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LordSpectreX

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Everything posted by LordSpectreX

  1. Huh. I swear I read that multiple times as the other way round. Strange. My bad, sorry.
  2. "Point black raw 5D: 2B > rekka" Is this a typo? 2B doesnt seem to work at all vs Forward Rolls, but 5B works perfectly.
  3. Because the budget for making a 240 minute + anime is significantly higher and less appealing than the budget needed to make 8 minutes worth of cutscenes for the game that the series is known for.
  4. You are right, and that is how I try to play most matchups, the problem is two things. One is that I should clarify what I mean by J.B/J.Aing out of pressure. The problem is that if she barrier blocks something like 5BB>236A, 2B>236A, etc, I have to reapply pressure. But jump J.A/J.B seems to beat pretty much every option because of their insane amount of active frames. If I dash, J.A/J.B wins, if I jump, they win, if I 6C, they win. When you combine that she can hitconfirm off those while jumping back, something most characters can't do. I feel like my only option is to just play safe and wait for another chance to go in. Which might very well be what I need to do, but I feel like I'm missing something, which is why I'm asking. The other problem is the conditioning with the DP. I just feel like the risk vs reward is just to unfavourable to try something like that. There's 3 scenarios that happens with 214B 1) She blocks, I do 214B, I get punished for huge damage. 2) She avoids/pseudo "safe"s it by doing long normals like 3C and 5C and makes it whiff. I do 214, I get punish for slightly less damage but still huge damage. 3) She gets hit by 214B, she gets sent full screen where she has a huge advantage and is still + after getting hit while only taking 500 damage. I was talking to one of the Kokonoes I was facing and they were like they pretty much didn't care about baiting the DP, since if they got hit by growler, they can just zone safely full screen because of it. The chances that the Kokonoe will make up that 500 damage she took during her zoning game is incredibly high due to 50/50 teleport mixups, traps etc. If it was like Jin's, Kagura's DP etc where it goes into knockdown and does around 2k on counter hit, then sure, it'd be great, but using Grolwer just doesn't really make sense.
  5. Fighting this character makes no sense. I have no idea what to do. She can just stand behind her electric panel and you have to walk forward and let her put you into blockstun. 236A is useless, dash can't go through it and gets destroyed by her 3C sweep. Her J.A pretty much beats everything I have in the air, it's absolutely insane. It trades with max range j.C and she gets knockdown into a 50/50 from an air to air confirm with it. Your 214B is basically what she wants. She outdamages you from almost any hitconfirm. Her backdash is amazing and she can chicken j.B during pressure to get a free combo... I won't go on but seriously, what do?
  6. If you haven't got a Nox or a type of Azure, you have to be like Kagura level to be strong. Which Tsubaki most certainly isn't.
  7. Not as much of a criticism as a suggestion. But you should do more full/midscreen dashes. Especially vs a character like Tager who relies on reads, constantly dashing back and forth makes you harder to follow and react to.
  8. YOUR FLESH AND BONES AND WILL KNOW THE TRUE MEANING OF POWERRRRRRRRR. I love D.C Douglas Azrael. He has so many great lines. Well, 5D is the quickest and you can only usually combo it into the standard bnb, so just do that.
  9. I like characters that gives off high amounts of "fear factor". Basically oppressive characters that deter you from doing basic things just because of what they could do. Relius used to be the only one like this. So I mained him, though with Kagura and Azrael now in the game who are also like that, I'm still a bit undecided.
  10. That's kinda the thing. I've faced many very competent or better players playing top tiers and it is really hard. The thing is, it's not hard in a matchup sense because against characters like Valkehayn, Hazama, Taokaka etc, if you get them down, you can run away with the match. But the amount of effort required to get just one decent knockdown is insane. It reminds me a lot of Arakune vs Mu and Lambda in CS. You can win if you find an opening, but the way you have to play in order to win is so unrewarding and boring that it's seriously affecting my affinity for the character. Even Tager has stuff like Sledge and Magnetism in order to punish bad positioning, whereas Hazama and Litchi can do the most laziest zoning ever vs Kagura and you kinda just have to sit there and wait for a chance to poke out with 2A or DP. Sure his DP is amazing for reversing pressure, but that doesn't mean it's any less boring and unsatisfying. His neutral normals suck way too much to do anything other than absolute defense or relentless offense.
