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kaeru

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Everything posted by kaeru

  1. 30 minutes of Kuni vs Teresa, adding it to the first post. Kuni vs Teresa 10/14/13 and 40 minutes of Kuni vs AGF, here ! Kuni vs AGF 10/14/13 AND 50 minutes of Kuni vs Hiro, here !! Kuni vs Hiro 10/14/13
  2. two matches from nok, added to the first post as well. nok vs Tanabata 07/18/13 nok vs Satou 07/18/13
  3. Added a section for noteworthy players. Are there other players anyone feels deserve to be up there? The purpose being to help others focus on important matches. If you feel a player should be added there, post it here ! A video to go along with it would help, too.
  4. Broke down all the Maruken matches from the two vids Orrax posted. Adding them to first post Maruken vs SHO 04/20/13 Maruken vs XTC 04/20/13 Maruken vs Ain :KY: 04/20/13 Maruken vs Azesuke 04/20/13 Maruken vs Satou 04/20/13 Maruken vs Ain :KY: 04/20/13 Maruken vs Satou 04/20/13 Maruken vs Kiisha 06/27/13 Maruken vs Kisshi 06/27/13 Maruken vs Ain :KY: 06/27/13 Maruken vs Kiisha 06/27/13 Maruken vs Hii 06/27/13 Maruken vs Ain :KY: 06/27/13 Maruken vs Kiisha 06/27/13 Maruken vs Ain :KY: 06/27/13 Maruken vs En 06/27/13 Maruken vs Ain :KY: 06/27/13 Maruken vs En 06/27/13 Maruken vs Ain :KY: 06/27/13 Maruken vs Kazuki 06/27/13 Maruken vs En 06/27/13 Maruken vs Kazuki 06/27/13 Please let me know if there are any mistakes in the information or links, and i will correct them !
  5. You're most welcome Dai Loli ! If anything ever does really break, though, it can always be fixed. After all, it's just stuff !
  6. It feels damn good being at foonzo and enjoying the hype again. Montreal I am not worthy of your greatness. Continue to be the best community in North America. I was so happy to see so much positive energy in each person's face. It makes anyone who visits want to come back. Get HYPE, bring the FITE and burn BRIGHT !
  7. Yea, it'll be fine. Just remember i doubt I'll be able to fix it in one shot, for now we just have to identify the problem. If it's a broken wire, I'll have to take the stick with me for a spell. If it's a broken gate, we have to order parts.
  8. We have to figure out what's wrong first. Don't worry about it too much for now.
  9. OOOMMMGGGGGGGG!!!!!!!!!!!!!!!!!!!!
  10. One of the most impressive things I've seen in some time.
  11. Best Baiken advice I can give a beginner: 1. Don't worry about combos, she doesn't need them. Pretend you are playing Street Fighter. Focus on the best move to outpoke and outspace your opponent at all times, not what moves lead to combos. This will help your Abare later on. 2. Guard cancels have specific uses, mainly scaring your opponent. They don't directly lead to wins, but their presence gives you an advantage. Therefore don't get too hung up on them. 3. Learn all the FRCs you can, her meter is very very precious.
  12. If you're free tonight, you can come over. I can pick you up if you wish ! I am not potable at any game atm, but we can socialize while you beat me up.
  13. You impress me every time we speak and every time i see you interact with other individuals. We are lucky to have you.
