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EXonestar

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Everything posted by EXonestar

  1. Something that seemed to work well is , when Izayoi is throwing out a grounded sonic saber. If you lay the staff down in 2D mode > and then jump over a sonic saber > instantly hold j.d (so you're not too high but not too low that J.B won't come out) > let go of D > the staff will go and either hit the izayoi or make them block. Since you're in the air from releasing D> you can dash in , or if the izayoi teleports behind you > you'll dash away from their attempt to get in /OR/ you can fall down with J.B instead of air dashing in order to catch their teleport with a J.B.
  2. Kinda a "universal" fact not much of a litchi specific but people tend to panic burst because y'know - Hakumen hits you and you so how lose 6k + If he does 41236C (Zantetsu) , try to burst it before the first slash hits you (within a combo ofcourse) because if he does the first hit and you panic burst > 623A(Kishuu)(Corrected- Thx BlackYakuza94) is a natural burst bait. Also although litchi can keep him out. Be careful using 6B in neutral when he has 2 Stars. Because Gurren again - can just slide by then and i he can get a good whiff punish.
  3. Yeah I see her in a similar way myself. She has similar moves from quite a few characters but has better versions of their moves and plays like rachel/litchi. I.e. her 3c is like a faster/dangerous version of Litchi's / her fireball-lightning are (I wouldn't say "Better" but) more annoying than rachels / Her AA is better version of Ragna's (with a bigger hitbox and charge) / Her 5a is similar to Bang's who excels in that 5a stagger pressure, her 5C is similar to like mu's imo and faster - with more ch hit stun and the list goes on. but apart from similarities, i don't see Litchi/Rachel (even when looking at their most vicious/dangerous setups/pressure) as such a dominate force like kokonoe. Its so Risky to move anywhere because of her game plan being so dangerous from anywhere. I don't think people realize how good her gravitons are imo / I also give good koko's credit because her mixup looks so complex as well as her combos- but before they even go in to depth about koko's pressure and plan - by simply putting a graviton out - you're already annoying/disrupting the opponent. its just stress. And there's not much to do about it. and people who think its easy just say "you have to hit her and it'll go away". I need some real in depth koko info - I find myself looking at videos of good koko players and using the block strings they use in training mode recording to see how dangerous each one is - if it catches backdashes / jump outs / if you IB barrier or counter assault (because her lows are natural CA baits sadly.......) There's so much to take in to consideration - I almost get a headache. Anything to add TD?
  4. Truth be told the way that all kokonoe's play so differently. some aspects of this matchup are so 50/50 that its stressful. Not bad like 1.0 - even tho we could win back then and win now. her 5B being unable to low to lows means we have to use 2a stagger pressure and 5b -5c Her AA can get J.D'd a few times - the problem is how you wish to land - that being > if you jump on the staff or if you've already used all your dashes in the air. Okizeme vs her is fine. I mean - the 2 steps you stay away from her on her wake up can be used to bait her Super Ball and teleports. J.D'ing vs koko is dangerous , only because graviton can mess up your landing - you may not land on the staff if you do j.63214A /B/C But tbh the stress of fighting a character that can simply put out a graviton and either make you move too fast / or too slow and disrupt your spacing (i.e. planning to throw out a 6b / or etc) makes this MU slightly stressful. Especially since its little to no effort to put out a graviton whiles we have to think of the best time to lay the staff down. Its one of those matches up - you can't play 100% towards a plan just because kokonoe has so many ways to disrupt you. I think we need to talk about her block strings in detail for people to understand how to get out of pressure / when to press buttons (or DP) and what to do /not to do. People lose to koko from lack of understanding her mixup (and i'm not even talking about her crazy stuff, her basic block strings / routes / and stagger pressure in to >higher level mix up) I suffer from lack of experience vs this character and even from watching numerous koko's such as LK / Necro / Tetsuwo / PAIN - you can see that none of them play her the same. But looking at her basic pressure (before the real stuff startts happening with the gimmicks and etc) , i definitely need to understand when/where to press buttons and even when is it safe to Back dash. i mean 5a stagger pressure in to a 2b > could go in to a 3c/5c that catching Backdashes. We need to dig deep for this topic. Anyone have some really good in depth info that can help with what I described?
  5. BBCP 1.1 4/6/2014 Casual Stream Archives (w/ Kiba, Kid, IxisNaugus, LordSpectreX, EXonestar, Lensta, DarkSamurai D17th) BBCP 1.1 4/6/2014 Casual Stream Archives (1/16) BBCP 1.1 4/6/2014 Casual Stream Archives (2/16) BBCP 1.1 4/6/2014 Casual Stream Archives (3/16) BBCP 1.1 4/6/2014 Casual Stream Archives (4/16) BBCP 1.1 4/6/2014 Casual Stream Archives (5/16) BBCP 1.1 4/6/2014 Casual Stream Archives (6/16) BBCP 1.1 4/6/2014 Casual Stream Archives (7/16) BBCP 1.1 4/6/2014 Casual Stream Archives (8/16) BBCP 1.1 4/6/2014 Casual Stream Archives (9/16) BBCP 1.1 4/6/2014 Casual Stream Archives (10/16) BBCP 1.1 4/6/2014 Casual Stream Archives (11/16) BBCP 1.1 4/6/2014 Casual Stream Archives (12/16) BBCP 1.1 4/6/2014 Casual Stream Archives (13/16) BBCP 1.1 4/6/2014 Casual Stream Archives (14/16) BBCP 1.1 4/6/2014 Casual Stream Archives (15/16) BBCP 1.1 4/6/2014 Casual Stream Archives (16/16)
  6. The first post of this thread has all our PSN names up there, keep a look out for us, We made that list so that we could all see who's in the area around us. As for Offline. There is an Event called Astral Heat that happens monthly and also a session that takes place on some Wednesdays. Here's a Link to the Facebook for the Astral Heat Event: https://www.facebook.com/AstralHeat And Here's a link to a UK/EU facebook page where we usUALLY Talk about the wednesday sessions if they are going to be run. https://www.facebook.com/groups/126389947472883/?fref=nf You will get some notifications on this fb group about up coming offline events and so fourth ~
  7. Another successful Astral Heat. Pictures and Videos from There will be uploaded soon ~ And linked where needed. Hope more people can come down. Next Astral heat date will be announced later. Be sure to keep your eyes on this thread for future announcements. Have a nice day ;O !
