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ATGMantenbo

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Everything posted by ATGMantenbo

  1. play a poking + zoning game poke with j.C, 6B, 2B staff launch is alright ItsuuA to catch jumps and IADs u can IB 5B(M) and DP ur way out IB the second hit of 5C and jump with barrier on(they might itsuuA to catch you) (meter option)IB the second hit of 5C and do All Green + big combo In the corner being daisharin'ed: Be patiant, and do neutral wake up only; I mean it ... CA works before DS final hits .. other than that you really have no options. All this assuming you're playing against a skilled litchi player ... this matchup is a 100% in Litchi's favor:kitty:
  2. where do you guys think makoto would place in the tier list? I'd say top three. I will list the stuff that would make her place top three IMO ..... please feel free to disagree and correct me if I'm wrong her jabs are insanely prioritized and safe. her j.2C is safe on block and leads to free pressure afterwards and hard to punish on IB. parry that comes out in 1F .. semi reversal IMO and a good AA option. has ragna's AA. fullscreen projetile that takes a primer. Big Bang .. comes out in 2F ..... I wouldn't mind that if the inputs were like litchi's All Green but BB inputs is mad easy to pull off on reaction to counter a move or even some characters' jabs that are recovering
  3. Do you know any good way to counter her CA outside of Daisharin?
  4. square gate, octagon or full circle what is better for BB .. I use Litchi and her combos involve a lot of DP and have circle motions I use square gate, but I'm interested in trying out full circle since it doesn't half any corners so it would be easier for me to pull off combos .. what do you guys think?
  5. I played my first solid Tao and I have to say the matchup is pretty even and if not, then slightly in Litchi's favor. Expect the match to be 90% in the air and this means utilizing your best air options, j.C, j.B Offense: Launching the staff in the air pretty much shuts down her air game and remember if the staff scores you a counterhit, they can't tech until they reach the ground, so you can combo them while they are falling, but don't get too predictable with it as Tao's 5D will catch you in between set/launch. j.C is your best tool in this match-up; just jump around and spam this move a lot .. it beats Tao's drive clean if spaced correctly and a counter hit from j.C nets you 5k+ dmg plus corner rape. j.b is also good and is best used when they are below you, but be wary of her crouching-walk as that will make j.C completely whiff, and also j.B unless you delay it for a bit. j.A works well when she is above you. j.2D does wonders to counter her 2D when she's below you but use sparingly. Defense: she's vulnerable for a while when she goes for "turn around" after her drive(I believe -5F + landing recovery); you can punish that with 2A and go straight into a big combo. Also, she doesn't have any real blockstrings as far as her normals go after her 6B overhead; you can DP your way out if you normal block or 2A if you IB but don't get too predictable with DP'ing her 6B as Tao can punish you really hard for it. If you block her 2B and sense a small delay, then get ready for a tech throw. Don't spam random moves when you air-recover but rather barrier block because a good Tao will be fishing for 2D CH, or call the staff then block if you're staffless. Tips: Be wary of her counter assault when you have her cornered with Daisharin as most Taos will go for it; hit lows on her wakeup, 2B and haku, because to do her CA she has to press "forward + A + B", grab works too, or you can go for DS input 138333 as the thrid DS will punish her CA; aside from that, I really do not know any efficient way of punishing it. Don't chase her around because that's what most Tao's are gunning for; instead make her come to you. will be editing more soon
  6. hahaha very true I'm suffering from the same thing .. I drop combos like crazy online while I do them perfectly in training mode and in offline versus. The other thing that bugs me is ragna mixup is unreactable online ... my local friend plays a good ragna and I swear I blocked every overhead he threw at me on reaction and when I go online ZOMG all overheads hit me ... Ragna for online S tier lol Also Dator, Nice Litchi you got there
  7. try to always get a knockdown staffless or not even if you have to sacrifice some dmg .. if you're forced to end your combo with haku hatsu chun by any means, end it with haku chun hatsu because hatsu will make them recover closer to the ground than chun. the gereral staffless combo i use is: 2C > 3C > haku > chun > small dash 2A > 5B > j.bc > dash 5C(or 2B > 2C on light weights) > j.bc > dash 5C > j.bc > 3C gets me knockdown and pressure afterwards
  8. true i noticed in shonen's older matches, ppl were sj'ing out of daisharin coz he used 133333 after a 6D. and noticed that daisharin 138333 shuts down pretty much all the characters options of escape. I did some experimenting with 138333 followed by hatsu after 6c, and came up with the following results: if they forward roll while you are landing, daisharin1 will catch them if they quick recover or backroll, hatsu will catch them if they neutral recover and jump, hatsu will catch them in their jumping animation(not sure) if they neutral recover and block hatsu, you put them in a high low mixup game which is what you want if they wakeup reversal, your hatsu will get punished but hell, daisharin is still there also severin, in your flowchart you wrote option select hatsu; does it mean hatsu will only come out when certain requirements are met and vice versa? can you please explain what that is.
  9. I'm alive and healthy :) I'm about to finish my summer vacation and return to the US ... you can then bait my bursts all day hehe

