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LuminAbyss

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Everything posted by LuminAbyss

  1. Hilda and Yuzu are both match-ups that are a test of patience more than anything. You have to move in slowly and surely but once you get in, there is little they can do about you as they lack good fast close range points and decent reversals, and you outdamage them both consistently. Hilda specifically has no way to stop you once you've cornered her, all of her moves are too slow to beat out your jabs and pokes. She lacks a reversal and has to rely on Veil-Off which is EASILY baited. She controls a lot of space at neutral, but it's very specific space, and so you simply have to be patient and move correctly to maneuver and get closer to her. In the mean time, when she does make you block, you get to shield and build grind, and you can parry her 5[C] overhead for a free punish.
  2. I agree. A lot of people seem to forget that back in CS2 era, the forums were alive and active BECAUSE it was inviting. like yeah, there was a lot of off-top and stupid shit posted in some threads but BECAUSE of that everyone knew each other and when everyone knew each other, they talked about actual gameplay related info. THey shared stuff. they played together. it was comfortable, it was FUN and the second they stopped allowing that, the boards started dying. Me, personally, I wasn't even a good player but I did everything I could to contribute info because I enjoyed talking to everyone. I went to different forums and discussed the Ragna perspective of match-ups to help people out/get helped as well. That environment just isn't there anymore imo.
  3. MY BROTHERS WE CAN COMBO INTO AIR GRAB NOW
  4. In my experience, there's nothing of her's we have to be afraid of. If she uses her force function in pressure, it's usually a free out of some sort for us. A lot of times we can just 6C (head invuln so it beats her air normals) to hit her, or air grab her if she likes to go straight up. If she uses it to go back, we're out of pressure. Her follow-ups are all punishable save for 236x~C, which is safe as far as I know. But her overhead follow-ups can either be parried on reaction, or blocked and punished with 5A into a full combo. Probably the only thing we have to worry about it chasing her down. Her mobility is really good, and I guess that could give us a problem. But that's the same deal with Seth and he's ez. I will admit, Nanase is a match-up I need to play more, she and Vatista both, but my experience with Vatista has been incredibly painful. Lasers and orbs keep you out, and even once you get in, you can't go nuts with your pressure because of that flashkick (unlike a lot of other characters, where it's easy to go ham once you're in). On the subject of Yuzu, I think it's even because she can space us well, but once we get in it's easy for us to keep her blocking and open her up. The only issue against her is her 4B stops fireball pressure really easily, and that's a really strong tool for Akatsuki that allows him to go all in while on pressure, and that's what keeps me from saying it's in our favor like with Hilda (who also spaces/zones us well). That and the fact that she lacks things that are easy to parry, like Hilda.
  5. I'm joining this as well, will PM you my PSN later tonight.
  6. Yeah, it's really tight, that pretty much is the timing, I just didn't know how to describe it since it's basically second nature to me now. On a different subject discuss
  7. 6C loops are different depending on the starter AND character you're doing it on. Different characters require different timings (you can't even do it on Eltnum off anything but j.2C and 6C), and different starters are gonna affect how quickly the untech time decays in your combo. The good news is it is possible off any starter that isn't an Assault. 6C also has an extremely strict cancel window for specials, and you're gonna need to grind that out. You cannot delay specials at all off of it. Instead, in order to get the correct height to juggle, you have to time your 6C to catch them as they're falling. Off Raw 6C, it's also spacing dependent. Depending on how close/far you are from the opponent, you have to hit them differently with 6C in order of the fireball to connect. Simply put, it's a really difficult combo that's gonna require a lot of practice before you start hitting it consistently. I've been playing this character practically since release and only within the last two months or so have I been able to get the 6C loops consistently. Probably the easiest version of the 6C loop is doing it off a raw j.2C, so j.2C > cl.C > delay gatling 6C > 236A > 6C > 236A > 6C > 22B. This will help you at least get the basic feel for it.
  8. While this forum is pretty dead, figured I might as well put this here. I made a CMV for Akatsuki, with both flashy and practical combos inside. https://www.youtube.com/watch?v=osmTblWPL2Y&feature=youtu.be I've also been updating the Mizuumi wiki and working on making it more concrete and organized. Be sure to pop in if you have things to add! http://wiki.mizuumi.net/w/Under_Night_In-Birth/Akatsuki
  9. To me, he's meant to be a close-quarters fighter. His normal's speed and hitboxes are hard for characters to deal with, so long as he's within his effective range, and he has easy plus frames to string into (his cl.C is plus one and you can create blockstrings into A fireball for plus frames). He also has a nice stagger and tick throw game. He also has some of the highest meterless damage in the game, with 4k combos off his 6C in the corner that are pretty easy to do. You definitely want to learn his combos and get them down pat. Defensively, he's got probably some of the best options in the game. Third highest health rating (tied with Carmine), an invincible DP (second fasted DP in the game), and a frame one counter with his parry, which has high and low versions. He can stop people's offense pretty quickly if you're on point. He also has a double jump, which is rare in this game. He's a lot of fun, but he definitely needs patience when it comes to a lot of his match-ups. He does struggle against zoning and good spacing, but his parry helps deal with that, and you can afford to take hits thanks to his health. once you're in, you can easily run you're own game. I honestly think (and a lot of people will probably be quick to disagree with me on this) that he's an okay character who can win in this game, probably B-tier.
