when the eddie mistimes it so the high/low hits aren't actively hitting on the same frame.
  15. Just make sure you hit either the P or K early enough to extend your dash and it should be easy.
  16. my eyes
  17. Damn, too bad those didn't get recorded. Would like to see you beat Xzi :V
  18. No, if Baiken inputs her counter beforehand she can beat it for free. Not to say don't use it, especially against Baiken players who counter late.
  19. kishitaka
  20. Most common mistake is hitting the first one late.
  21. All alpha counters in GG can start during hitstop, if you do moves with reduced hitstop, Baiken has less time to begin her counter before the hitstop ends and the opponent can move again. This is why an 11 frame startup baku still punishes level 1 moves, which have 11 frames of hitstop (and then complete). j.HS j.mat is not safe. There are a few ways to beat j.HS in general. You can jump at her early with j.K, you can IB j.HS from the ground -> throw before the mat hits depending on the spacing. You can straight up avoid the j.HS and hit it before it lands (because it's hitbox is almost completely under her), hell I think that Slayer's 6P is beastly enough to beat her j.H if you do it early (like she has to do it early). As a general rule, if she's doing it higher up IB -> punish, if she's doing it lower in the air hit her before it comes out. Dealing with j.H spam shouldn't be that tough. From almost any range you can straight up beat or CH trade with 2h by using bbu btw, it keeps out mappas very well but slayer just needs one CH bbu and it's over. If you're having trouble against Baiken from the air at all, you should play more with 5P and 2S. Those moves have trouble losing.
  22. 214754K, like backwards Baiken iad tatami.
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