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RoKn

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Everything posted by RoKn

  1. I'm not sure if BD is a good idea, since if Kanji goes for a grab I would think you would go through his invinceframes, and then he'd just grab you when you land. Once Kanji gets in, do not god damn tech immediately. Delay your tech or don't tech at all and surprise them with a 5A or something. Once you condition them to this, you can often tech right through a pickup they may try, or screw their grab timing up. Eventually it may be safe enough to start trying to tech immediately again. Jump in the air and air dash sparingly, or you'll get caught with one of the two AA throws he's got. Whenever Kanji jumps, be on guard for his j.214A/B. If you're paying attention, it's not too hard to crouch it on reaction, and then make them eat something big. It seems you can also beat it out with 2B, but I don't see a reason to risk it, you can get a clean ground CH of whatever you want to punish if you crouch it. If you get paralyzed, it's usually best to just suck it up and stay still and block. Kanji still has to respect you since you can still do 214A/B/C/D, which covers a fair distance to nail him if he thinks you're free bait and just charges in recklessly. Also be wary of using zio from mid-full screen. He might catch you with your pants down with a lightning strike or the air to ground grab.
  2. You could do that. But you eventually you do want to get actual experience, as the saying goes, there's no replacement. Personally, I always find it best to learn my moveset first in any fighter, and then look up some info and combos to try. Most of the time I only get the very basic combos down, and not a good flow of my character before I go into natural matches. The persona aspect makes the game sort of different too, so you definitely need to just play it out for that.
  3. Ok, this matchup is driving me nuts. I haven't been this frustrated for quite a god damn while. It seems like Mitsuru can punish me greatly for the slightest god damn mistake I make, and if I somehow catch her with her pants down, big whoop, it's probably just a 2-4k combo depending if I blow meter. There's no reason for Mitsuru to jump, and if I jump in, I eat a 2B into 3K meterless (Wow, why the hell is it so much more superior to our AA combo?). Waiting to try and catch a droit or BD punish just doesn't cut it, I can't defend forever without a mistake until they screw up on that. I hate this god damn matchup with all of my fury.
  4. Sort of related, what can you do once Naoto gets set up with her traps and is a screen away from you? Zio is a no go with her bullets (And she can just counter them with her Furious Action), and sliding under the bullets will get you hit by the trap. 214A/B seems too risky if it's blocked. Is the only option to suck it up and just walk/jump forward slowly to disarm her traps and get in?
  5. A question out of pure curiosity. (CS, and numbers are rounded by 10-50 damage just to make it easier to work with) MTW + Break = 4.3K 2C = 1K 5C = 1K 2C 5C/2C = 350 However... 2C MTW + Break = 6K 4.3K + 1K = 5.3K. What is the SCIENCE behind MTW + Break getting an extra 700 damage? Does 2C magically reverse prorate just for MTW + Break for some odd reason?
  6. The 5B did make things easier, I don't feel so rushed anymore. I still can't get the BnB down consistently on Hazama though. I conclude that his hitbox is god damn stupid, because I find it far easier to execute it on Carl of all characters, than Hazama. If I could have a list of what characters to 5B/2C, that'd be great, thanks. On a side note, if anything, this BnB will make me cave for a fightstick (Yes, I use the 360 analog, don't hurt me). The bit from the 2C sjc j.2A 66 j.2A has to be the most annoying shit to do. Shifting the analog from 2 to 66 will usually get me a 63 or 36 because I need to go back to a 2 for the j.2A again quickly, which makes the air dash fail.
  7. http://www.youtube.com/watch?v=YO3ud0xZO7U Alright guys, what am I doing wrong? 95 times out of 100, I won't get that jC into 5C for oki. I feel I dash too late, so I always consciously try earlier, but that's always too early, and I don't get the second air dash out at all.
  8. Personally I never use j2C to cut anything, especially with the 4 frame nerf. I cry about it too, didn't think 4 frames would make THAT much of a difference... feels a lot less reliable in general, and get grabbed out of it like nothing else T_T...
  9. Sometimes, after an opponent hits and triggers a counter, they can DP out of it. Anyone know how or why this works?
  10. I have severe problems with this matchup, I just can't play this one well. Act Parser A (to grab) and C demolish me, I rarely avoid the grabs, and if I get a block on C, I always seem to be a hair short of punishing it. Usually the Lambda is either a bit too far out of reach, or is able to block/backdash my 4C and 3C. Anything I should watch out for that indicates an Act Parser is coming? A larger problem for me though is catching her and landing a hit on her. I can never get through those swords and get a clean hit in to start wailing on her, and her back dash doesn't help. I may be playing this matchup the wrong way though. The way I go about this is trying to cut the swords with j.2A and try and see if I can sneak in an air dash to approach with whatever. I generally avoid trying to approach from the ground, as it seems so much more difficult to do so. Not working for me however. Any tips?
  11. If combo A had 10 hits, and combo B had 5 hits, but both dealt the same damage, would one of the combos gain more meter, or is the meter gain equal? Hakumen is now gains more meter from doing his combos, but I'm unsure of whether something like this affects his meter gain.
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