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About cadacus_ater

- Birthday 03/16/1989
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Lexington, KY
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Caducus_Ater
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Follow-up after the empty jump can vary quite a bit. Normally if the opponent does nothing, I would reset pressure with 2A, 2B, 5B or a throw; you can also try double jumping just before landing but that usually doesn't do much for you and is hard to follow up with unless you get lucky with a gutsy j.D or land a proper j.2C. If they try something risky, I'll try to punish them with things like 5C, 2C, 2B, 2A or other things, even a DP; there are a lot of variables that change your response depending on the character and the move they use which you only learn through study or experience usually. Unless you are really good at reading people. If they try something safer, that's when you have to either respect them or wait for an opportunity for a DP; usually you are better off respecting them and pushing them out with barrier block until you both return to neutral again or they offer you an opening for a counterattack. Just watch your barrier meter a little and make sure it doesn't break. Spacing is also very important; sometimes you don't want to land at point blank range. Learning how to space yourself in various situations can help you mix things up and help keep you safer against the opponent. Also don't neglect gimmicks with 236D and j.236D to keep the opponent on their toes. Resets and unorthodox enders, such as catching a falling opponent with 5A to force tech rather than ending with 5B(1) > 22C, can also throw off the opponent's defense during and after a combo string. Sometimes a gutsy or well-spaced 3C can be rewarding too, even RC of unsafe endings or "mistakes" can help open them up. RC tricks are something that you may want to hold off on in most matches however, they use 50 meter after all and don't work every time. Just remember not to use gimmicks too often against every opponent; sometimes they learn fast or are cautious enough to react, other times, they fall for them over and over. Also make sure you smack them at least once with the sword handle (6A ftw). I joke of course, but don't be so afraid of 6A that you never use it (use it after 5A too, not just 5B). Sometimes you have to take a risk to open them up.
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Throw in 2B after 5B on occasion instead of going straight to 5C. Learn to empty jump Barrier a lot for baiting anti-air and teach them respect for your jump in. Depending on the character, j.A can be somewhat effective as a jump-in tool, but not something you rely on. You can also 6B on occasion after 5C, but that is risky; don't use it too often. A well-spaced Hizansen can be useful on rare occasions, but can also get you punished if they are looking for it. Best option imo is usually empty jump barrier block.
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Wolf brake typically has a very brief visual cue where he spins in the air, if done correctly, for a few frames (or a lot of frames depending on the brake) and in certain ground loops it will only appear as him wolf dashing into the ground (a few white "dash" lines trailing him to indicate the direction). It may be hard to see depending how it is used, especially during his pressure, and it is even harder to see coming from certain strings like w.5C loops. I'm not an expert on Valkenhayn myself, but I have been researching him a bit in the past few weeks. I would suggest looking at these videos regardless of whether you play with or against Valk if you have difficulty understanding how he moves with wolf form. First one is on wolf brake, second is on movement in general: https://www.youtube.com/watch?v=VZR8i5xIz2c https://www.youtube.com/watch?v=maA5Nu0u-TA
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Notice broken links? Help me fix them in here
cadacus_ater replied to shtkn's topic in Site Feedback and Suggestions
This is the 2nd post in the thread and the only one that needs fixing that I know of. Thanks. -
