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LordSpectreX

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Everything posted by LordSpectreX

  1. 2) What kinds of things should i do to look aggressive but not actually putting myself in a situation where I can be DPd?
  2. I wouldn't bother. I heard she requires skill to play. You should probably just keep with Bang and Ragna and learn Tager instead.
  3. I have three questions if anyone is kind enough to contribute to their answers. 1) What is the best way to mixup and bait a character's ability, such as Tager's 720/360, Ragna's DP, Hakumen's Counters or Bang's Guardpoints during curse? The problem I have with each... Tager-: I can't mix him up on the ground because if I fail my mixup or there's even a slight hole in the bugs, I get thrown. 3A->3A especially, since it can be 720d easily. Ragna-: His DP has massive range. I have massive trouble baiting this out. Plus, they'll sometimes do it while I'm approaching, making getting close hard, yet alone trying to mix him up. Hakumen-: Similar problem. However, he doesn't suffer from the metagame problem that a dragon punch can be hard to do very quickly. 2D and J.D however are both easy to do on reaction. Not to mention that their catch range is insane. If a Hakumen is jumping up and down, I have difficulty getting him on the ground, because not only can I not attack him, but I cant be anywhere near him incase he counters the bugs. Bang: More of a problem when I'm trying to lock him down. But isn't so much of a problem once I do. He can use this, guard point the bugs trying to lock him down, and then he can just teleport far away from me. Wasting time. 2) Are there any tricks to baiting a DP on wakeup? Standing by them doesn't really work. Is there a move that will force them to get up, and therefore to DP, while with a short enough recovery so I can block it? 3) If the enemy is trying to rush me down while he's cursed, what the best way to catch him? Is it backdash -> 4AB->4CD? Thanks.
  4. Remember when Hazama was S Tier? And everyone who opposed it was called a scrub? Good times.
  5. Lol at Jin being 4th best character in the game.
  6. Is this actually made by respectable Japan players? Or did someone just find a tier list on JBBS and decided to post it without context? No implied reason. Just asking.
  7. 6ab bug>6cd bug>screen edge teleport 5ab bug> into 3a>3a pressure Tested it. That's just the kind of thing I need. Thanks Kou.
  8. That's probably what I'm doing wrong. I'm letting them get away after I curse them...so I can lock them down. It's pretty stupid really. I should be pressuring their wakeup. Thanks Kou and Skye, I'll work on those now. :D
  9. A projectile-attribute DP. :P But seriously, the only thing that Tsubaki has that you should even be slightly concerned about is 22D Unblockable. Since it does lead to good damage with 1 or 2 extra charges, even midscreen. But yeah, as LK sort of said, you can hit her out of it easily with Litchi's amazing range. Plus, her blockstrings are short and predictable. Just look out for it and you should be fine.
  10. Ah, I suppose it makes sense that J.C is probably the best option. Thanks all. By the way, I'd say my biggest weakness is my ability to use bugs for lockdown. I can J.C crossups and all that stuff, but actually getting them into a position where I can stop them from moving, move in, attack and then break their guard. All while making sure I don't get hit by DPs which is really hard for me. Because if I fail to bait it, they run away and wastes more time, even more so since I'm terrible at lockdown. What is the best combination of bugs that covers the biggest amount of space, while as close to the other's active frames as possible? All midscreen? At midrange, it seems like; 5B->5A->5C+D-> Move-In. Does anyone have any ideas? Sorry it's vague. The whole lockdown thing is fairly ineffable.
  11. I don't remember who said it, but someone like Kousaka or Skye said that the most effective way to break guard is 6C, 6Abug, 2C, 5Bbug.
  12. http://www.youtube.com/watch?v=ArMKbVoBLEI&feature=mfu_in_order&list=UL I'm so confused by what Whiteboywilly was doing. I understand that it seems he was going for the guard break, but why did he keep doing 6C->5C->2C revolver on block? Only the first one takes away a primer. The extra two attacks just seem to waste curse time. Wouldn't it of made more sense to do something like 6C, then 2C, then back to 6C while using bugs as cover? Is there a reason for doing that?
  13. Jin doesn't use magatama. 623B is invincible from frame 5 or so. It makes it a good to stop pressure, but not so good on wakeup. 623C is invincible from frame 1, but severly lacks horizontial range. And if anyone doesn't care about that, it's Hakumen. 623D is invincible from frame 1, requires 25% heat. Has unblockable properties if charged and has good horizontial range and vertical range. Yukikaze is invincible from frame 1, as I'm sure you know. But it's only Highs and Mids. And what Hakumen's do an overhead on wakeup anyway? 6321436D is invicible from frame 1, requires 50% heat, has non-barrier unblockable propertieis and deals heavy damage. Overall, I'd recommend a very defensive, turtling Hakumen for this matchup. Jin's like to turtle as well, but Hakumen is better at it. Jin also lacks mixup and ways to keep you in pressure safely. And that's in general, I'm not even factoring in Hakumen's Counters. 2D will counter EVERYTHING Jin has without heat, apart from his overhead.
  14. Oh, okay. Thanks.
  15. I suppose you mean can you counter 6B if it's used in a blockstring? It kinda depends on what move you blocked it with. I don't know how to read frame data to tell me how many frames you have after blockstun during a gatling. However, from trying out 6C>6B. 5A can just, JUST about beat it on normal block if you spam it. 5B cannot beat on normal block. Neither can 2C. 5B can beat it on IB. But 2C can't beat it on IB. Weirdly enough. 623A can just about beat it on Normal Block, but not on IB unless you delay it slightly.
  16. Thanks for the answer, but I actually meant when does 2A cut through her drive? Sorry. >_<.
  17. Huh, right. Thanks. So when will a 5C cut through her drive?
  18. Does Stunedge's combos say the combos end with 214B? 214B causes knock down now, so surely it was would allow for tiny bit of oki.
  19. I'm a little confused by what you've said Dragontamer. Why would they drop the combo and go for a reset, when they can just finish the combo? For example, I played a Jin today, who did the challenge mode Fatal Counter 2C combo. 2C > 6C > 2D > 5C > 2C > 6C(DC) > 5C > 6C (DC) > j.C > JC > j.2C > j.214D#. This combo does 4413 damage. He messed up the timing between the 2C and 6C, probably late to hitconfirm, and the combo counter went blue. He ended up doing the entire combo, there were no other points in which I could of teched, and it did over 4k damage. Why would they drop a perfectly workable combo just because they lost an insignificant amount of damage?
  20. When exactly in her drive do you grab her? My failed attempts at grabbing have caused me to lose many a life bar.
  21. To be honest? No, not really. Dash 5B is your best hope. That being said. It's your only hope. I hate this matchup more than Arakune Vs Lambda. I think it's the 5D. It has so much priority. *sigh*CS2CS2CS2*Sigh*
  22. So, if I block the j.2c, I can do 6B? Alright, thanks. Appriciated.
  23. I really don't get this. How comes I see Hakumen's J.2c coming out, I do 2C just before it hits me, and yet, the attack is not a Fatal Counter? The move was out for ages. This is not a single event to. It's happened multiple times, but I just cannot counter J.2C. What's going on? Another question. J.2C > 3C. Is it punishable?
  24. If he's spamming 5D, use 2C. I was told that in this very thread.
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