Jump to content
Dustloop Forums

Ayane

Members
  • Posts

    156
  • Joined

  • Last visited

Everything posted by Ayane

  1. Welp just got done fighting a Jin online for like 4 hours. The neutral looks pretty stupid. Jin has slightly more range so you end up just running around getting pretty close to him then back dashing trying to bait normals out. He should always win air to air. his j.B beat mine plenty of times and his j.C is even better. His j.B also beat my j.C. Noel AA can work against him but ofc if you see him jump at you and u AA and he baits it with another jump your going to get punished. If he does double sekkajin or w/e in the corner and jumps (he's trying to setup vortex) just roll out of the corner. IDK why Jin's do that when they can just refreeze into vortex but they seem to like too from time to time. Noels projectile is faster than his and I was able to react to his and punish with OB plenty of times. I'm not entirely sure when his pressure ends so that got me tons of losses. You can 6A his 6B (flip kick) but gl doing that on reaction. I just predicted it but I was on netplay so maybe its easier offline. It's pretty easy to 5A though. D Ice car worked as an AA for him plenty of times (or air catch, when i tried to jump out of 5D>d Ice car pressure) ; but I think D Ice car is unsafe anyways so if he 5D just block low for a little bit longer then you should be back at neutral. Basically from what I got out of it Jin has slightly better neutral, has worse zoning and overhead conversion because he needs meter. But he still has better mixup oppurtunities than Noel because of his vortex. I lost most of my matches just guessing wrong to it. Remember to abuse the Jin only overhead combo as much as possible. Now time to go into the lab and figure out when his pressure actually ends. Just started working on stuff against Jin. So Here's where I will write my notes down. First I'm just going to look through his pressure and see where I can escape or option select him. For his 214B (Ice Car) It is possible to punish him with 2B but will take some practice. If he decides to do the ~C follow up it will be auto blocked because it is gapless. The C follow can be punished with 665B>stuff. Jin's will sometimes autopilot this in pressure because it's part of their BnB so make sure to punish them for doing it. The D version is the same except it can always be punished with 5B. Another note is that a lot of times Jin's will Sekkajin mid screen to end a combo then IAD on top of you for a possible mixup. If you see them IAD you can late tech forward to avoid him. Jin's 5D can be punished with 665B but it is pretty difficult unless you IB it. If he dashes forward after 5D then you are free to 5A/2A pressure once he gets close. He is safe but negative. If IB'd you can punish dash with 2B. His 6B is positive so if you block it you should probably go ahead and respect the next thing. Sometimes I see Jin players do 6B>6B. The only thing so far I've found is to just learn to react to his 6B and 5A it. It is possible to 2A it as well but 6B can go over 2A if mistimed. So better just to 5A. his 5B gatlings can be fuzzy guarded if he does them asap. You can sort of OS them with 4D but if he does 5B>6B then 4D will lose. If he does 5B>2B/3C it will be blocked and if he does 5B>6A Noel's 4D will win. The way I'm practicing this is just recording 4 different gatlings: 5B>2B, 5B>6A, 5B>6B, and 5B>5D. Then having them be played back randomly. http://www.youtube.com/watch?v=Qn0lS4_HGGs This should probably also be here too for when you get him in the corner. That's all I have for now. Going to practice these things then see if I can fight another Jin and see what other problems I run into.
  2. How about the classic jump mixup? Like Chie from P4U where you set up oki then jump and either do a falling j.B/j.A or a 2A/2B? Probably only works in the corner if it does work though.
  3. IDK why but so far this character has made me more angry than any of the others i've fought. The jack in the box thing just stays there even when plat gets hit so its koko superball status, and it makes it so i essentially have to run in and get pressured by plat since the only way to get rid of it is block. Her instant-ish overheads are pretty stupid but could probably easily b mashed out of offline. Fortunately her dp has like 20 days of recovery so run up throw punish was easy to get; just not real sure what to do to her yet.
  4. I OB'd him a few times but usually he was too high, i'll def have to try RB if they start doing j.6A too much! I was pretty much just air to airing with airthrow lolz
  5. Okay sweet thx! I have fought a suprising amount of ara's online and they all seem to be pretty good. So far it hasnt been too hard to block against him either, was mostly just losing at neutral.