Notes for Jin: Unlike Nu-13, her 5D can't hit you full screen. Don't discount her zoning options with her other drives. Your main issue for this match will be getting in without losing too much life. With gravity seeds, she can dish out 4k off of certain starters midscreen.As you approach you need to keep yourself blocking as much as possible except during very specific moves like Spike Chaser (the sword wave on the ground), which you can usually superjump > double jump over to get close to her from a far distance. Keep in mind her drive swords whiff if you are next to her.Be sure to Barrier whenever you approach from the air, she can AA very easily with correct use of her drives. You have a brief window of safety if she whiffs a drive, but don't be too slow with Barrier. Be careful of her teleport while in the air. You don't want to lose track of her position.Mix up your movement with jump cancels and Barrier stops to make your approach less predictable and keep you safer.Exiga Nail can evade most of your attempts to catch her right after she finishes a close-range blockstring. Seems to only go into a combo off of a CH or with a RC.While her mixup is fairly obvious in most cases, usually you will have a very brief window to react, especially if you are in the middle of blocking all of the swords coming from her Legacy Edge DD . Her 236A teleport into a throw can be especially frustrating if you aren't good at teching green throws. Also watch for her 6B overhead and her 4D ranged overhead, which can spawn off-screen if you are in the corner.236B is a teleport into a low. 236C is a teleport that forms a tall shockwave to attack and is a very damaging move that has FC and sets up a very strong combo. Don't let it hit you if you can help it.Her AA directly above isn't very strong, but timed well, her 6A will beat a jump in. Your best and safest jump in tool is probably well-spaced j.B.Lambda's Sickle Storm, unlike Nu's, hits multiple times and travels slower. Can come from behind you if you are too close to her, but don't get confused with how to block it. Block relative to Lambda's position.Her Crescent Saber has less horizontal reach than Nu's and is mainly used as a combo ender, but don't discount its use as an overhead.Unlike Nu, Lambda's Gravity Seed can hit you, making you float slowly. It also has FC. Usually used either to extend combos or aid in zoning in neutral.Legacy Edge DD fires off a rapid barrage of swords that wallbounce. Does less damage than Nu's and still has the weakness of whiffing if you are too close to her. Safest way to block it is Barrier in the air, but failing that, you may have to react to a high/low/throw mixup with her teleports and 4D.Calamity Sword DD is an overhead. It acts opposite of Nu's out of OD, with the ground version coming out next to her instead of farther out and the air version coming out a bit farther out instead of next to her. OD version only summons one sword instead of Nu's multiple sword wave, but it tracks your location.In OD, Spike Chaser travels full screen, Sickle Storm summons two saws, Crescent Saber bounds, Exiga Nail has its recovery reduced, and can be cancelled into an attack or dash after the animation, Legacy Edge fires more swords and does more damage, and Calamity Sword does more damage and tracks the opponent.Her defensive options while under pressure are not very strong. She can backdash or teleport to try and escape after your block string. I wouldn't expect it very often, but don't discount Exiga Nail either.When comboing her, you may want to use unorthodox enders and resets just to minimize her ability to escape your pressure. You'll need some experience and good judgement to do this effectively though.Be careful with using ice swords not to get tagged by her drive swords. You may wish to consider using it toward the end of a non-OD spike chaser, but keep in mind 214D no longer travels full screen in CPEX.Jump cancelable ground normals on block include 5A/2A, 5B, (6A and 6B?), 2C, 2D, 6D, and 4D (in OD).To sum up, approach carefully and methodically to avoid getting tagged by her drive swords, watch your Barrier gauge but don't skimp out on using it, and don't let go when you get in. Her health isn't very high and she'll go down quickly if you maintain your momentum. You'll probably use every mobility option you've got in this matchup. With skilled players, I would put this matchup at either 6/4 or 5.5/4.5 in Lambda's favor, mostly due to the difficulty of getting in against a skilled Lambda player. It isn't impossible though and things shift heavily in your favor once you get in.
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Discuss the Jin vs Valkenhayn matchup here. Valkenhayn and Jin perspectives welcome!
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Discuss the Jin vs Tsubaki matchup here. Tsubaki and Jin perspectives welcome!
