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Everything posted by TD
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ok, so over this week be it today, saturday or any time in my spare time, i'm going to add a little more flesh to the matchup threads. things l am certain work as well as any tested/known info in the threads will begin finding their way to the OP. i'm especially looking for certain things when it comes to the matchups: *round start flowcharts *dp's for each character and ways to beat and bait them, if applicable *the foe's options as you wake up of course whatever can be posted on the matchup is acceptable, but these 3 change the most between characters and are very important. for some of the older character l may be able to help with, like litchi, ragna, hazama, etc. there would need to be more specific specialists for the new characters, though. as said, any good info is greatly appreciated.
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Terumi has a few plus on block moves to abuse, like 2a, 5b, 6b, and the constant presence of heat to RC. He's also good at tricking the opponent into thinking he is unsafe and putting out that next move to counter. Like, when I have meter I'll do a string like 2a 2a 2b 5d delay 236d to catch back dashes and jumps, RC if it fails to stay in. Then of they get used to that I'll start sneaking in some 2d's to gain meter and stay in. I've had people scared to push buttons for 10 seconds straight, something that didn't look possible at first glance, but oddly enough once he gets pressure from 2a, he's in there. 2c does something similar. After it, I would delay 6c with heat to get in, or I may 5d into more gimmicks, command throw if they like to block and 6b if they're just a little slow on reaction. Jumps can be a problem, so I'll let my foe think I'm doing something that will whiff on jump, then bust out the IAD throw. Not really testing crush trigger, the range is so bad... There's also a funny setup I've been trying that I doubt is truly effective due to its frame data... On wakeup, I'll do a 2b delay orochi for a mixup. It hits a few times but indoubt it's legit. Overall if nothing else he can stay in awhile and he has all the tools needed to stay in and open people up. Maybe not as quickly because he relies on conditioning but think about how much meter can be gain in such extended strings, already skipping past the low damage combos and going straight for the 6k in the next combo.
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ggs to the many people l have played in the past two days. excellent games with a variety of different characters. the pressure in this game is intense.
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whoo! played alot of this char today. he is lots of fun. notes; pokes used: 5d, jd, 2d, 6c 5d for standard zoning and heat gain. chains into several options that are +. ends pressure safely. jd for safely getting in and, zoning those diagnally under me/air to air pre-emptively 2d beats midrange double jumps, they fall right in it. after 6d for oki. gimmicky pressure strings. 6c great poke with heat/ch, good damage blockstrings!!! l do these 2a 2a... 2b delay 5b 2b 2c j2d 2b 2c 5d 2b 2c 7/8/9 jd 5d... 6b, 2d, 214d 6b links from every normal except 6/2d, 6c. very good properties, beats 2a's, FATAL. l abused the +4. it WILL reset pressure, but beware barrier block/max range 6b, you faster normals whiff l play him like a zoning pressure char, just wanting the foe to constant block moves. with 50 heat confirm any hit to 3k+. he can stay on the foe for a long long time. just need some good air combos...
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choose which option depending on what you want to do. ignis running low on guage? you want to zone/run away for awhile? use 214a 22c. ignis high on guage and you want to rush? 214b. not sure about the dp bit, but this is my preferred method of oki as well. as for leis; it's +1 on normal block, so the least it could possibly be on block is -2. not punishable but not favorable. very high chance of both hits being blocked. also locks the foe in blockstun, the second hit can be ib'd almost for free. its slow startup makes this move overall gimmicky in pressure. no... it's more like shenanigans.
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Fun fact, ignis beats all of Rachel's zoning tools and some of her more important normals. Plows through everything in her way and one-shots George. That means the horizontal space rachel controls so well is in jeopardy everytime she attempts to approach by this mean. Therefore she may try to take to the air. If she does this, she loses the advantage of gaining wind. However if she has enough she can effectively start an offense while avoiding the 214 trio. Relius has much less tools to deal with airborne foes and they are situational. 2c will stop her more direct approaches using 3d , air dash etc, assuming a pumpkin isn't being winded as well. 6b is for when she is descending and will fall right in your face, again, watching the pumpkin. Ignis j.xd control various spaces, and are more difficult for rachel to dismiss it is without being punished. Her 4d also stops rachel from getting past her, forming a temporary wall vs her and her projectiles unless rachel attacks with 6 or jb. Generally, the last two tools will be used before and after val lanto, respectively. Will add more at another time. If both players are good this match is rather even. They both have the tools necessary to deal with each other.
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Parts in bold. I'm not trying to imply that relius has an end-all to round start vs mu, he definitely does not. His best starter arguably is 214a so he can start pressure, and mu's 5c beats this and several other options. So it's more about doing the options that do beat or at least get away from 5c so the mu can attempt a callout using something other than 5c. Because it's not in his favor, it's more difficult for him to win round start but it is possible if he gets her to stop using her best tool in that situation.