  10. noticed that jp litchi players input daisharin in the air as opposed to after 6D ... then they go for aerial hatsu .. any ideas why? hatsu aerial or not is not an overhead and doing a 6d before daisharin does more dmg .. i believe it has something to do with fuzzy guard and rolling opponents or something. someone care to clarify?
  11. Hakumen: In CS, almost all the Japanese professional hakus I watched didn't even attempt to use his drive .. they might just get rid of it and give him a new drive 4D = his 4C and jD = his j.c :eng101: Arakune: seriously replace him with zappa. instead of those stupid unblockable unhittable clouds, give him modes like ghost, dog .. etc when he hits with his different modes, he then would fill up his mode meter and get a curse when its full ... basically make him zappa. I have notorious memories with zappa's raou(which he only can summon after getting a full circle aka mode meter or something) ahh those days were the best. Also, yeah I hope our connection rocks like CT

  12. my thoughts for making some characters better: makoto: make use of lvl 1 and 2 charge or get rid of them .. and increase the startup frames in big bang .. god that super even hits my 5A while recovering :v: make it like litchis all green with fast startup rather than 0 frame startup(is it?) ragna: "each D move would gain 15% more life than the last" > really good idea "give him tools to optimize life gain if he chose." > IMO divide his meter into four parts like jin's and give him 25 tension moves that greatly absorb health. bang: ok his character design is dumb IMO a ninja is supposed to be really skinny and silent for the most part not showing off his 12 packs and annoying the hell out of me or maybe his voice is just plain annoying. Ninja + health above average = :vbang: why 11500? wait is he really a ninja? Chip Zanuff is the perfect example of a ninja IMO.

  13. haha yeah me, a Litchi player playing order sol in GG = :psyduck: lol well generally I like picking females in fighters; my first fighter was kof maximum impact and I fell for Mai Shiranui the moment I saw her .. played the game for a year then my friends switched to GG and I followed the current; my main is Anji Mito .. only mained him coz his fighting style resembles that of Mai and after 5 months I subbed order sol and ohh god .. the coolest character ever IMO everything about him is just super cool :cool: what was ur main and sub in GG? lemme guess sol and potemkin = ragna and tagar lol .

  14. "Makoto's drive would be better if there was a good reason to do anything but a level 3" can not stress that enough. look at order sol for instance(though a bit different than makoto but the closest), all the three levels on his charge meter have uses and there's even the charge keep thing where you use lvl 1 moves when you are at lvl 2 or 3. this is done by holding dust and inputing a lvl consuming move. He used to be my sub in gg BTW; playing as him was lots of fun and I could feel the variety and endless possibility of his charge moves. Let's hope they make lvl 1 or 2 drives have some usefulness in either combos or mixups in the next game...