  6. Any tips on this MU? Not sure how to deal with Ara jumping around all the time, seems like the little spikes jump in he has beats 6A, and its hard to contest him in air to air. Not sure what to do against his curse pressure in general though.
  7. Hey guys whats the most dmg possible from blackhole without spending meter (other than black hole of course)? Also I think I'm doing something wrong on this combo https://www.youtube.com/watch?v=YObbTE5mxeU after the 22b hits he has 11 hits and I have 8. What am I missing? I'm doing blackhole>22B>3C>2C>6C>j.B(2)>j.C>5D>j.236D>6[A]>22B>5B>5C>6B>236B>5C and got 6315 I guess theres 3 variations that can happen depending when you 3C they can either not hit the ground. hit the ground once, or hit the ground twice? I've only had the last one happen a few times.
  8. Sweet!
  9. the ranbats still happening? The FB page still isn't updated >.>
  10. Will there be a FB event posted for this? Want to get the address and times and stuff so I can hopefully go :P
  11. I'm trying this setup vs noel doing 2C - 6C - Jc7 - J.B - J.C J.9D J.236D 22B 632146D and everytime I roll i get hit by 22B. Any tips on when to do it? Also Noel can beat the setup with wakeup 4D>AT>run out Actually I'm getting hit (or having to block) 22B even on neutral tech lolz She can also beat it with wakeup backdash>IAD unless I am just doing this wrong.
  12. I'm working on adding all the combos that I plan on practicing to my first post. These combos so far are all built around 22B tech options. Making sure that they can all catch a backwards tech.
  13. I'll look for something tomorrow. The 6D one I have listed looks not too good compared to what I've learned since doing it. Also what are all the characters with small hurtboxes? I know Amane is one, but is there a character that has the absolute smallest so that I can just use them as my training dummy? Here is the latest one I made and tested on Amane 6D>d.6C>d.2D>d.6B>236A>5B>5C>sj>j.C>j.D>d.5D>d.6B>d.5D>d.5C>22B 3474 EDIT: found something better. Tested on Nu and Amane 6D>d.6C>d.2D>d.5C>d.5B>236A>5B>5C>sj>j.C>j.D>d.5D>d.6B>d.5D>d.5C>22B 3663
  14. Ah your right, I'll test with Amane from now on. Heres the remedy. 6B>5D>d.5C>d.6C>d.5C>d.6D>BT>5B>5C>sj>j.C>j.D>d.5D>d.6B>22B 3730
  15. 6B>5D>d.5C>d.6C>d.5C>d.6D>BT>5B>5C>sj>j.C>j.D>d.6A>d.5C>22B 3756 It's kind of hard for me to believe that you can do 4.6k on half the cast but a whole 1k less on the other half xD
  16. Has anybody found any 6B starter meterless corner combos that don't have MF in them that are over 3.7k? I can't seem to break that.
  17. Those are just combos from those CMV's. Some of them are neta combos. I'm going through them now figuring out the optimal ones and I'll re sort them later to separate neta from optimal.
