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Everything posted by Surf
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It was because I wasn't sure how to approach Nu with her. You didn't derp wins, it was just me being stupid and constantly jumping for some reason. Have to watch the replays and go into training mode. We only did like 3 matches against my Izayoi anyway. As opposed to the 12+ we did when I was Tsubaki
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Since when has Toan played Izayoi.
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While these guys arent as good as Sakuraba their doing things that he wasnt. - SB 214AB can be held, he may have guard point as he's holding it - He can combo after his super if it was a Clean Hit with Sweep. 236236A/B, he didnt do the Yosha animation after it was done. Maybe D followup is when he does the pose and A followup can be combo'd after on a Clean Hit - 214A/B ender > 5D oki. It can be avoided with quick escape but it's a start. - j.2A was blocked standing. I guess it works like Yukiko's air fans where it physically has to hit their lower hitbox to count as a low.
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2D > 5D shenanigans.
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Treat him like Tager. Lame it out as much as you can. Time out if you have to. End your NM combos with j.236C in the air or 623B smp. Try not to end them with j.C. You don't want him anywhere near you. They'll start using 6D~C (Wyvern) due to the sonic sabre assault. In NM 2B goes under it. But if you don't want to take the risk just super jump and maneuver around him. In GA 3C blows it up everytime, giving you good damage. Theyll become more wary of its use after that. But still be mindful of your zoning. Super jump j.236 keeps your air option after you recover so double or airdash if need be. Never be greedy. Ever. If you missed up or made an error get the hell out of there and go back to zoning. If they do 5D~A~66 (Shield bash) and they press a button, 2A them the next time they do it. Its never safe. You don't have to fear DP since they just pressed 66. If they start backdashing after the attack instead you can either 5B them or get away. Usually just get away, as I said, don't get greedy. Don't go air to air with him either This matchup actually isn't hard at all. Just don't get caught.
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Ah your right. It is an uppercut like move from Tris. Sakuraba uses it in the C AoA combos.
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j.D has Tris just divekick at an angle. Animation Tris goes in is pretty much the same as 5D. For 5D, Ive seen Tris kick once or 3 times. Additional D inputs may have him kick more. Don't think I've ever seen his j.C.
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Junpei is hype as shit. Ill post some findings here. Some of what I might say may already be known but just for consistencies sake. - Not much to say about 236A/B outside of it being combo fodder and something to use to get singles. It being the primary combo ender before Victory Cry - 214A/B has guard point. Seems + on block or not very minus. Saw it guard point a counter assault. Wonder if it can do it for Bursts like Akihiko can - 236C/D's first hit is high and the second hit is a low. He runs forward a bit before doing the special. If your too far away the active frames of the high will whiff, but he'll still slide and do the low. Seems really unsafe on block. He's airborne after the first hit so you can RC j.B for a double overhead. SB version has him do the run and I think you can choose wither or not to do the followups. You can use SB version to extend combos since its sort of like a pseudo dash cancel - 214C/D has Trismegestus drop down on the opponent for an overhead. C version is half screen, D is full screen, and SB tracks while allowing a combo after with added untech time. If the opponent blocks it they can hit Tris and break a card. Fatal Recovery - 5AA looks good, pushes him forward a bit too. Probably 0 or not very minus. 5AA > Throw is a thing - Not sure if 5B is forward dash cancel normally or during Victory Cry. But I saw it a couple times. Range on the normal looks solid - 2B looks extremely solid. For pressure because of its range and anti airing because of how low he is to the ground. The wide hitbox allows him to catch cross ups occasionally too - j.B looks to have a really great hitbox and reverse gats in j.A - His divekick normal is actually a low. I guess he hits your shins or something... I dunno. - His Sweep low profiles a good number of things and he actually goes pretty far. But outside of the corner he doesnt get much out of a CH - For having 4 cards it doesn't look like Tris needs much use. Even in combos. - His damage gets pretty nasty on higher levels. Averaging 3.5k+ meterless on 5A and j.B confirms in the corner. FC AoA doing about 3.8-4.2k meterless depending on what levels hes at Victory Cry - Highest level Ive seen is 45. It just doesn't stop - His damage was still going up even at 45. So I assume with each level his attack goes up some percentage. At first I thought only his bat normals and specials would do more damage but it seems like all of his attacks increase in damage. - Slowly regains health. We know that. But he also gradually restores his blue health. It seems to go the fastest when he was neutral and goes a bit slower if he were to move forward. It seemed to pause when he did normals/specials or was airborne. - Gives bat normals and specials the Clean Hit property which increases untech time and opens new combo paths. Clean Hits also award him with 1 base. So in some combos he can literally go up 9+ levels if he ends with super. Not every bat normal/special is guaranteed to be a clean hit though. Not 100% sure but it most likely works like Sol's clean hits. Where you have to hit the opponent in a specific spot with said normal or special to gain one. But in higher victory cry levels it happens consistenly enough for it to not be a huge problem if it doesn't happen. I think Clean Hits happen more often the higher level you are, but Im not completely sure about that. It looks like it though Is there a list for his normals somewhere.