  11. To be fair, you have to understand that most of Continuum Shift as the game, is just exposition while standing in an empty stage field. The important plot point during the hotsprings scene was when Rachel tells Ragna to calm down and not let the Black Beast consume him through his anger. It's a pretty important plot point as it is what leads Ragna to his normal or bad ending. If they just explained stuff like they did in the game, it would be pretty boring. So I do understand why a scene LIKE the hotsprings scene is there.
  12. So how do you make people scared to press buttons? What kind of frame traps/move stuffers does Azrael have? I feel like a lot of people are just mashing out of pressure as soon as they see me do something other than 5A/2A/5B/2B.
  13. http://www.youtube.com/watch?v=MgmFDjA8lxU
  14. ...N.O.L.S...
  15. 6B > j.C on block works instantly on; Ragna, Valkenhayn, Bang, Relius, Makoto, Taokaka, Hakumen, Tager, Carl, Nu-13 You can just OD or Rapid for the confirm. With OD and 25 Meter you can get like 5.2k
  16. I don't know what the official solution is. But my personal one is that I delay the 6C (final) part of the rekka.
  17. Meh. From what I've played, I see no reason as to why Relius would have a harder time in this matchup than pretty much any other character. 214C and 214B keep her very honest. Remember that her fireballs disappear on block.
  18. LordSpectreX (KA) vs ExOneStar (LI) Twitch archive of my tournament matched. Only timestamped this one since it's the one one where we both understood the matchup. Gotta drop all those 6DC CH 5K combos :/
  19. Do this; 2A > 2B > 3C > 2DC > Instant B Orb > They have to emergency tech, if they do, you get oki If they don't emergency tech, confirm with; 6C > 6DA > 3C > 6DC > 2DB Might be incorrect, it's off the top of my head, but you get the idea.
  20. It's not really screen freeze. It's just a really quick super. It's 1+1 Startup and travels quickly, which is why it's a decent mid range punish.
  21. If you're offline, slap the stick from his hands for playing Mu, if you're online, you have a power button on your PS3 for a reason. Seriously though, since the recovery on her 5C and j.2C is fairly long, I've had quite a lot of success by baiting them out and punishing it with 6DC CH. 6DC is pretty quick and you'll get a lot of dmg from it.
  22. It hard to say. The thing is is that Kagura is based around reads and momentum. His matchups honestly just depend on how good the Kagura player is and how good the opponent. In terms of matchups where he has an easier time, I'd say Makoto, Platinum (unless RNG Cat Hammer xN), Bullet, Carl(?), Tsubaki, Tager, Noel(?), Terumi(?). But like these characters are generally low tier. I wouldn't say he's a very matchup heavy character at all, except vs people that just utterly zone him. Guys like Hazama.
  23. Anyone got a good CT crush combo midscreen and corner? At the moment, I have; Mid : CT (Crush) > Dash 3C > 5DC > 2DA > B Orb > 6C > 6DB > 2DC > Oki (3.6k) and Corner : CT (Crush) > Dash 3C > 6DC > 2DC > B Orb > 5C > A Orb > 5C > 2DA > 5DA > Dash 3C > 6DC > 2DB > Oki (4.3).
  24. No offense, but your wording is a bit messed up. You say you originally thought they escaped for free and that it is actually only a problem for large character, but then go on to say that after 2DC OTG, any character can roll backwards and escape. Do you mind expanding? What I have analysed is thus; After 2DC Oki Vs Normal Cast If you do instant B Orb or delayed B orb, it doesn't really matter. If they don't emergency tech, they will get blue beated. Vs Large Irregular Cast If you do instant B Orb, they must emergency tech or get blue beated. If you do delayed B orb, they musst delay their tech and roll back or be forced to block B orb mixup. Is that correct? It's hard. Hazama poses the same problem, he can just chain at you all day and you can't really get to him. TBH, just wait for him to make a mistake or space incorrectly, then make sure you get them to the ground and start pressuring hard. 6C, 6DC, j.A, j.C and airthrow are good ways to deal with gaps in zoning.
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