  10. Gonna go ahead and double post, through the past week I found a lot of useful things to help with the Merkava match-up. You can parry Merkava's 4C and 3C (his two overheads) at any range to knock him down, allowing you to get in easier. At midrange, it's fairly easy to parry 5C (the long reach arm normal), and you can parry both his 623C and 236C on super flash in order to making them waste 100 meter. If he goes into flight mode and chooses to dive in, you can easily react with a high parry to stop him from mounting his offense. All in all parry seems to be really helpful in this match-up.
  11. A shield isn't even necessary, the A follow-up is straight punishable. The B follow-up is +4 on block, but you can parry it on reaction easy.
  12. This might be worth looking into! I can't think of any practical set-ups now, but I'll probably start testing things when I get the chance. Also, this probably isn't new information, but I didn't know it before hand, but Akatsuki has frame 1 invuln on his parry, meaning we can actually disrespect a lot of pressure tools/oki set-ups easily! It really helps against characters like Nanase, Carmine, and Merkava. You can actually parry almost all of Merkava's normals cause they all have stretched out hurtboxes, and knock him down from half screen.
  13. 22B has complete invulnernability during it's start-up. It's one of the best meterless reversals in the game, second only to Hyde. Your friend might be thinking of his 22A, which only has head invuln, but is just as fast (5 frame start-up), meaning it'll beat poorly timed meaties/oki.
  14. Anyone know how fast Gordeau's Force Function is?
  15. I find that you can actually hit cl.5C at a pretty good distance that allows for mix-up/pressure reseting. 5AA/2A > 5B > 2B > cl5C is a thing, and at the spacing it puts you, allows you to tatsu over low mash or space 5B for pressure resetting (since 5B is 7 frames, most characters lack a fast move in that kind of spacing to beat him out). Meating with cl.5C on people's wake up is also good for pressuring I've found. On a slightly different topic, I know everyone knows about the 5k fireball > Infinite Worth combo (or glitch, however you look at it). What I've found is you can actually use it as a viable punish in some match-ups against reversals, if you have the meter, allowing for a 5k combo anywhere on the screen. Remember, you have to cancel into the super before the fireball hits the opponent for this to work. Works against Hyde 623B Nanase 623B Gordeau 623C Orie 623C doesn't work against Linne 623B Eltnum 623B Vatista 2~8B Merkava 236C Akatsuki 22B I still need to test other characters, but I don't have much experience with those left to know what their go-to reversals are, aside from Wald and Carmine who's reversals are both EX command grabs.
  16. The parry seems to be useful in match-ups where projectiles are used a lot in a character's offense. Since Akatsuki recovers almost instantly, you take the advantage. An example is Linne's oppressive TK Kuuga. Normally it's like, +8 on block, but if you parry the projectile, they're actually negative, leaving you to start pressure or throw them (they're still safe enough to block from what I've tested though).
  17. You can just link dash 5D(2) after the Gauntlet Hades follow-up, then just do DID ender, and you'll always get 4k+ and full screen carry.
  18. We're still alive, casuals are held weekly (and sometimes more often depending on people's schedules)
  19. JAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAY
  20. I haven't seen this yet, but I found a really good throw combo, thought I'd share. B+C > 5C > 6D-C > 2D-A > [4]6B > 5C > 2D-C > 6D-C Damage: 4171 Heat Gain: 29
  21. Come visit us sometime man!
  22. Shout outs to Liu for maximizing our damage off of a corner throw too, this out does both of the throw combos I've come up with. 60% life or below B+C > CT > OD > 22C > 236D > 623D > 236C > 214D > j.D > j.214B > immediate j.214D > JC > j.214D > 214214D Damage: 6025 Heat used: 75
  23. Speaking of throws. 50% life B+C > CT > 236D > 5C > 5D(1) > ODC > 623D > 236C > 214D > falling j.D > j.214B > immediate 214D > j.214D > 214214D Damage: 5804 Heat used: 75 This is like, our only TURNT UP throw combo, I honestly cannot find anything else to do that won't just force insta tech before you have time for a super.
  24. There are a few characters that it doesn't work on midscreen, due to hitboxes, though it's a small number so I never wrote which characters down.. You just have to make sure you connect the 5D really close to them so that their hitbox will connect with 22C.
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