  18. Okay I went and found some more optimal BnB type stuff. I'll keep updating this post. These combos were all done on Izayoi and Amane. Beginner Optimal: Midscreen: Meterless: 5A>6A>sj>j.C>j.D>d.6B>22C>66C(2)>2D>d.6B>BT 2403 5A>5B>6A>sj>j.C>j.D>d.6B>d.5D>d.5C>d.5B>AT 2283 5A>5B>6A>sj>j.C>j.D>d.5D>d.6B>d.5D>d.5C>22B 2147 5A>5B>6A>sj>j.C>j.D>d.6D>d.6B>d.5D>d.5C>22b 2142 5B>6A>sj>j.C>j.D>d.6B>d.6C>d.2D>d.6B>22C>66C(1)>6B>6D>d.6B>d.5C>22B 3258 5B>6A>sj>j.C>j.D>d.6B>d.6C>d.2D>d.6B>22C>66C(1)>6B>22B 2958 5B>6A>5C>sj>j.C>j.D>d.6D>d.6B>d.5D>d.5C>22B 2806 5B>6A>sj>j.C>j.D>d.5D>d.6B>d.5D>d.5C>22B 2569 5B>6A>sj>j.C>j.D>d.6D>d.6B>d.5D>d.5C>22B 2561 2B>5B>6A>sj>j.C>j.D>d.6B>d.6C>d.2D>d.6B>22C>66C(1)>6B>4D>d.2D>d.5C>22B 2775 Doesn't work on Amane 2B>5B>6A>sj>j.C>j.D>d.6B>d.6C>d.2D>d.6B>22C>66C(1)>6B>6D>d.5C>d.6B>22B 2738 2B>5B>6A>sj>j.C>j.D>d.5D>d.6B>d.5D>d.5C>22B 2239 2B>5B>6A>sj>j.C>j.D>d.6D>d.6B>d.5D>d.5C>22B 2233 5D>d.6A>d.5B>236A>5B>5C>sj>j.C>j.D>d.6D>d.6B>d.5D>d.5C>22B 3358 2A>5B>6A>sj>j.C>j.D>d.5D>d.6B>d.5D>d.5C>22B 2199 2A>5B>6A>sj>j.C>j.D>d.6D>d.6B>d.5D>d.5C>22B 2192 2D>d.6A>d.5B>236A>5B>5C>sj>j.C>j.D>d.6D>d.6B>d.5D>d.5C>22B 2570 6A>5B>sj>j.C>j.D>d.5D>d.6B>d.5D>d.5C>22B 2344 6B>5D>d.5C>d.6C>d.6A>d.5B>236A>5C>sj>j.C>j.D>>d.6C>d.2D>d.5C>22B 3349 Doesnt work on Amane 6B>5D>d.5C>d.6C>d.6A>d.5B>236A>5B>5C>sj>j.C>j.D>d.6B>d.5D>d.5C>22B 3309 6B>5D>d.5C>d.6C>d.6A>d.5B>236A>5B>sj>j.C>j.D>>d.6C>d.2D>d.5C>22B 3289 Doesnt work on Amane 6B>5D>d.5C>d.6C>d.6A>d.5B>236A>5C>sj>j.C>j.D>d.6C>d.2D>d.6B>22B 3271 6B>5D>d.6A>>d.6B>236A>5B>j.C>j.D>d.2D>d.6B>22 C>66C>6B>6D>BT 2984 6B>5D>d.6A>>d.6B>236A>5B>j.C>j.D>d.2D>d.6B>22 C>66C>6B>22B 2831 d.6B>d.5C>d.6A>d.5B>236A>5C>sj>j.C>j.D>d.6B>22C>66C(1)>6B>4D>d.2D>d.6B>22B 2892 6D>d.6C>d.2D>d.5C>d.5B>236A>5B>5C>sj>j.C>j.D>d.5D>d.6B>d.5D>d.5C>22B 3663 6D>d.6C>d.2D>d.5B>236A>5B>5C>sj>j.C>j.D>d.5D>d.6B>d.5D>d.5C>22B 3474 6D>d.4D>d.5A>d.5D>236A>5B>5C>sj>j.C>j.D>d.6D>d.6B>d.5D>d.5C>22B 3082 d.6D>d.5C>d.5B>236A>5B>5C>sj>j.C>j.D>d.6B>d.6C>d.2D>d.6B>22C>66C(1)>6B>22B 3402 4D>d.5D>d.2D>d.6A>d.5B>236A>5C>j.C>j.D>d.6D>d.6B>d.5D>d.5C>22b 3293 j.4D>d.5C>d.5D>d.6A>d.5B>236A>5B>5C>j.C>j.D>d.6B>d.6C>d.2D>d.6B>22B 3170 j.D>d.6A>d.5B>d.6C>d.5B>236A>2B>6C(1)>6B>6D>d.6C>d.5C>22B 2619 throw>214A>2B>5C>sj>j.C>j.D>d.6C>d.2D>d.5C>22b 3388 Doesn't work on some characters