ryokoalways
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12/27, 29 Chariot Zakiyama, Keita vs Kaqn Keita vs Zakiyama kaqn(Tsubaki) vs Zakiyama Kyoichi vs Zakiyama 3 Matches Zakiyama vs Kaqn
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G3 has new vids under kohatsu.
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This match-up is simple. Noel lost her best mixup option (which is actually extra safe against hakumen due to its pushback on block), lost her 5A spam, and was made more reliant on Drive spammage. These are the three things that will screw noel over in the match-up. With the lack of 2D, 214A also becomes useless as a mixup tool. 2D no longer being an overhead means regardless of whether a cross-up is coming or not, 2D will crush it on reaction either way, making it more or less useless as a cross-up tool in this specific match-up. Lack of 5A spam is bad as that's Noel's best tool to stay close. Now a few good FD will create enough distance for hakumen to easily outpoke noel, or just get to a range where hakumen can play his zone. Drive has gotten better for noel, but not in this match-up. For all the speed increase and added invincibility, they are still highly telegraphed, so just catch drive moves on reaction. Easy as cake. This is just on the Noel's side. There are also other factors not discussed, but overall, Noel does not have many, if anything, in her favor in this match-up.
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12/28 Mikado 2on2 Part 4 Part5
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That's what I was talking about regarding relaunch. I think it can be done, but I haven't seen it. All instances has involved renka, which if omitted would make the combo a lot more efficient. Someone should get this checked out. If people don't do it even now, it may be safe to assume that renka is necessary.
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even 2 reps won't work I believe. If anything, it would be j2C>AD j2CX3. But again, considering it's already pushing it just off renka>zantetsu, with the additional recovery time from 6C I don't believe it works. I suggested jB>J2C>jC because it's the next best option, not because it's easier. I will check on this later. It's not really important just because of the unlikeliness that you'd land a 6C counter hit in the corner.
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6C (full, counter) will, for all intent and purposes, never ever happen Mugen will happen rarely. Neither requires a tone down. Changes may come for those two things, but there is nothing that suggests that they are broken. 5C>5C/2C works because or faster recovery on 5C. Considering 2C launches your opponent, there is no link. 6A as a launcher is interesting, although I don't see why you would do that instead of 2C, ever. There is no reason to see 4C in a combo video. It's a zoning tool, not a combo tool. jC is the combo tool. As a starter 4C is also very bad, and the combo off 4C should be used to set things up, not to dish out that little amount of damage. There were 2-3 combos very good combos for maintaining meter and getting a set-up in the video. All the 6C combos were more or less useless. Mugen combo only changed in the sense that it's still a good idea to end in shippu due to min dmg from super. I still want to know if renka in the triple relaunch combo can be omitted (it was done everytime in that video). There was also no sign of 623A>jC>j2A/jC. Perhaps relaunch 2C>jC is applicable for all situations.
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i'm pretty sure you can't j2C loop after a relaunch in that specific combo. Too much time spent in 6C recovery and zantetsu. I think the better option there during relaunch is jB>j2C>jC.
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Mu gen 12/28 Mikado 2on2 Part 1 Part 2 Part 3 1/9 Nebaran2 2on2 Part 1 Part 2 Part 3
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jB(overhead)>tsubaki on tager is great. Someone should check if jB/land 2b follow-ups are possible.
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I don't have time to explain atm, but there is no way Noel isn't at an disadvantage in this match-up imo.