  15. it the bb tourney 3v3 or 2v2 or 1v1 or all of them i'm confused
  16. practice ... wait a bit once sekkajin launches them in the air then 6C
  17. cool thx lunaris I don't know but I seem to be investing my whole time in 4D, but the move is interesting .. I found a full screen combo beginning with 4D: 4D > 4kote > j.b > 2C > 3C > 2D > dash j.b > j.c > dash 6C(1) > itsuuA > 4kote > 3C > 2D > j.b > j.c > 5C > j.b > j.c 5C at the end will not work on characters like lambda and noel so I use three dragons instead. Anybody wants to make comments about the combo? also this is fullscreen only ... if you are 3/4th screen, end it with 6C > staff2 > 6C after 2D. Also, your combo; 2B > 6B > itsuuB is great and stable .. I use it also after random 5B > 5C > itsuuB coz i struggled for a while to find a stable combo off random 5Bs and when they are far that 2C will whiff. is there better combos to use off (far)5B > 5C?
  18. no it's from an anime called kekkaishi and the character is Kaguro. Really cool anime BTW

  19. dash kote just makes life easier for me in midscreen combos and in combos where I start with 2C .. you don't have to dash kote in the corner .. just delaying between haku hatsu is all you have to do. In the end, it's all a matter of preference
  20. I had the same problem and struggled with it for 4 days almost ... now my success rate of connecting the IppatsuA is almost 90% All I tell you is practice and see what works for you. I almost always delay between the haku and hatsu ... try that dashing then 6kote is really good .... I noticed if you start your combo with 2C then dashing 6kote is a must I myself do dash 6kote in midscreen combos ... and delay between haku hatsu in fullscreen combos you can delay between itsuuA and 6kote but I don't use that. it's all about trial and error ... just practice and see what works best for you in most situations
  21. anybody know any good itsuuB combos? I do 2B > 6B > itsuuB > 3C > 6kote > haku > hatsu > riichiA but my riichiA always misses in this combo
  22. Yes it worked fine on lamda, guess your barrier return should be really fast in order to connect to 6C. you alteration of the combo is great but why 4kote at the end when you can do another rep of the loop? 4D corner combo after your alteration: 4D > 6kote > j.B > Haku > Hatsu > RiichiA > IppatsuA > j7D > jC > staff2 > 2C[m] > itsuuA > 6kote > 5C > 2D > j.C > staff2 > 2C[m] > itsuuA > 6kote > 5C > 2D > j.C > 6C > 6D dmg = 3866 , meter = 55 EDIT: I wish I had a recording device like yours hehe
  23. From my experience: Assess what kind of Hakumen are you playing against; there are mainly two types, the ones that spam D when they smell an attack coming and the ones that are careful with their counters and use them in almost guaranteed spots like after IBing or something. if your opponent is the D spamming type, all you have to do is bait and punish ... do empty jumps then throws and (5/2A)n then throw .. i'm sure you get the idea. you need to make him scared of using his counters, after the point where he's afraid to use counters, begin rushing him down play mostly a zoning game; 2B is great if spaced correctly, try to hit it randomly and sparingly .. if it hits, then hitconfirm it to 6B and start a combo. random itsuu stances work too; counter 4C with itsuuB then big combo and counter jumps and IAD with itsuuA launching the staff is not bad 2C AntiAir is really good in this match if he's trying to get in by IADing. use 5A instead if he's too close and you feel 2C would get countered.
  24. LK, please add this combo to the 4D combos, corner section. 4D > 6kote > j.B > 2C > 3C > 2D > j.C(delay a bit) > staff2 > 2C[m] > itsuuA > 6kote > 5C > 2D > j.C > staff2 > 2C[m] > itsuuA > 6kote > 5C > 2D > j.C > 6C > 6D dmg = 3348 discovered it while I was trying stuff out with litchi works on all the cast; remember to use barrier return when playing against lambda
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