throw>214A>2B>5C>sj>j.C>j.D>d.6C>d.2D>d.6B>22b 3358 throw>214A>5B>5C>sj>j.C>j.D>d.6B>d.5C>d.6B>22B 3342 Most consistent throw>214A>5B>5C>sj>j.C>j.D>d.6C>d.2D>d.5C>22B 3478 Doesn't work on ~half the cast throw>214A>2B>6C(1)>sj>j.C>j.D>d.6B>d.5C>22B 2982 Crouching: 5B>5C>3C>22C>665B>5C>j.C>j.D>d.6B>d.6C>d.2D>d.6B>22B 3746 5A>5C>3C>22C>665B>5C>j.C>j.D>d.6B>d.5C>d.6B>22B 2823 5C>3C>22C>665B>5C>j.C>j.D>d.6B>d.6C>d.2D>d.6B>22B 3789 2C>5C>3C>22C>665B>5C>j.C>j.D>d.6B>d.6C>d.2D>d.6B>22B 3606 Near Corner: 6B>5D>d.5C>d.6C>d.6A>d.5B>AT>2C>5C>j.C>j.D>d.6B>d.5D>d.5C>22B 3544 Counter Hit: 5B(CH)>3C>22C>665B>5C>sj>j.C>j.B>jc>j.C>j.D>d.5D>d.6B>d.5C>d.6B>BT 3824 5B(CH)>3C>22C>665B>5C>sj>j.C>j.B>jc>j.C>j.D>d.5D>d.6B>d.5D>d.5C>22B 3645 5B(CH)>3C>22C>66C>j.C>j.D>d.5D>d.6B>d.5C>d.6B>BT 3219 5C(CH)>214A>2B>5C>j.C>j.D>d.6B>d.6C>d.2D>d.6B>22C>66C(1)>5D>d.5C>22B 5209 4D(FC)>d.6C>d.2D>d.5C>d.5B>236A>5B>5C>sj>j.C>j.D>d.6B>d.5C>d.6B>22C>66C(1)>6B>22B 3619 j.D(CH)>d.6C>214A>2B>6C(1)>5D>d.6B>d.5C>d.6A>d.5C>22B 4140 5C>2C>236C 1982 6D>d.4D>d.5A>d.5D>236A>5B>5C>sj>j.C>j.D>d.6D>d.6B>d.5C>d.6B>BT 3230 4d>d.5D>d.2D>d.6A>d.5B>236A>5C>j.C>j.B>j.C>j.D>d.6D>d.6B>d.5C>d.6B>BT 3393 j.D>d.6A>d.5B>d.6C>d.5B>236A>5C>j.C>j.B>j.C>j.B>RB>j.2C 2735 throw>214A>2B>5C>sj>j.C>j.D>d.4D>d.2D>d.6B>d.5C>BT 3610 2C>5C>236C 1771 2D>d.6A>d.5B>236A>5B>5C>sj>j.C>j.D>d.6D>d.6B>d.5C>d.6B>BT 2673 2D>d.6A>d.5B>236A>5B>5C>sj>j.C>j.D>d.4D>d.2D>d.6B>d.5C>BT 2688 2B>5B>6A>sj>j.C>j.D>d.6C>d.2D>d.6B>d.5C>BT 2562 Meter and OD combos: 6B>5D>d.5C>d.6C>d.5C>d.6C>BT(1)>RC>214A>2B>5C>j.C>j.Dd.6B>d.5C>22B 4933 50 meter 5B>5C>236C>RC>5B>5C>j.C>j.D>d.6B>d.6C>d.2D>d.6B>22C>66C(1)>6B>22B 4177 50 meter Crouching with meter: 5C(CH)>CT>2C>5C>j.C>j.D>d.6B>d.6C>d.2D>d.6B>22C>66C(1)>6B>22B 4839 25 meter Corner: 5A>5B>6A>sj>j.C>j.D>d.5D>d.6B>d.5C>d.6B>BT>6C(2)>6B>22B 2701 5B>6A>sj>j.C>j.D>d.5D>d.6B>d.5C>d.6B>BT>66C(1)>4D>AT>6C(2)>6B>22B 3460 5B>6A>sj>j.C>j.D>d.6D>d.6B>BT>66C(1)>4D>AT>6C(2)>6B>22B 3336 5D>d.6B>d.5C>d.6C>d.6D>BT>66C(1)>4D>AT>6C(2)>6B>22B 4074 5D>d.6B>d.5C>d.6C>d.6D>BT>5B>5C>sj>j.C>j.D>d.5D>d.6B>22B~ 4221 5D>d.6B>d.5C>d.6D>BT>5B>5C>sj>j.C>j.D>d.5D>d.6B>22C>6C(2)>6B>22B 4270 5D>d.6B>d.5C>d.6C>d.6D>BT>5B>5C>j.C>j.D>d.5D>d.6B>22C>6C(2)>6B>22B 4437 2B>5B>6A>sj>j.C>j.D>d.5D>d.6B>d.4D>d.6C>236C>22B~C>66C(1)>5D>d.6A>d.6B>d.5C>d.6B>BT 2901 