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Kakimori

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Everything posted by Kakimori

  1. What's the range on Tsubaki's new command throw? Is it kissing range like her normal throw?
  2. I'm surprised that Tao is supposedly at the top and sad that Izayoi is supposedly at the bottom. That is all. (Edit: Also happy that Tsubaki is finally considered to be in the "everyone else" tier ) Honestly, the differences between tiers in a well-made fighting game like this are very small. 99% of the time, it'll come down to skill.
  3. Sounds awesome! Anyway she can teleport...'n stuff...
  4. Is she supposed to be hard to play? Or just not that good?
  5. Wait, so 2B is safe after a blocked falling j.C??? I meant oki pressure if you land the 6C. I guess I don't really understand why it's so bad. Bad: Slow startup No midscreen combo potential Reset to neutral on block Good: Great range Huge hitbox +frames on block Is it just super punishable on whiff even at range?
  6. Kiba, thanks so much! So that's how to follow up on 22A CH~! To the lab I go. Yeah, I'm working on not throwing out 5BB so much (stopping at 5B). Those 236A during pressure were just pure reflex/accident. I slap myself whenever I do it. Sometimes, however, I'll land 5BB > 2BB > 5CC and try to go into 236A > etc. but the 236A won't connect in time. Should I only use this path if I start the combo close to them, and just end with 22B instead? I did use one fullscreen 236C without charge against Noel, but for the most part I've broken that bad habit. Other times were either 236D or had charge. What kind of mobility should I use more of? It's true I don't charge enough (need to work more charge cancel etc. into game) but how does mobility mean more charge? Or how can I keep the opponent from getting to me? She is fast but I can't just flip around like Valk either...sometimes I use 236C to go under a jumping opponent and get some space, or j.214C for the same purpose when in the air & someone's running in.
  7. Oh my gosh this is awesome! Thank you so much! I had no idea crouching/CH 5C could confirm into 236C. Didn't know you could follow up CH w.236A with w.B, that was one of the things I meant to ask! Can j.C always confirm into 2C on hit or do you have to be at a certain/low height? What should I follow up a blocked j.C with? Can I 2A or do I just have to block at that point? Is raw 6C really that bad? At the tip, its range and hitbox is enormous, and even though you can't follow with anything, you get free pressure afterwards. I will use w.A footsies more and quit the w.B. I'll try to use 2B/5B blockstrings instead of 6C/j.C, but how do I get safely in range for that? Part of what's attractive to me about 5C, j.C, and 6C is the great range. Against Taokaka 3, I wonder...what should I have done differently? Umm! I'm gonna work with some of this and come back with more questions later.
  8. Okay, so I'm finally posting some match videos. I should clarify that I'm still very much a beginner so there are probably a lot of obvious things that I simply don't know. Bad habits that I'm actively trying to fix: 1. No 5C > 6C! Bad! 2. After a w.A gets blocked, I often jump instead of continuing pressure with 6C. 3. I drop my combos a lot, but am working to improve. 4. I run out of wolf meter too often, so I need to be more careful with it. I'm trying to work wolf cannons into my movement options to save meter. 5. Sometimes I use w.B > w.j.AAA > w.j.236D just because it looks cool and it's easy... 6. Less 5C > 236A > 2A. Things I'd like to request help with: 1. Finding holes in pressure. I'm not terrible at blocking, but I don't know where the holes in various characters' pressure is, so they can reset x infinity until they eventually catch me. If anyone could point out where I can break pressure when I seem stuck, that would be a huge help. 2. What can I combo with after a w.B AA that's too high to land w.j.AAA or a high 2C AA? 3. What are some good wolf movement tricks besides: w.j.66 > D w.j.6C > D w.IAD > D w.9C > w.3C I really feel like I need to vary and improve my approaches more. And with that said, please give me all your criticism! I'm here to learn! These are in chronological order over a period of a few days: Valkenhayn vs. Relius Valkenhayn vs. Platinum Valkenhayn vs. Makoto Valkenhayn vs. Litchi Valkenhayn vs. Hakumen Valkenhayn vs. Taokaka 1 Valkenhayn vs. Taokaka 2 Valkenhayn vs. Taokaka 3 OH GOD Kiba, I do have some videos on there of Tsubaki as well (who is theoretically my main), so feel free to comment if you like!
  9. I feel like it's easy to just 4C a counter-happy Hakumen for a combo, though. The next time, or maybe the time after that, they'll be a little more wary about pressing D and you can open up a little bit. But in human mode, almost every gatling you have is dangerous as hell, and 5C/j.C are pretty easy reads. The dangerous thing for me is getting in with wolf mode, since he can swat me out of the air like a fly if he times me right. I need to use more 2B footsies!
