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Fujiwara

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Everything posted by Fujiwara

  1. Ah, well thanks for the info so far. Everything is pretty satisfactory so far. Time to go read up on the normals and learn some easy Bnb's first.
  2. How does a 13ton metalman super double jump for air 360, but has no air dash. whut.
  3. You don't have the right friends.
  4. First question would be: What should be my general uses of Stars midscreen and corner. Is shelling out meter for damage a good idea, or is it best to sit on some Stars depending on the match-up when combo'ing. Second: How is his meter gain in Ex? Will a midscreen BnB that moves them into the corner get me enough Stars back for a TK Hotaru if I can sniff something out on their wake-up? Third: I think I read somewhere that Hopping dashes are canceled from the 8th frame onward, is this true?
  5. His gameplan in general sounds a lot like Baiken's to me. Meter management Rely on spacing and normals. Don't rely on counters. Scumbag your way to victory Be a wall. I mean, if I'm completely wrong, please enlighten me. And yea, I live in Philly. I need to get to know some people who play in this damn place or around it. After NEC people go back into hiding.
  6. So, I'm thinking of picking up Hakumang, since I main Baiken in GG, I'm assuming I'd have the right mindset for Haku with some alterations. What's the basics I should know about the White Void? You guys seem to have a pretty nice community here, so that's part of the reason I'm considering picking up a legit sub for once.
  7. Well, Combos aren't the game. There are a lot of players out there that practice combos more than gameplay itself. Yea, you can bust out those practical nice combos that ends in Oki. But, if that's all you're going for, then you're just a record on repeat. I've never been one to focus on combos. (While I do try to optimize as much as possible and practice those combos for consistency.) I prefer more gameplay than anything. The combo is the afterthought. The 'I'm going to combo the fuck out of you when I get this hit' mindset appealed to me back when I first got into GG and was using Sol. But, after some games I was wondering why I was getting stomped out. All I wanted to do was hit them. If I hit you, then I'll combo you. Otherwise, I'll be patient and wait for an opening. Really, with me playing Baiken, I wonder why I don't play Hakumango. Maybe I should pick him up.
  8. Know your normals and what they are used for (Very important with Baiken.) Spacing Meter Management (I cannot stress this one enough.) How2NeutralGame What to Guard Cancel Your FRC's. J.D, Tatami and Sakura, if you decide to learn none else, please learn these. Patience Kire Tatami (Lowest possible Tatami IAD) TK Youzansen (6239S; Unreactable overhead) When to FRC (Important as Baiken's Offense and Defense is meter dependent.) When to Guard Cancel (You don't wanna get baited and head into 250+ damage town.) Fundamentals are what you want the most with Baiken. Don't be repetitive, look for patterns in your opponent. She's not a rushdown character, but a defensive character. Some match-ups are just...shit. You'll love being murdered by Slayer and Jam just because you did the wrong thing at the wrong time. Spacing is very important. While you probably won't be trying to zone, during neutral you'll be fishing for counter hits or any cleans hits you can convert into corner carry (Mainly with 5S > 2D > stuff). This goes as well for your blockstrings, you won't want to get punished because you whiffed a 2D or decided to get a 6H Ib'd or something weird. Baiken has to manage meter well considering that her Dustloop and biggest combos in the corner will comes from FRC's of J.D. As for defense, Baku (It's +1 and invincible) , her Force Break Guard cancel has many follow-up variations (For another 25%) that I won't get into as they are in the guide that you linked to. Baku's Follow-Ups are used to seal normals of the opponent (Preventing DP, bursts and throws or pesky normals you don't like.) and to get outta pressure when you just have that 25%. You can also combo off of Baku on normal hit. Your FRC's are a must to know with Baiken. Tatami for your midscreen combos or pressure (Sometimes you won't be needing to FRC Tatami midscreen for certain characters like OS). J.D Since it's the staple of your dustloops and depending on where you are midscreen can be used to push the opponent right to the corner to continue the combo. And Sakura FRC is needed because if your Sakura is blocked, you die. It's -16 on normal block. So, you're giving your opponent a free way to make you feel the pain. Patience: You are a defensive character. While you can get away with some stuff on certain characters, rushing down with Baiken is suicide in many situations. Don't just go I'M FUCKING ANGRY and think running right into your opponent won't get you murdered. You're not Jam, you're not Sol (Because Dash 2K Wild Throw is legit as hell.), and you're sure as hell not Millia. Sometimes you'll be sitting back and waiting for your opponent to come to you. Don't play at their pace, play at your own. You wanna be scumbag Baiken and let them make all the moves by making em impatient, go ahead as long as it's that kind of match-up. Tricks: Kire Tatami and TK Youzasen. Kire Tatami input is 236956K. What happens is, the 236 for Air Tatami is buffered with the IAD command, and when you air dash forward (or back) the Tatami will fly out as you land, putting it as low to the ground as possible, and with good spacing, giving you frame advantage. Doing it 956236K is also possible, but it's not lowest to the ground. I've been 6P'd from Ky doing that on many occasions. This is very useful when you want a safe get in on certain characters so you can start something up. Plus, the CH causes wallbounce. See here: Star-Demon's Kire Tatami Practice TK Youzansen: TK Youzansen is your instant overhead. Thing is damn near impossible to see and can be done right off the ground. If you have 75% in the corner and you hit with this and RC, you're likely murdering Chipp and eating into 60% of your opponents health. Though, note it is -25 on block, so you really wanna RC this shit. See here: Click *** Knowing when to FRC and Guard Cancel are very important for the reasons stated above. Guard Cancels that are hits are negative on block. And you don't wanna get baited, trust me. And you run on meter, pretty much. Also, I link you to this as it's a very nice guide to training on a new character. A Beginner's Guide to Training Mode Have fun learning Baiken.
  9. While on the hype OD discussion, I'm waiting for someone to Fatal with Azrael and do the kick train full screen into 10k into astral.
  10. Ah, that's pretty interesting. I can see Relius and Carl (Mainly caruru) taking big advantage of that during neutral game.
  11. Amane too sexy..
  12. Fujiwara