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You can instant block the 5c and ley through the 6c. It isn't punishable at longer ranges but you're in a prime position to start your offense in a number of ways. Ways to start the round: Instant 5b does hit mu sometimes due to the extended hurtbox. Not much to say, your reward is pretty much none distant for hitting this and you just have to start your offense. Instant ley beats 5c at a safer rate. Again, reward is not in his favor. Instant super jump should get over 5c and most other stuff unless they call it out. These starting moves may seem pointless at first, but the point is to get them to stop using 5c so you can do your favorite start: (5d) 214a. When I say instant, I mean buffering the command in right as the announcer finishes saying action.
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l think what dora means is that amane has the one (or in few cases, several) tools to beat each character. sometimes, the option doesn't have to be good, it just has to exist. he requires alot (a LOT) of yomi, but he's never outright beaten when it comes to the neutral game. it's like, he doesn't win by keeping up with the character/player, just knowing what they're going to do, when, and why. indeed this sort of style loses without proper foresight and wisdom, but really, so does everyone else's, they just don't lose immediately like he does because they have so many chances to hit you with all their mixups. needless to say, the more experience, the easier when it comes to this guy. it a lot of ways he reminds me of low tier litchi (they make her braindead in every other version, but anyway) or to a lesser extent lambda, fitting the matchup-specific archetype.
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no time for a big post so i'll explain briefly http://www.youtube.com/watch?v=J_RXZcWrPws a match vs psykotik's carl. this was literally day 1 for so yeah, a few errors by cp's standards. still know that matchup though, pretty much the only reason l won. and he was probably day 1 too. http://www.youtube.com/watch?v=XVLeXYplXaE big improvement almost a week later, can honestly say l can do about 90% of her standard midscreen/corner stuff consistently. there's no going back from here.
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uploading a player match shortly. not sure how well the foe will be yet considering its week 1... will put in the cp video thread
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My post is really for them. Having observed most of you, and the general popularity of relius, I really don't feel there will be any problems from the old guys. It's always better to let everyone know in case something does go down, so if someone is flagrantly or unknowingly breaking the rules, any of us can kindly tell them. No problem. Also... What he said. Videos are perfectly fine and you really can't go wrong with posting them, so long as you are being specific in what you want to show, along with timestamp or time for longer videos.
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Done. Kokonoe and anyone else will be added as they are released. Otherwise feel free to discuss the matchups in the corresponding threads. Also... You're welcome and thank you guys for putting several combos in the combo thread. Once hard bread adds everything to the first post, it should start looking good. I appreciate the help guys, I really do. Now, for the matchup threads. I'm sure some or most of you here are dustloop vets or old enough to read and follow rules. I am not a mod so I cannot enforce anything. However, I do expect a certain level of knowledge and maturity to go into each matchup thread. As a simple rule of thumb, if you reread your post and it sounds stupid, do the math. Anyone who repeatedly posts misinformation or uses the matchup thread as a free-for-all will have to be reported. I most certainly do not want to do that, and I'm sure you guys can handle yourselves, so we should be fine, right? In the form of any arguments that may break out the same rule applies. Don't let a matchup thread be 3 pages of flaming. Let it be that long because there's a lot of information. If you absolutely must argue take it to pm's, please. And that's it! Feel free to post any questions, comments and concerns as well as info that I can update the posts with.