  14. From what i can tell so far, he needs to be close to corner against Baiken to pick her up after a Pot buster. In general Hammer Fall Break is your biggest warning something bad is about to happen. Knowing this, i still find it a bit hard to react to, and 6K in time, to beat the pot buster. Also, if Kabari is blocked, Potemkin can Pot buster for free from quite a long range away, so either make sure you Tetsuzansen (FRC) to avoid it or mash 6K or backdash after it. Same goes for 2HS, it's a free pot buster if you don't backdash or 6K or jump after it. I want to find a way to reliably beat his backdash on Oki, perhaps a more experienced player can help with this. I know for a fact if you are in +frames or on Oki and you meaty a 2K really well, you will have time to whiff, recover and do something else before he can punish. I'm not 100% sure how much time there is, but i plan on taking a look at the frame data to examine the options. Some ideas I am thinking of are: 2K> double tap 6P, if 2K whiffs, the first 6P won't come out as you will still be recovering. I am hoping the second tap will allow a 6P to be active during his last recovery frame on backdash, need to do some match to check it out. 2K>6P (if whiff) 5P, same idea but react to the whiff with a 5P instead of double tapping 6P 2K>6K need to try this one, too This stuff only has a shot to work if 2K is meaty-ed properly. Keep in mind Pot Buster is 3 frames to active and he can be hit during those 3 frames. Also his backdash has 20 invincible frames and only 1 recovery frame. So basically backdash->pot buster has a 4 frame gap that if you can fill with active frames, he will get hit. 2K is active on frames 6-10 inclusively, then recovers for 6. Even with the worst meaty ever (hit with first active frame), 2K double tap 6P should work. I will have to try this for sure, next time.
  15. Some great info from you guys. I've played some long sets against a strong Potemkin, and i will admit though some things are a bit easier, in general his normals will still beat Baiken's most of the time. You need really good spacing in this matchup. His 6HS is lower level attack, so you no longer need to IB or 1 frame jump or guard cancel to avoid the slide head that usually comes after. Not to mention Slide head no longer offers a combo without FRC and proper spacing. Combos do more damage to Potemkin now (AC combos involved a lot of extra j.P which made damage suffer). I still find this to be a tough matchup for me (mostly because the Potemkin player's skill wildly exceeds my own). Out spacing him is my biggest issue. Yoshijin can work against his jump ins where 6P fails, but the timing is really strict because it is not fully extended for long and its easy to fall short. I will make a point to try and Suzuran~Zakuro instead next time and hope for better results.
  16. Thanks for the first hand info Minionman, it's very much appreciated !
  17. Teams are a fun and great change of pace, for tournament format. The next big question, however.. Does Montreal pool together to create a super team? do we decide teams randomly? or just let people clump together on their own? Teams are great, popularity contests are not. Thankfully, we don't usually have that problem under normal circumstances. Montreal <3
  18. 6H is her highest damaging normal and very favorable for the guard bar (one of the changes in +R). It has no special proration as starter or med combo.
  19. I'm probably going to wipe the first post soon as most of the combos there are not optimal, unfortunately. I am currently in the lab with Youzansen in the corner. For only 50 meter you can net as much as 260 damage on some characters. Truly insane. This one works on everyone with only minor adjustments in how you jump cancel here and there. It does 224 against SL damage. This one PROBABLY also works on everyone with minor tweaking, but is harder. The damage is well worth it though. for 50 meter it does 248 against SL damage. (on lightweight characters, omit the tatami after 6HS and go right into j.K) Easy mode 75 meter that works on everyone far from corner (but not exactly mid screen), does average 225 damage If 6HS doesn't work in the last one, 2D will. There may be some cases were very light variations are necessary to make them work. In general, however, i was very surprised to see how universal the combos were, in that they seemed to be able to work with little change on 90% of the cast. I remember having slight issues with ABA. I also haven't started incorporating 2HS into these, but i plan on it. This has already been said before, but I will mention it anyway: For those of you building combos, remember the key to +R Baiken is to fit j.HS and 6HS as many times as possible. Always opt for these moves instead of others when you have the choice. EDIT: corrected some of my notations and damage estimations that were written from memory.
  20. youcanwonder, please consider editing your posts instead of double or triple posting. Kire tatami is doing a type IAD air tatami that is the absolute lowest to the ground possible. It's achieved by performing the motion for the tatami on the ground, then IAD and finishing the move. The notation for it would be 2369-6-K where the - are very very small pauses.
  21. You should try a completely different approach. Try to play without using her guard cancels AT ALL unless you are 110% sure you know exactly what is happening to you (Potemkin 6HS->Slide Head). You will find yourself noticing your opponents setups more because you will be less focused on trying to guard cancel correctly. Not criticizing or arguing anything at all, just friendly advice that has worked for me in the past.
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