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1/8 Tatsukawa♂ Pickup Part 1 Part 2 Part 3 1/8 Yuukoku Magician Part 1 Part 2 Part 3 Part 4 12/23 Chariot ranbat pickup Finals Kaqn vs Tagers Kaqn(Jin) vs Zakiyama Kaqn(Tsubaki) vs Zakiyama Part 1 Part 2
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1/6 VAMOS Wed. League Part 1 Part 2
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~Basic Main moves to be aware of ・5B、5C、JB、nails、command throw、D moves、Ashura ~Beginning of fight ・Create some distance Because hakumen can't do anything without gauge, and the trade-off of is pretty well in Bang's favor at this point ~Long Range ・4C max range, jC max range, j2A(vs nail), catch(vs D nail) If 4C is caught by bang's drive at the tip, he won't be able to hit hakumen after teleport jC against Bang's jB. control distance, and if necessary backdash jC to beat his air approach. Under no circumstance should hakumen block D nails. Always cut it, or catch it. ~Mid Range (This is a bit confusing to me, and I don't quite agree with their approach) ・A/B moves Use sparingly against Bang due to his drive. Do not heavily rely on D cancel. ~Close Range ・Same If Bang is within hakumen's 2B max range, do not try to outpoke his 5A. ~Air to Ground ・JB Bang's counter: AA 5B, jB, dash 5A, ashura, Drive (height dependent) JC can also be used occasionally, but Bang has a fair amount of options so it's best to not get into this situation too often ~Air to Air ・JC tip、JB bang's jB is good, so do not get too aggressive ~Ground to Air ・JC、JD、hotaru (Not much mentioned here. But I think 5A and air throw can also be used here. Of course, blocking should be your first option now) ~Okizeme ・hop tsubaki、2B、Throw (This is the very basics. Plenty of things can be added on here) Keep distance at 2B max range (ie out of bang's 5A range). Beware of Ashura. ~Againsst Okizeme ・Block low Bang's 5C is not a hard overhead to block. Command throw is scary, but eating a combo is far worse. If you read command throw correctly, tk hotaru to punish. Also, players may be cautious of catch, so be aware of normal throw. ~Others ・Daifuka If you see it and you are at neutral, mash 5D (I don't see this situation happening unless they have 100% meter, as a random gamble) ・Ashura 6D on reaction for free ・Against furinkazan Retreat to the corner to avoid cross-ups. Counter with hotaru and jD, be aware of throw spam. Bang has a high number of overheads, so use 5D if necessary, but of course still be aware of throws. (These are fairly basic approaches to the fight. I'm sure more will be added later, but currently. Outside of a few things, I think it's a decent list to follow) Oh, something extra: What to Catch: 2A→2A (IB), 2A→B(IB)、B→2B(IB)、6B、2C→623B(IB)、5C、all nails、daifuka、ashura What to punish: 6B(IB)、3C(on confirm)、6C、Drives, daifuka(on confirm)、umbrella(on confirm)
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12/18 Alpha Station Singles Part 1 Part 2 Part 3 Part 4 Part 5
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12/31 Mikado Year End 5on5 Part 1 Part 2 Part 3 Part 4 Part 5 Part 6 Part 7 Part 8 Part 9
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Realize that you can input your next move as your current move is coming out? Seriously, considering how much start-up frames there are on on Hakumen's moves, on top of the amount of hitstop in this game, half of these questions shouldn't be here. /rant
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Touche.
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I know you are doing it on their wake-up. That what the whole situation was based around.
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It's not really a weird style, nor is it new. That is a very legit mixup game for Sol in GG. Not so much for Ragna (at least in CT) because damage off rc dp for ragna is poor, whereas Sol gets 50-60% and knockdown. Just one more clarification, in instances like these the dp is never a meaty as you want to provide frames for your opponent to do something. I think you may just have the idea slightly incorrect. Edit: Just some more information regarding this tactic. In GG, wake-up dp bait is legit for Sol also because GG has throw reversal, which is a good thing to bait for. Since it's 1F start-up, the best way to beat it is to either jump, or dp. When sol has 50% tension, this puts him in a much more intimidating manner. Also Sol's best way to dish out dmg is sidewinder loop, which requires a launch move, and dp is his best launcher. I wanted to mention this point because in BB there is nothing that fast which would require a dp to beat on their wake-up, so generally a frame-trap is just better in every way. Also, Ragna doesn't need to launch his opponent on the very first hit to start his combos, so that is also out of the question. If you are just baiting for pokes, then frame-trap with 5B or something. If you think they are going to reversal, dodge/block and 2C. Basically, it's probably not a worthwhile strategy simply because there are better options available.
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That would take another variable into play, which is on which frame the hit connects. But as far as my point goes, it's to recognize that yukikaze is active "faster", not for a shorter period of time. And again, Jin's frame data could be completely different, which was the yukikaze under question here I believe.
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I'm gonna repost the same thing I put in Jin forums: Oh, and don't punish yukikaze with dp. 5C after super flash is guaranteed and counter hit for good dmg. Should apply to both CT and CS.
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Yes there is throw invincibility because you are in the air during the hop.
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[CS1] Jin Gameplay Discussion v2 (No bitching edition)
ryokoalways replied to Wolf Pup TK's topic in Archive
Doing a meaty dp defeats the purpose of doing a dp in the first place: the invincibility frames before the active frames kick in. Meaty with a normal, if you are doing a dp, it's always a delayed one to bait poke/throw. Regarding clashing, that's not the case because yukikaze is a multi-hit move that caps at 1, so you will get hit unless you dodge it/invincible through it.