    Chubaki

    Platinumbaki
  13. For some reason I like how Platinum vs Azrael matches pretty much boil down to keeping this bastard away from you. Also, it seems bubbles work particularly well against him. I've seen him dash right into them multiple times.
  14. Izayoi's astral is so.....anime.
  15. Those times I can't get in on fucking lambda is when I get retarded frustrated...
  16. I honestly can't wait to see how Amane and Barret develops. More emphasis on amane since I enjoy his playstyle so far.
  17. Various Bullet, Platinum and Jin matches http://www.youtube.com/watch?v=Y8aOVkhHX9E
  18. Vs Platinum http://www.youtube.com/watch?v=JVxY3Sl3_Jc&feature=youtu.be
  19. http://www.youtube.com/watch?v=JVxY3Sl3_Jc&feature=youtu.be Tsubaki vs Platinum from Carnival Stream
  20. Vs Tsubaki from carnival stream http://www.youtube.com/watch?v=JVxY3Sl3_Jc&feature=youtu.be Vs Bullet in the beginning, I believe... http://www.youtube.com/watch?v=Y8aOVkhHX9E
  21. My question is, is meter scaled by damage? I've seen combos do roughly 3.7k and still generate 39 heat and the like.
  22. I believe that's it pretty reasonable. It's not shit, and she does have a way to get Oki still. I still don't think she's looking bad at all. It's just week one. Can't wait to see some new tech coming in the months ahead. I'm liking that one up there. That one would have to do...Hmm... At the least 3.5k or closer or a bit lower. Fucking Air Persia and 3C don't have SMP. Yggjrasil should see if Yumekami could try that combo out.
  23. Well, first off, notice how we have yet to break 4k in our combos.. In fact, the highest damage I've seen so far was 3.8k+ and that was off of a corner throw and crush trigger. The second highest combo we've done was off a raw 6C near the corner, and of course that didn't get Oki because High Damage+Oki is a no-no in this iteration. Now, with items we have more options regarding corner carry, guaranteed oki, but not so much damage. We seem to not be breaking far past 3.5 even with items. As far as Oki goes, ending a corner combo in J.D Pan, J.D Bat , 3C > 236AAA, 6A > 6B or heartcar will get a bubble and swallow. Of course we can still run up and swallow on some midscreen for a quick high/low. In terms of damage, RC's aren't gunna net us extra damage, unless you're gunna kill off a Dramatic Sammy RC. People have been using it for extra corner carry, sideswaps, continuing after midscreen Mami etc. I don't think they're completely capitalizing off of 5C either.. Things certainly need adjustments... After Mami you can go 5C > 2C > 214C > 6C > 22C > 3C > 236AAA for Oki or Instead of 3C there, do 5C > Air Combo for damage and Oki ender with an item. Theory stuffs and observations. SMP Everywhere... So crippling.
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