  10. I don't think Hakumen's hitbox is too bad, but his air game is definitely better than ours and I feel like I have to rely on wolf a lot because human is so predictable that he can get a counter off quite often. Makoto and Rachel I don't think are bad in neutral...good spacing is definitely the key point/hard thing about playing against Rachel, but if either of them get you into serious pressure, it can be hard (at least for me) to defend. Taokaka vs. Valkenhayn matches just look like two crackheads spazzing out :/
  11. I know it's probably just me being terrible, but it feels like Ragna and Litchi are really bad matchups. Ragna's moves outrange and outspeed most of what we can do in human form, and cover such a wide range of the screen (with Hell's Fang for example) that it can be dangerous to move around with wolf. Litchi's staff hinders my wolf movement a lot too. Lambda, Jin, Rachel, Relius, Carl, Makoto, Hazama, and Taokaka feel pretty even or in our favour, though it can be really tough to connect with Taokaka sometimes.
  12. Oh, OK. Thought you might have been the same person, with the "Drei" factor and all.
  13. Dreize, you're not Dreikoo online, are you?
  14. I will do that! But I feel like I want to improve some of the fundamentals I know I need to work on first so I'm not just wasting everyone's time on silly stuff. So how does the w.6C > D rehuman work now that D is brake then? What do you input?
  15. I guess, but I always thought the w.5C > w.j.B > w.j.B > w.B > j.B > j.B > j.C ender looked really cool, and now I guess we won’t see it much anymore. Plus I’m just starting to learn him more seriously, and with this and the 6B > 5C/3C loss, we’re literally losing every good combo of his that I know so far Does 2C > 6B > 5B > 5C > 236C launcher work now that the 6B > 5C gatling is gone? Did we lose the w.j.6C > D movement now that D is brake as well as form change? And is there anything I should practice in CSE that will carry over to CP? RE air wolf cannons, I don’t really understand why the pros take such a risk then…you don’t always see Lambda fishing for CH with 236C or Tsubaki with 3C.
  16. Okay, two more questions! Does that mean that, say, when you use w.4C to get a whiff, or when you have the choice, you should always use w.j.B > w.B or w.B to start the combo? (I guess not that it matters since I just read that w.5B doesn't launch anymore in CP?? Seems like a big change...) AND I see pros using air wolf cannons to attack opponents on the ground a lot...why is this optimal or better than other wolf cannons?
  17. So starting the combo with w.5B should give me SLIGHTLY more untech time than with w.5A > w.5B right? I have no problem with any other part of the combo, but I definitely need to get more precise with this. I play on a pad so my thumb has to move from D to B very quickly ;_; Thanks for the tips!
  18. This is a CSE question, but (shamefully) I'm having some real trouble correctly inputting his j.DB > j.B > j.C finisher after the relaunch. I've been practicing and will continue to do, but I always seem to either hit the D too early and j.w.B or go too late and whiff the j.B. Any suggestions or tips?
  19. I'm pretty sure Noel DLC Color #10 is meant to be Leona Haldern, but correct me if I'm wrong. Are all of the references summarized anywhere?
  20. What is the input for wolf break? It's not mentioned in the guide.
  21. What's the benefit of forcing crouch anyway? Followup with 6C? Prevent backdash? Also, what exactly is the "wolf break" system people keep talking about? I don't see why all the movement options being transferred to the D button needs to change anything.
  22. Oh, that's almost as good. So jump > D~66~D is still the input for his quick jumps? It's just if you do D and a direction that it becomes a wolf movement?
  23. I haven't really been following what's going on with Valk...so, to be clear: 5C can cancel into wolf, which feels like a big buff to me. 2C > 6B DOES connect? Or no? w.5B no longer launches...ouch. And how does his movement work with the changes? Is it different/harder now? Any notable damage nerfs or buffs?
  24. I'm definitely pressing the button as fast as possible. It might be that they're a TINY bit too high in the air, so I can connect with j.CC and 5C, but when I go to 2C it takes just that much more time to reach them? After doing it more, I notice that whenever this happens, the 2C is striking them right at the edge (tip of the wing), and it usually occurs after the first 2CC hits them in a slightly higher position (never happens with ideal position). Could be that extra 1/10 second or whatever for the 2C hitbox to reach them is enough time to tech. Thanks, I will set the dummy to tech instantly and see if I can learn anything more. I also had it happen once that the second hit of j.CC landed but also took me behind them, so the 5C (no blue beat) was facing the other direction. Weird random stuff, probably also caused by being a little bit too high. Anyway I feel like I'm on the right track, thanks to all of you!
  25. OK, so now I've gotten to the point where I can do it about 2/5 times and the rest is just practice. One more question, though...sometimes I land everything fine and then blue beat the 2CC after the 5C for no discernible reason. Does this just mean that my timing on delaying the second hit of j.CC is a little off?
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