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Everything posted by Errol
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I guess that's a step up from the '3' I just played that lagged like fuck. Mami Circular > LAG > 5a is a legit blockstring
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http://www.twitch.tv/adastream ggs to randoms
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cant play, watching konan
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once I get my inputs down i might throw some in a bit. rachel too hard
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i think so too. there were indeed some bits of lag which we normally don't have.
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shoutouts to final_aeons and NothingCells, the two people most helpful in bringing my rachel up to speed. also to toan, but not as much, because he won't let me out of blockstun.
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the difference is that curse drains 1/2 as fast, so you can CA him when he's barely out, and he can still have time to shark and drop a bug at the end of the shark. Basically for antiairing, 2c seems pretty rough. honestly DP looks better to me, because it seems to me that it would be much harder to bait, and will actually work.it seems to me that he still has instant overheads in the form of Jb and JC. I guess the most important thing will be to get in on him, and don't let him get away by jumping out, or by backdashing. I'm too lax on this but against zoners like this, you should really never ever use a midscreen 22b ender.
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Long range shark is plus on block or even. Like about half the screen away. even if not you have to jab punish. if he doesn't press a button he holds curse for a long time. so if you burst out or counter assault when he is almost out of meter, you have to be careful. because if he sharks and you block it, he'll probably be able to stick a strong bug in your face at the end. the reward is 100% curse and it comes out in 13 frames. think cs2 shield rush, but probably better.
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reversal is 5f + 0 startup. breaks safe jumps. and if you're not blocking when superflash hits you're getting hit (and obviously you can't see the superflash and DP either). I'm not sure if you can punish it if you block it in the air. might even be plus, I'm not sure.
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for being worse or whatever, this character still has some really amazing stuff. he has a million ways and a half of baiting your anti-airs, and if he baits it he gets a punish. get hit during curse and you're looking at an easy 5-6k. easy ways to bait counters and dps while in curse with no chance to RC. 100% curse combo off his overhead. which leads into curse oki. if you get hit once in the corner, you will lose. also 100% curse off the shark. random lows can go to 100% curse by using the DD.
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granted it would be pretty funny if you even managed to touch hakumen during mugen if he could CA + RC on any hit and then combo you for 4k guaranteed damage. although not fun but not much different from OD
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he's doing better with stick than he was doing with stick the last time we played. it's not a quick route to getting better. and overall questionable, as it is really very different and hard to call. and hitbox is something else entirely, and probably kinda dependent on the character you are playing. Because without being able to shortcut big motions that shit is probably pretty annoying to do. like if you have to do half circles a lot, but I dunno.
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22C is so easy on stick. how are you holding it. I just tap down twice basically with my fingers. the only way I can think of it being hard is if you don't adjust your hand based on what motion you need to do. like wineglass or something.
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GGs Cell. How are you doing with stick now. Also what's the Jin?
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counters if activated are completely unpunishable. hak 3c certainly can mash out of charge cancels, and can mash out of overhead too. I haven't really done it much or enough but I do think the correct approach is to either block high or backdash or jump out without pressing buttons against Hakumen. His damage off of lows is low/harder to follow up, For Hakumen That Is. I think you're using similar stuff to what I do in this matchup anyway BJ. I think lots of use of 3c is good in this matchup, especially the more and more they use drives in neutral. The reward is just quite good. Good to know that you can use 5b without having to microdash to get the CT combo. I will use that. Thanks. I don't think 6a is great in this matchup even still as it is way too fucking slow, but you get good reward if he tries to low counter and you get a fatal. safe jumps are definitely great now with the loss of free frame 1 overhead counters. That's all, this matchup is definitely worse than EX.
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I get waiting behind a cab to play someone. but people walking around the arcade running up to a cab when someone loses. Come on.
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it is though. if you practice you should be able to block it 80%+ which is terrible for an overhead. Not sure about getting hit by tsubaki's AA as Nu though. I played a couple matches and had it straight dead zoned in the corner because the hitbox is too far forward/small... not to mention if you read the overhead you can get the fattest punish mash out ever.
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waht about the lime and are you trying to say something mac?
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play tsubaki against him
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bad lime! bad!
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if there's one person who will never lose pink it's SWD.
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You can't low profile anything with 3c. I think you just hit him out of startup or slided into him after his hitbox was gone. 3c as a poke like that can be pretty good though for sure. Yeah, you're about blocking him, it's not as bad as other characters. His overhead is just as fast as ours in CP, but it's nonetheless a bit easier to see. he also has limitless potential to go for throws in his pressure. That's basically the same as EX.. I think it can be a lot harder this time around though... I'm not sure what it is, maybe his meter depletes slower, or something. But he can do some empty jump stuff or jump > airdash mixup that is hard. One thing at least to note is to watch for him to Unsummon the doll during pressure, because that's a time to poke out. Another thing to note is to watch for how he summons the doll when the doll is not out. If they try to summon the doll off 5b>6b? I think itwas, you've got a gap to DP, so that's something else to take advantage of.
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46D is totally not an issue. just pay attention. 2 charges? pay attention. Rachel can also punish long range charging so easily.
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he's always had super awesome super braindead neutral. the doll wheel attack is like our 236C from CS2 but amped up 3 levels. Get far back and wait for him to use it, then run through it and hit him. I find his new noel optic blast style poke pretty annoying. His 5b isn't about the same as our 5b, it outclasses it quite a bit, and his 2b is amazing too. His jumpins are all also amazing, and Relius has always had a really strong air game but it is even worse now with the jumping doll attack you mentioned (I do NOT remember this from EX, I think they sped it up a lot.) His defense is quite strong now too and I think he can run oki that handles our DP pretty well even if some of them don't seem to. Projectiles are difficult to use because of the doll. Go full screen and try to bait him to waste doll meter, or attempt a doll wheel from too far away and use that as your chance to try to get in. You can get some charge here and you can use charge as bait to try to get them to mess up, but you def need to be prepared so you don't get clipped. Again, the new optic revolver thing is annoying here because he can threaten you really easily with it. People always said to get in before he has the doll out but I have never found this to be the case in this matchup, not in EX, not here. Like in many matchups your options < their options at the start of the round. If you take a good amount of safe options it opens later rounds up to going aggressive right away. My 2c.
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there is not. that's exactly what it says.