2B>5B>6A>sj>j.C>j.D>d.6D>d.6B>BT>66C(1)>4D>AT>6C(2)>6B>22B 2792 2B>5B>6A>sj>j.C>j.D>d.5D>d.6B>d.4D>d.6C>236C>22B~C>66C(2)>6B>22B 2782 2D>d.6A>d.6B>d.5C>BT>5B>5C>sj>j.C>j.D>d.5D>d.6B>22C>6C(2)>6B>22B 3098 6A>j.C>j.D>d.4D>d.2D>d.6B>d.5C>BT>66C(1)>4D>AT>6C(2)>6B>22B 3170 6B>5D>d.5C>d.6C>d.5C>d.6D>BT>5B>5C>sj>j.C>j.D>d.6A>d.5C>22B 3756 6B>5D>d.5C>d.6C>d.5C>d.6D>BT>5B>5C>sj>j.C>j.D>d.5D >d.6B>22B 3730 6C (2nd hit only)>5C>j.C>j.D>4D>d.2D>d.6B>d.5C>BT>66C(1)>4D>AT>2B>6C(1)6B>22B 3937 d.6D>BT>5B>5C>j.C>j.D>d.4D>d.2D>d.6B>d.4D>AT>6A>6C(2)>6B>22B 3801 6D>d.5C>BT>5B>5C>sj>j.C>j.D>d.5D>d.6B>22C>6C(2)>6B>22B 3691 6D>d.5C>d.6D>BT>5B>5C>sj>j.C>j.D>d.5D>d.6B>22C>6C(2)>6B>22B 3370 d.6B>d.5C>d.6C>d.6D>BT>5B>5C>j.C>j.D>d.6B>d.5C>d.6B>22C>6C(2)>6B>22B 3557 Doesn't work on Izayoi/NU Add 2B>6C for Air reset d.6B>d.5C>d.6C>d.6D>BT>5B>5C>j.C(2)>j.D>4D>AT>66C(2)>6B>22B 3442 d.6B>d.5C>d.6C>d.6D>BT>5B>j.C>j.D>4D>AT>66C(2)>6B>22B 3389 4D>d.2D>d.6B>d.5C>BT>5B>5C>j.C>j.D>d.6B>d.5C>d.6B>22C>6C(2)>22B 3864 4D>d.2D>d.6B>d.5C>BT>5B>5C>sj>j.C>j.D>d.5D>d.6B>22C>6C(2)>22B 3825 Noel In Corner: j.4D>d.6B>d.5C>d.6C>d.6D>BT>5B>5C>j.C>j.D>d.4D>d.2D>d.5C>22B 3628 3C>22C>5B>5C>sj>j.C>j.D>d.5D>d.6B>d.5C>d.6B>BT>66C(1)>4D>AT>6C(2)>6B>22B 3897 Counter Hit: j.D>214A>2B>6C(1)>AT>6c(2)>6B>6D>d.6B>d.5C>22B 4186 5C(CH)>214A>2B>5C>sj>j.C>j.D>d.5D>d.5C>d.5B>d.6B>BT>66C(2)>6B>22B 5363 5C(CH)>214A>2B>5C>sj>j.C>j.D>d.6D>d.6A>d.6B>BT>66C(2)>6B>22B 5305 6C2(CH)>5C>j.C>j.D>d.4D>d.2D>d.6B>d.5C>BT>66C(1)>5D>d.6A>d.6B>22B 3592 4D(FC)>AT>2C>5C>j.C>j.D>d.5D>d.5C>d.5B>d.6B>BT>6C(1)>5D>d.6B>22B 3855 4D(FC)>236C>5B>5C>j.C>j.D>d.4D>d.2D>d.6B>d.5C>BT>6C(1)>5D>d.6A>d.6B>22B 3929 Crouching: 5B>5C>3C>22C>5B>5C>j.C>j.D>d.5D>d.5C>d.5B>d.6B>BT>6C(2)>6B>22B 4277 5C>3C>22C>5B>5C>j.C>j.D>d.5D>d.5C>d.5B>d.6B>BT>6C(2)>6B>22B 4385 5D>d.5C>d.6C>d.5C>d.6D>BT>5B>5C>j.C>j.D>d.5D>d.6B>22C>6C(2)>6B>22B 4718 Doesn't work on Izayoi/Nu 5D>d.5C>d.6C>d.5C>d.6D>BT>5B>5C>j.C>j.D>d.5D>d.6B>d.5D>d.5C>22B 4664 Meter and OD combos: 5B>5C>OD(50%)>5C>5D>SR>5C>j.C>j.D>4D>AT>6C(2)>6B>6D>d.5C>d.5B>d.6B>fenrir 5555 50 meter +OD 5B>5C>236C>RC>5C>j.C>j.D>d.5D>d.5C>d.5B>d.6B>BT>66C(1)>4D>AT>6C(2)>6B>22B 4567 50 meter 6B>5D>d.5C>d.6C>d.4D>d.6C>214A>2B>6C(1)>OD(50%)>4D>AT>j.D>BT>fenrirx2 7004 100 meter +OD Noel in corner with meter: OD(lowest health)>5C(CH)>214A>5C>236C>5C>2D>SR>5C>5D>d.5C>d.5D>d.6B>BT>66C(1)>j.D>22B>fenrirx2 9318 CT>2C>5C>j.C>j.D>d.4D>d.2D>d.6B>d.5C>BT>66C(1)>5D>d.6A>d.6B>22B 4239 25 meter
