Jump to content
Dustloop Forums

Nini Heart

Members
  • Posts

    1,733
  • Joined

  • Last visited

Everything posted by Nini Heart

  1. Ah okay I get it now. Well well, counters are even more broken than I thought.
  2. Haha that Coke was so gdlk. Go for it!
  3. So the frame data is wrong?
  4. LK, do you believe people have some sort of natural ability for being good fighting games? Or do you believe the only thing that counts is experience?
  5. I don't think so. It says recovery frames in the frame data. And i'm pretty sure if Blade could block, he wouldn't really be eating a 5k combo for the hell of it. I'm pretty sure there's a gap where you can punish it.
  6. Only thing going for Haku in this matchup imo is that he can counter orb oki. You can do some ghetto orb setups if you sense a parry like super jump C to counter his parry or shit like that. I like using 6B>214A~A for corner mixup more in this matchup. Parry like mad his 4C at max range. Don't do it when he's in 3C range. You're just gonna get fucked. Parry like mad his J.C and generally when he's in the air. A lot of hakus like to airdash into your 6A range and hotaru for a free FC or J.D for free combo. Parry beats that shit. 214A~C~A means overall midscreen damage against haku is much higher than against other characters. I.B is very important here, since if you ib some shit, you can punish with 2a into 4k because of 214A~C~A. You can I.B his Zantetsu(you can actually interrupt this with 236236D fatal if you IB the first hit!) and 6B overhead for free punishes, you can i.b his gurren into 2A too. Parrying on his wake up is also a good option since it beats hotaru and counters. 214B/C>Barrier are good for closing distance. Don't be predictable with your blockstrings as you'll get countered. I used to think zoning Hakus were annoying. Then I learned to parry those 4Cs and J.Cs. Makes a lot of difference. Even match-up at worst, slightly in Makoto's favour at best. Parry just make his zoning tools useless.
  7. Blade, pedro said nigga a bunch of times at ottawa lol. It was jokessssss. And pedro spending wayyyyyy too much time in MvC training mode lol. I think i'm not gonna play you in that game tomorrow.
  8. Lol touch of death with noel. As if. Also haku is the only character who doesn't have to spend a burst or CA to get out of the corner. Stupid counters --'
  9. GGs blade. Not as free as before. You did some pretty ballsy stuff. I like that. DP>DP>Tsubaki was pretty dope. Even a gimmicky player like me wouldn't expect that lol. Also your combos are getting a LOT better. You're dropping much less. This was a pretty fun session. Also I.B is wayy too strong lol. I.B renka, 2a into 5k. Lololol this game is retarded. Also i'm done with XBL for today. Kicked thrice in a row for winning --'
  10. Wow I'm surprised your even coming to HQ now.
  11. I'll probably be there tomorrow too. I'm gonna go buy a wired 360 controller tomorrow. I hope the recording works U_U. Gonna be playing a LOT of noel tomorrow. Gotta get ready for that CS2. And really brice what is this lameness i'm seeing? You're only gonna be there till 5? What the fuck?
  12. Yeah it's in Omni's combo vid. It's a pretty sexy looking combo. 2D(2)>RC>214C~D>Stuff.
  13. Does anyone have a capture card I could borrow in case Pedro's genius cannot overcome HQ's PC?
  14. No need to be so formal dude. Drop the excuse my ignorance parts. It's making me feel bad.:8/: Anyway, here's the J.B CH combo thingy. It's an old match of mine but it displays the combo pretty vividly. And about rapiding to extend, it's like, you land 5D far from the corner, you rapid to dash and do 2D for more damage and corner oki, or if you mess up your drive timing, you rapid to rectify the mistake, or you can use it to go into 2C>2D for huge ass damage. Number 5, when anyone gets hit by Makoto's D moves and bursts, you have a shitload of time to react and rapid and block to punish. I'll get around to uploading a video explaining Makoto's burst safe combos sometime this week or next week.
  15. Don't worry, I'm not like those elitist faggots in Kune boards. But I have to say, unless you're playing people of equal skill or better, it's hard to evaluate your level. It's no good playing people who steamroll you as we can't really evaluate you in depth. 1. Like I said before, not enough 2B OTG. It's really useful to extend/start a combo and push them to corner. It punishes roll techs and quick get up too. It can be game ending to get cornered by Makoto, so you shouldn't neglect anything that helps you get the corner. 2. Your mixups and blockstrings were on point here. No more autopilot 5CC>6B. Good shit. Beware of using 236A mid blockstring though as it can be mashed out of. Use it sparingly. Don't abuse it like you did there. You can be sure that anyone who knows Makoto will punish it. 3. You need to learn better combos. You hit with CH J.B a lot. That shit nets you at least 5k meterless anywhere on the screen. 3.5. Learn to rapid to extend your midscreen combos. It can be the difference between 1.5k and a 6K combo. This goes hand in hand with learning better combos. 4. Parry more. 5. No one should ever get away with bursting on your drives when you have 50 meter :/ 6. Tech throws. 7. Block better. There's a bunch of stuff I forgot but it's kinda late so forgive me.
  16. Yeah but my roommate is sleeping and I don't wanna wake him up. Anyways, LK, I find it hard to IB and block overheads at the same time. I can only focus on doing one at the same time. What do you think I could do to change that?
  17. I wonder if I can parry bursts lolololol.
  18. Well, this video doesn't tell us much about how you play since you barely get to do anything lol. Anyways things I noticed: 1. Obviously, you got airthrown wayy too much. Tech more. 2. You were pushing buttons during curse and getting counterhit. Don't do it. 3. Your blocking needs work. Lots and LOTS of work. You kept getting crossed up by fake cross up curse mixups. 4. Jumping to get out of pressure. This is what led to you getting cursed and losing. The floor is not lava. 5. You hit with CH 6A next to the corner but you did not confirm into damage. Work on your hitconfirm. 6. No 2B OTG pickups. You could have OTG'd quite a few times in the last round into 5k+ when that Kune player delayed his wakeup a lot but you didn't. 2B also punishes roll techs so don't be afraid to use it on knocked down opponents. You can get some free damage in like that against people who like to delay their techs and push them into corner orb oki. 7. Autopilot 5B/2B>5CC>6B blockstring. No one's gonna get hit by that unless you make them aware that you can mix it up. That's about as much info as I can get from that video where you barely played. Post another one of you "playing" and i'll do more analysis.
  19. 5C is super slow. You can throw J.B and recover before 5C hits you. I don't wanna be mean but you did look really free. It's funny cause I just played a Kune in Winner's Finals of a tournament I traveled to! Also if you want critiques, head to the Makoto critique thread.
  20. If you get compared to LYR you must be really intolerable
  21. Mash harder than them
  22. Wow justin wong got freeeeeeee money at Winter Brawl. Damnnn he didn't lose a single set in his money matches.
  23. Argh, so my super awesome pro makoto strats vid will have to wait? SADFACE NINIIIIIIIIIIIII
  24. Okay, I IB'd a green burst, did DASH in 2A and failed to punish. Is there something wrong with the frame data? And don't tell me I was too slow cause I know I wasn't. What gives ? Granted it was netplay but still I should be able to dash 2A in 21 frames.
×
×
  • Create New...