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Discuss the Jin vs Terumi matchup here. Terumi and Jin perspectives welcome! Jin vs Terumi Notes for Jin about Terumi Terumi is a very fast character and covers distance quickly compared to most of the cast. Do not underestimate his ability to close in from a distance. Careless whiffs, even ice swords, could give him a combo or a DD for over 4k if he reads you correctly.Can generally beat him in the air. Watch out for his j.B, it can cross-up at the proper spacing. His j.D has a somewhat longer start up than some air normals, but a huge hitbox. However, it is usually only threatening on CH. Your defense exceeds his own if he doesn't have meter, with DP D being the safest option overall, but if he has 50 meter or more, be cautious of his defensive options with his DD or gimmicks with RC.He gains meter very quickly and can burn it to RC unsafe moves like 6C to trick you or extend his combos.5D is faster than your own and has more range. It will not reach you at the max or nearly max range of your 2D. Can be beaten by 5C at match start if both of you start at the same time, but if you are slow, you will lose. He can 6A your 6D for a trade at most distances and knock you to neutral with little consequence. However, at farther distances, i.e. with the block string 5C, 2C, 6D you will not get hit by 6A.Do not use 6B too often as he can answer it fairly easily with his normals and get a fair bit of heat with the resulting combo. His own 6B, while it does have a fair bit of startup frames, is one of his best starters, has FC, and can be feinted to bait you.Messenga can be blocked and countered with CH 5B(1) > 6C if he starts far enough away from you, but if he is closer to you when he starts it, he can block your dashing 5B. Generally need to be in range of him when he finishes passing through you to succeed. Can also IB and 5C if you are quick, but the IB is tricky. If you have a good read, you can DP C or DP D it though.His only "mixup" on ground is his stomping DD. B version is an overhead, A version hits low. Jump canceled ground normals include 5A/2A, 5C(1) and 2C. He does have a command grab to watch for, but it generally doesn't lead to much. Also has a DD counter "walk" that can lead to an extremely damaging combo if he has enough resources, or at least 3k. It loses to lows though, unless he is in OD, and doesn't work on cross-ups or a jump-in that is too far up.OD increases the size of his Drive moves, boosts their meter gain, drains your meter when he hits you with certain moves, and improves the damage and in some cases the combo potential (623B) of his DDs. Also makes Messenga pass through you twice, making him end up on the same side he started from.Notes for Terumi about Jin Jin is a jack-of-all-trades character with metered and meterless reversals, decent range, one ground overhead (6A) that requires a RC or a CH to combo from, projectiles, EX specials for 25 heat and his drive can freeze opponents for longer combos, gimmicks and gutsy resets. Jin has fairly strong air normals and can use most of them for cross-ups at the correct spacing.Jin's hitbox is slender and it can be a little harder midscreen to connect 6C after 66 5D in the combo 5B > 5C > 3C > 22C max lvl > 66 5D > 6C.Jin playstyles can vary widely, even with meter usage. Some will burn meter to boost combo damage and corner carry regularly, others will use meter for RC gimmicks, and still others will conserve meter for defense or high reward corner and finisher combos.Jin can jump cancel the ground normals 5A/2A, 5C, and 2C on block, and 5B, 2B and 2D on hit. In CPEX, can gatling into 6A from 5A and 5B.Freeze state will force you into standing state after the ice is broken, even if you were crouching earlier in Jin's combo.Jin's ground ice swords are faster than his air ice swords in CPEX. If you have 100 heat, you can easily counter at mid to long range distances with 236236D, Screeches of the Condemned. Can sometimes just outright maneuver around them and counter with your movement speed.Each of Jin's DP moves has a general purpose. DP B is usually used to stuff jump ins at certain spacings, DP C is used to escape pressure or bait an opponent with a RC gimmick, as normally it is very unsafe on block or whiff, and DP D is used similarly to DP C, but does a much better job of it. DP D is also a very good combo booster midscreen in CPEX and can be charged for a while on the second hit to be unblockable.His OD increases the number of times he can freeze with his normals to three per combo and grants every normal involving his blade, as well as his ice swords, a freeze property. It also improves the proration of most of his drive normals, allowing for higher damage combos and also increases the damage of his Ice Wave, Ice Arrows and Yukikaze counter DDs.Yukikaze counter DD will catch nearly all attacks, high, mid and low. Projectiles trigger it also but do not freeze you in place during the wind-up animation.Can combo into Astral very easily from any combo involving a 6C > 2D/6D most of the time in CPEX. Can't really think of much else to add on notes for Terumi about Jin right now that isn't just a massive breakdown of frame advantage and specific punishes. Some of it is covered already in the notes for Jin about Terumi above it. Anyway, this should be a decent start and a reasonable summary for now. I feel the matchup is fairly even and mostly depends on skill and the ability to play neutral well. The post below has a great rundown of the matchup for Terumi's perspective for those who want more info on that side.
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Discuss the Jin vs Taokaka matchup here. Taokaka and Jin perspectives welcome!
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Discuss the Jin vs Relius matchup here. Relius and Jin perspectives welcome!
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Discuss the Jin vs Platinum matchup here. Platinum and Jin perspectives welcome!
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Discuss the Jin vs Nu-13 matchup here. Nu-13 and Jin perspectives welcome!
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Discuss the Jin vs Nine matchup here when CF hits. Nine and Jin perspectives welcome!
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Discuss the Jin vs Naoto matchup here when CF hits. Naoto and Jin perspectives welcome!
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Discuss the Jin vs Mu-12 matchup here. Mu-12 and Jin perspectives welcome!