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Discuss the Terumi matchup here. The Neutral Game Long Range: Your Tools vs His Tools Medium Range: Your Tools vs His Tools Close Quarters: Your Tools vs His Tools In The Air: Your Tools vs His Tools Offense Your Offense: His Offense: Defense Your Defense: His Defense: Gimmicks and Resets Match Summary
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Discuss the Kagura matchup here. The Neutral Game Long Range: Your Tools vs His Tools Medium Range: Your Tools vs His Tools Close Quarters: Your Tools vs His Tools In The Air: Your Tools vs His Tools Offense Your Offense: His Offense: Defense Your Defense: His Defense: Gimmicks and Resets Match Summary
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Discuss the Izayoi matchup here. The Neutral Game Long Range: Your Tools vs Her Tools Medium Range: Your Tools vs Her Tools Close Quarters: Your Tools vs Her Tools In The Air: Your Tools vs Her Tools Offense Your Offense: Her Offense: Defense Your Defense: Her Defense: Gimmicks and Resets Match Summary
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Discuss the Azrael matchup here. The Neutral Game Long Range: Your Tools vs His Tools Medium Range: Your Tools vs His Tools Close Quarters: Your Tools vs His Tools In The Air: Your Tools vs His Tools Offense Your Offense: His Offense: Defense Your Defense: His Defense: Gimmicks and Resets Match Summary
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Discuss the Bullet matchup here. The Neutral Game Long Range: Your Tools vs Her Tools Medium Range: Your Tools vs Her Tools Close Quarters: Your Tools vs Her Tools In The Air: Your Tools vs Her Tools Offense Your Offense: Her Offense: Defense Your Defense: Her Defense: Gimmicks and Resets Match Summary
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Discuss the Amane matchup here. The Neutral Game Long Range: Your Tools vs His Tools Medium Range: Your Tools vs His Tools Close Quarters: Your Tools vs His Tools In The Air: Your Tools vs His Tools Offense Your Offense: His Offense: Defense Your Defense: His Defense: Gimmicks and Resets Match Summary
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Discuss the mirror matchup here. The Neutral Game Long Range: Your Tools vs His Tools Medium Range: Your Tools vs His Tools Close Quarters: Your Tools vs His Tools In The Air: Your Tools vs His Tools Offense Your Offense: His Offense: Defense Your Defense: His Defense: Gimmicks and Resets Match Summary
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Discuss the Platinum matchup here. The Neutral Game Long Range: Your Tools vs Her Tools Medium Range: Your Tools vs Her Tools Close Quarters: Your Tools vs Her Tools In The Air: Your Tools vs Her Tools Offense Your Offense: Her Offense: Defense Your Defense: Her Defense: Gimmicks and Resets Match Summary
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Discuss the Valkenhayn matchup here. The Neutral Game Long Range: Your Tools vs His Tools Medium Range: Your Tools vs His Tools Close Quarters: Your Tools vs His Tools In The Air: Your Tools vs His Tools Offense Your Offense: His Offense: Defense Your Defense: His Defense: Gimmicks and Resets Match Summary
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Discuss the Makoto matchup here. The Neutral Game Long Range: Your Tools vs Her Tools Medium Range: Your Tools vs Her Tools Close Quarters: Your Tools vs Her Tools In The Air: Your Tools vs Her Tools Offense Your Offense: Her Offense: Defense Your Defense: Her Defense: Gimmicks and Resets Match Summary
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Discuss the Mu matchup here. The Neutral Game Long Range: Your Tools vs Her Tools Medium Range: Your Tools vs Her Tools Close Quarters: Your Tools vs Her Tools In The Air: Your Tools vs Her Tools Offense Your Offense: Her Offense: Defense Your Defense: Her Defense: Gimmicks and Resets Match Summary
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Discuss the Tsubaki matchup here. The Neutral Game Long Range: Your Tools vs Her Tools Medium Range: Your Tools vs Her Tools Close Quarters: Your Tools vs Her Tools In The Air: Your Tools vs Her Tools Offense Your Offense: Her Offense: Strings have changed in terms of what is airtight and what is not, but there's an opening after 5BB if she goes for either a low or a high (2B or 6A). If she just goes for 5C there's no gap though. Her overhead is actually one of the slowest in the game. It can come in at three places (excluding 5A/2A): After 5B After 5BB After 2B 2B is only -1, so Tsubaki may want to reset pressure after it with a jab or throw. Be mindful. Barrier is your friend; All her normals have crap range and pushing her back will rapidly limit her options. -Airk Options after her 5b/2b blockstrings. 5B > 5BB - No gap even on IB. Do nothing. 5B > 6B (Low) - 5 frames, can backdash or reversal, but must IB to jab. 5B > 6A (High) - 10 frames. Whatever you want, but if you didn't IB the 5B and she picks 6B instead, you'll get CH into quite a lot of damage, so learn to tell the difference. 5B > 2B - No gap except on IB, and then it's only 1 frame. Backdash or reversal only. 5BB > 6B - Like 8 frames game. Jabbable. 5BB > 6A - Like 13 frames, do whatever the hell you want. (Note: Don't just mash jab after 5BB though, she can frame trap with 5C after 5BB, and 5C CH is a big starter) 5BB > 2B - 1 frame gap, I think, can backdash. 2B > 6A - 8ish frames, can jab out the overhead here. 2B > 2BB - Airtight even on IB, I believe. Do nothing. After 2BB/6A/6B, you're basically out of mixup territory and you only need to watch for charge cancels. So basically it comes down to "If you can recognize the overhead, jab, but don't just mash jab, because there are lots of ugly ways for her to punish that." It's mostly safe to mash backdash, but twirl is often not the best option due to followups and the fact that most of her normals will finish before twirl does anyway. -Airk Defense Your Defense: Her Defense: Gimmicks and Resets Match Summary