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Villainous

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Everything posted by Villainous

  1. c.S 214k> K doesn't combo does it? I'm having trouble even getting the 214 P version to combo.
  2. I think it's probably best to not play in a counter mind set from what I've seen. When I was very first starting out with her, I noticed that I was sitting around waiting to guard a lot when I really shouldn't be, just wanting to test the waters with my counters. Now that I'm more used to them, I just play normally and if I by some chance get stuck blocking, then I use them. I think there's a lot more to her than just the counters though, it's just when you finally get stuck in a bad position, she has a nice little way out if need be. Zoning the hell out of them with air tatamis and then applying pressure when they're under block stun from one seems to be my general plan of attack. Or poking the hell out of them with 2D -> tatami fishing for hits into combo.
  3. Yeah I just did too, I guess I just sucked back when I used to practice on her. She's actually pretty easy to combo....5H in air combos all day on her. Sorry for the misinformation.
  4. It might just be in normal mode then but she has a really weird flench animation that she does when she gets hit that seems to push her back further when in ground combos. If you don't believe me, check it out. Moroha mode might be different though. And yeah as for the free IK....good luck with that. The ABA I play is smart enough to just eat a blood pack and take a hit if he's low, or end every combo into key grab. Either or.
  5. I dunno, Slayer can still out poke a lot of her stuff like 2H beating out most of her ground game. Maybe it's the fact that a lot of slayer's stuff is just a single hit and so Danzai pretty much wrecks his zoning game if used intelligently? That seems like a bad idea though since Danzai is unsafe... I know that ABA is hard as fuck to combo with slayer though. 2K 2H BBU doesn't even work on her outside of POINT BLANK range.
  6. Ok so I was checking out the new matchup chart from the arcadia article and it gives Slayer a 4.0 vs. Eddie, Potemkin, Testament, and ABA. I wonder why ABA is considered a bad matchup for him?
  7. Yeah, I get you on that. I played a lot with Baiken yesterday and got used to what's good for what situation fighting Eddie (which I gotta say, he seems a shit ton easier with Baiken than a lot of characters). Only thing I still couldn't figure out is a decent combo off of CH Ouren. Youshinjin is definitely my favorite though. Had a lot of luck with it and getting a CH isn't too hard with a good reaction time. Also got to see how bad Sakura is after hitting little Eddie with it and getting raped by EX drills. As long as I understand what's good for WHY, I should be straight. Seems pretty simple anyway. Youshinjin = No Meter Combos, good vs. air, and not as unsafe as sakura. Sakura = Invincible and a lot of damage for 25% meter, Ouren = GTFO of there move that never gets punished, and the other one = useless, except on occasion to maybe snag a throw. Oh yeah in that new Arcadia article, Baiken only has 2 bad matchups, Potemkin and Jam. Supposedly if it's not a typo, she has a 5.5 vs. Eddie, a 5.0 vs. testament (yet testaments says he's 4.0 vs. her, wtf?) and a lot of 5.5's and 6.0's. Why is jam a bad matchup for Baiken?
  8. Even if I could punish Sol for doing 2D, I don't trust Yozansen at all. I only do it like..after a j.H hit. But yeah, what do you guys don on wake up? Air tatami + _____ ?
  9. Ehh, everything is good in moderation. I wasn't planning on whoring anything out, although I get what SH is saying. If you let yourself get punished at first, you figure out your limitations and stuff, but it's also good to play good from day one so you don't get yourself into bad habits. I like the idea of making them bait guard cancels though. Doesn't that set them up for throws pretty easy when they're sitting there expecting a counter?
  10. Not to mention Mappa Feint has a different animation now than a regular mappa too. As for voice sets, I always thought your costume influenced it. I'm not sure if there's a way to like.....get the same one every time. If there is, I want the one where he actually says pile bunker and "BECOME A BUNNY" for half of his attacks.
  11. Yeah.....widescreen throws off my spacing so much, I can't play on one, lol.
  12. I'll try to record some matches this weekend at the big gathering we're having, maybe I can get some critiques myself. I've improved a lot since my Slash days, lol.
  13. So out of curiosity, why is the K counter so bad? Easy to react to and rape? Oh and this isn't related to strategy but, any chance we could get like.. a combo page with all of her bread and butters listed and what not? Would be super useful for new baiken players like myself.
  14. Yeah if they're too far away on BBU, you usually have to do 2D into c.S f.S air combo, or like....the fancy 5H IAD combo we were talking about. Or you could do something crazy and just combo BBUs into their self, lol.