  8. Yeah I agree with this.
  9. You make Valk's wolf mode sound like a disadvantage just because he can't block. He doesn't really need to block because of his Wolf 4D/ 7D and he's the only character in the game able to dance dash (basically move forward and backwards on the ground like a Smash character ) making his forte simply . running around waiting for you to commit to a move for him to act upon it. Why permanently staffed?
  10. They transferred over to a skype group. (The message before yours was in January.)
  11. We don't know - best we don't make assumptions or guesses. lets just agree - some people get kidnapped during some throw attempts lol.
  12. Still doesn't forgive the females for having these disgusting hitbox. Look at it man. and this "vacuum" effect.....what lol Only vacuum i know is Tager's Magnetic grabs that suck you in.
  13. Thank You Boss! This game is sexist. Girls get these massive Hug hit boxes. Even if people say "JB extended his hit box" she's not even looking at the man...... the sexism is real. *Plays Back2Back - Sonic Rush OST*
  14. This game indeed has whacky grab boxes like the ragna one you showed but , lets use that as an example. that is similar to noel's one - the box is in front of her, but for some strange reason - if she's got her back to you , i.e. you dash pass her air hit box - that grab will hit you. I guess what characters Air dash -> it extends there hit box but her back man... also there 2 Gif's - if i can find them of female grabs at its best (basically f'd up lol)
  15. I think that's been proven time and time again. (*Cough* Noel's is the worse) From the time you see people teleporting to your hand, you know that grab box is Crazy The real Grapplers of the game lol
  16. Okay...I just wish to get more understanding for Valk's pressure in wolf because i'm definitely lacking in this area. I was looking at the strings that are mash safe/non-mash safe from the FAQ guide- My question is . are there any more or are these ALL the non mash/mashable strings? I seem to get really stuck when IB'ing w5c - which i believe is a problem because of wolf brake options after it. What are the main things I shud be looking for when attempting to IB>punish?
  17. Yeah Buddy !!!!!!!!!! More #AstralHeat Oh Damn. Valkenhayn on the front cover. Valk players are getting called out xD I hope Kid can come to this Astral Heat. He's been getting hit by Unblockable essay/university mix up for the pass few months D; !
  18. Well seeing as they are already so high from the place where the Tsubame hit > i think thats legit~ but its only a theory ~ (but unless tsubame recovery got worse. which i don't believe it has - looks possible)
  19. Does [6C > j.D > j.C] still whiff on certain characters?
  20. Much appreciated. Thank you Elochai
  21. Idk if this thread is still up and running. I hope i'm not in violation of any rules but I wanted to ask if you have the translation for Izayoi Kokonoe I looked on the first few pages but couldn't find it.
  22. Forgot what "Daisangen" is (i know I use it) But other than that. the Video of Carl vs Litchi v1.1 had me abit worried but after looking at it strategically. The update isn't that bad. I mean a few tighter combos > nerfed air normal hit combo starters and 4b nerf are all fair. Combos are still fine. My only question (it'll get answered after some more videos up come out) would be how tight is Air grab >Itsuu C is and possible does the height of the Air grab make it impossible (so if its too high 5B/2B > 4B[m] and average height/low = Itsuu C will be Tighter/Easier) We'll see I guess. Corner stuff ain't changed. No more kokoshi in to all terminal is fine (now we can save that meter for something else I guess) Thanks Relambrien - Much appreciated!
  23. Thing is - its hella unsafe but since you forgot yeah... it can be a problem but now that you know. IT WON'T WORK FOR ME NOW HUH!? (not like I would try anyways) But yeah. Seems like you just got hit by the things I dont' do to you cus i'm afraid that it won't work and i rather use my meter for DeadAngle or Something > RC > try to get to a safe position. We'll get more games in - You still seem to have trouble vs her. and i think the V1.1 Patch will make this match up quite annoying , seeing as Valks willl be running low on W.Meter after doing basic combos. and mixup. we'll see.
  24. Looks like Kiba executed the plan very well vs sG Atta Bwoi Kiba #FinalRound17
  25. I Guess you can still get J.B J.2D knockdown i suppose. But we'll see ofc. There's nothing to be "worried" about yet tbh guys o,o Sorry we had the convo on Skype/Twitter Lol Safe Jump Setups and 2D push out Examples were refreshing. I realy wana see this update- time to wait ~
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