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Well, they can obviously see that gauge charging up. It'll be easy to react and punish. And about her DP
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But Houjuu was never said to be dash cancel able and we witnessed him doing 2C dash cancel multiple time
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Using 2C dash cancel to combo with C Houjuu. I see you Pure. But seriously her new combo routes look solid. And whats going on at the end of the video. Is he showing that her Hold S move thing has guard point that can interrupt strings. And I thought they said CH 5B > 5C > 2C didn't work anymore
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As long as 5D oki still works, Im happy
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Didnt know it already worked. Do the arrows look noticeably faster
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5D > j.A comboing most likely means 5Ds attack level has increased. Which means more blockstun
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I'm also disappointed by SB Houjuu. Well Houjuu in general. I was hoping for a curved trajectory, not a straight path that you can probably run under. At most, it'll stop jump outs in the corner pretty effectively and limit options.
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Watched her footage. Noticed a lot of things - 5AA > Sweep was CH by Chie's 5A - Hop cancel j.B looks + on block. Seems good to use in pressure. May be blown up by 2B mash by certain characters if you become predictable though - It was said chain knuckle followups suck but it wasn't specified why. I think their P2's got really nerfed. Off a Tsurugi 214A starter, a Labrys did 5 > 236B~AB > 2B > sj.BC, but the Chie teched during the j.C. She was a bit higher than the Labrys but Chie shouldn't have been able to tech out like that. I know fore sure that combo works in P4A. Maybe not anymore - Untech time off ground guillotines looks botched. 214A/B into 5C oki can be avoided by regular jump now. But both times I witnessed it attempted was when the player was in green axe. Maybe the untech time is only good on yellow or red axe now - I don't think you can dp her dp anymore. At once point a Kanji was pressuring a Labrys and he dpd. The Kanji reacted with his own dp but Labrys wasn't electrocuted. Its possible shes invul until her recovery frames now. Please let this be true. - Tsurugi nerf still makes me sad
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What does Guillotine loop mean
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I mentioned like 5 things. Which one is the Really for
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Izayoi vs Makoto matchup is weird as hell. Found out she cant go air to air with Makoto really. Grounded neutral is finicky too. And her dumb hitbox doesn't allow j.C enders unless your balls deep. Its annoying really. Can barely do anything when I'm caught blocking too. Had to resort to upback constantly. Even IBing didn't help sometimes. But ggs Gold
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Guess I was lucky enough not to run into any more than 2 in EX's lifetime. But i learned being selective about who i played really hurt my growth and matchup exp. Making up for that now
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Drieze is really the only Valk ive fought in CP. Hell i barely fought any in EX because I never did randoms in that game. The matchup itself is foreign to me despite Valk being out for years. But thats my fault. I need to fight different ones and experience the matchup before I say anything solid. And I only won like 2 times out of about 17 matches. Thats terrible. But i reviewed the replays. I should do better next time. I think
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No ive just seen you in the lobby occasionally but i personally dont play anything under 2. What matchups give you trouble Oh, and bgs to Neo_Obscrua's dumbass. Fucking mash harder
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We should match sometime but whenever I see you in the lobby I have a 1 with you. Which is why you've never fought me.
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Ill be back once I study the matchup more and try things in training mode that i thought of during the matches.
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I would've kept playing if not for the sudden lagspike. Your the first Valk I've fought since release and I was using Izayoi. Who I just started playing about 3 days ago.