  15. Ahh ok. I figured out why you did j.P so much after I watched the Chipp casuals. You caught him with it a lot into air combo, lol. But yeah, less jump ins more ground stuff. I'm kinda guilty of this myself and people get on me for it, so I'm trying to work it out of my system. Generally it's pretty safe to with Slayer though since j.H is like the god hand. Just be careful about air throws and uppercuts though. Good to keep things unpredictable. Oh and one tip that I find useful for myself since I drop stuff under pressure too (IE those IAD air combos). Stick with the simple stuff. As long as it gets a knock down and does a decent bit, you're set. That way you're less likely to drop it under pressure and end up wasting the damage you coulda had if you just did something relatively basic, IE: BBU 5H j.2K into whatever. That combo seems pretty universal for me.
  16. Hmm ok, I saw some good and some bad. There was a lot of random jumping P which I couldn't really figure out why you were doing it. Jump ins are ok with slayer but even if he does have good air to ground, it can still get predictable and be punished pretty easy. The times when he was throwing random gunflames at you, you shoulda IAD j.H for a counter hit. Gunflame is like an invitation to IAD, just make sure to FD if he FRCs it. Also, less D step. It's not really that good in this game and it has some uses, but I noticed you were using the D step instant overhead a lot. It's a decent move if the person is gonna sit there all day and block, but most people see D step and react to it. Especially against Sol, VV will beat out ANYTHING that comes from D step. The sol player around here uppercuts me on reaction every time I do it almost so it's best to just stay away from it except on VERY rare ocassions when they're poking and you think you can swoop back in for a pile bunker. Overall, needs more ground pokes. Whoring out 2H, 5K, 2K, 2P, 2S etc etc are really nice. Make Sol scared to run at you, and you can AA him pretty easy with just about any of your anti air. Slayer's anti air is great in this game so it's good to take advantage of that so they're forced to stay on the ground, where slayer's pokes rule all (except testament). But other than that, you've got the high damage combos down pretty good. All the IAD into j.D j.2K j.K land relaunch was impressive. Now you just need to focus on getting those high damage combos opportunities more often. Nice use of BDC to escape pressure too. Also, work on not dropping the links =P I know it happens but 6K into 2K 2H is like....your most important link to land. I noticed you missed it about every time. And try to burst bait if you can. Be aware of their burst meter and try to anticipate when they'll burst and punish hard with BBU, air throw, or whatever's available at the time. And particularly against sol, bait the hell out of VV. Slayer punishes more than a french guillotine in this game. Oh and don't be offended by all this, just trying to give you some useful tips. Overall you're not bad!
  17. Nah, I don't think anyone really cares that much. You never really claimed it as your own and I mean, the video is more of a combo showcase off of DOT counter hit than anything else. So I don't see why you'd need to give credit. Especially since even if you weren't first, it was your own devising. ^_^
  18. Well, generally, what counter is good in this game, since the S one got nerfed so much? HS one is good but you don't get much damage out of it, do you? I guess I should look at counters as escape options and not so much combo starters. And yeah I could see the counter that seals running / jumping being really useful vs. certain characters. Imagine Chipp with neither of those options. Or Zappa for that matter.
  19. Ahh thanks! Isn't there a hit level 6 now too off of stuff like Pots 6H and Ky's 6H?
  20. Alright, for frame data purposes, how many frames does instant blocking take off of block stun? Is it a set number or maybe a percentage varying from move to move?
  21. Do you guys even use the super counters or do you stick to the S FRC one mostly?
  22. haha so basically it's like....random blue shit on the screen out of nowhere. BEST FRC EVER. Edit: this is scrubby as hell but I was messing around with the super counters and found something half decent. If you do the S super counter into the P follow up, it leaves you at enough frame advantage (+10 the data says) where you can just do her 236236S super for free since it'll be unblockable for a good chunk of health and they're sitting there forced to block it. I imagine that's pretty good as a round ender when you're sitting on a ton of tension. I dunno, probably better stuff out there but hey, it's flashy! <3
  23. Alright I'm trying to pick up Baiken and I noticed Yozansen has an FRC like IMMEDIATELY. I can't land it for the life of me but what's it's good for? Seems like it's before the active frames.
  24. Wow holy shit that's a Kenshiro rip off. It's so bad though >_< 11111111111111...1............1 DAMAGE
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