  19. I'd love to do this. Unsure about the job situation atm bcuz I'm looking, but most likely by this time I will have one and have some vacation time saved up. I've always wanted to go play at the arcades in JP. Looks like a lot of fun! And ofc I'd like to see the country as well.
  20. I would like to prereg: Jacob Morris, Aya, Lake Mary,FL
  21. didnt see it listed in the combos; Corner only: 5AB-D>5AA>5B>2AB>B coup>2A>2B>C bufula>[5B]>2AB>A coup 3781 dmg 46 meter gain
  22. idk bout wayyyy in mitsuru favor; but i agree it should b in her favor if u line up both of their tools. just havent been able to find a good rhythm to constantly win. I play against my friends kanji normally and i always win majority; but it seems like im just rolling dice half the time. i suppose i would get alot more wins if i just poke him a few times then down back and wait for time and let him come at me tho.
  23. yea thats where im at on this pretty much; u can stay out of his range where he can easily block ur non existent mixup pressure; or get closer and have a better chance at damage as well as getting grabbed. For me i need to learn to capitalize on my confirms better; most of the counter hits on him are him standing tho so im not sure what to do on that; and i can only fatal him on his dp whiffs. when i jump his command grab i dont really have a good punish for it either. Maybe something like j.b>j.C>c bufula etc but my confirms in general are still kinda bad; ive just been doin like j.b counter hit 5AAAA coup
  24. yea it was working for me like that to where it was basically full airdash then j.bb. I got it now tho; and the whole airdash fake thing isnt possible becuz u would need tomoe to b hitting when u start ur 2A; but it was just more of a mindgame inside a mindgame thing i was trying to do. Sort of like if ur midscreen and u HKD them then u jump over them then air backdash to the side u started on. its kind of unneeded since all of that didnt actually cross them up. but they might of thought they were gonna be slick and block on the other side when u land; then turns out u went back to where u were in the first place so they are blocking the wrong way.
×
×
  • Create New...