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ryokoalways

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Everything posted by ryokoalways

  1. ID recovery is shit awful. Hell, even if you weren't looking for it, you still have plenty of time to react and rip him a new one. Tsubame, on the other hand, is much faster and you should probably just stick out a 5b, 5c if you IBed it.
  2. Work everything off hop. Kishuu is only good for frame trapping and needs to be used sparingly. Not to mention kishuu throw would not work against anyone with half a brain (or through a shit load of conditioning). Basically, make them fear hotaru, then your whole game opens up.
  3. The only one I know of is counter hit nobiru. Everything else is just standard combo > unblockable combo > unblockable combo > win.
  4. You dish out damage in the corner, but your mixup/crossup game is at its best when you have room to manuver. Just having frametraps won't cut it.
  5. No, Haku's 6a recovers too fast. He will just do it again.
  6. All of Jin's d specials are outrageously good depending on situations. Seriously, there is no point in either super unless you are going for the kill, or somehow land a sweet combo starter, because then you can break out 6k+ given 75% or more meter.
  7. Distance and IB dependent, you can 1. 5b 2. Dash dp 3. kishuu enma 4.dash renka
  8. It's her 5a that's +3, and is completely nonpunishable even with IB during her spam. Other than that, all her other moves can be IBed fairly easily.
  9. That specific combo works in the corner for really good damage + knockdown (second best damage return for that variation, with the difference being no more than 150), and can be applied to every character. Since you are doing the 6c after 6d, there will be no height adjustment required as you can just let them land, resulting in consistant height. Certain characters may have more favorable combos for them specifically, but in general, this one can be something to default to.
  10. it doesn't matter. You can do it off any 6c. The most general application for this combo is actually after 6d, ie blah blah into 6c > 6d > 6c > d fireball > etc You want to wait till the tail-end of your combo to do the d fireball because afterwards your options are very limited, and it's better to get a knockdown. The variation I use the most currently is: something into 5c > 2c > 6c > 6d > 6c > d fireball/a dp > 5b > 5c > 3c Should yield at least 4k iirc, can't remember off the top of my head. The JP also mentioned something about this being a potential burst bait, but I haven't really been able to apply it in that sense. Either I understood them incorrectly, or I'm doing the timing of the dp incorrectly (but there isn't much window for you to adjust either so...).
  11. I scanned the first vid. -Less barrier. -IB, People using 2-3 block strings only should get destroyed by hakumen. I didn't see any IB iirc. -Work on your hit confirming/combo recognition. In addition, I don't really agree with your combo selection, but that's not really an issue. You can do what you are comfortable with there. Everyone has their preferences. Oh, and don't mash on d when you are eating a combo. It's going to screw you in the long run.
  12. If you get hit by it then you are not auto blocking. Again, you are invincible from the moment you catch something till the counter animation is over, at which point you are at 0F, which means you can do anything. There isn't any point during a successful catch where you can get hit. The best example that can be given is, for example, if a nu decides to use projectile super on oki as a meaty, you can tech and then start spamming 6d or 2d to be completely safe from anything nu decides to do.
  13. If you catch anything, you are completely safe till you get to input any command again. So if someone l33t enough to dp your catch every time, you'd just charge 6c them after they land for a nice counter hit 1940 dmg into at least 8k damage.
  14. The one thing to keep in mind when facing hakumen is that you cannot assume that you should not do this move or that move because it will get caught. That will just make your offense stagnant. Just vary your approach a lot. Jin has the offensive tools to play a very effective zoning game. Getting in requires some caution, but again, unless you are super predictable hakumen players won't be spamming catch. And once you get in, frame trap the hell out of him. Get in his head and make him afraid to catch. The main thing is to provide a load of variation in your block strings. If you have only 3-4 block strings you will get killed by IB.
  15. Found two usable things in this vid. I like it. Thanks.
  16. Collider acts on a negative edge, so you just have to out-mind game your opponent. Note that avoiding collider isn't your only goal. Don't fall into a command throw set up, or, god forbid, emerald buster set up.
  17. I believe the only person to successfully tier whore was isa?
  18. You missed my point. My stance on 2 magatamas is situational. As I stated in my earlier posts, and even reinforced by fd, I know you can get good damage with 2 magatamas given the right positioning and initiation. What I am arguing here, is that when you FIRST get 2 magatamas, you are unlikely to have any of the following: 1. The opponent at a location where you can push them into the corner. 2. The opponent giving you an optimal spacing where you can work off your zoning game. 3. The opponent letting you in and work your terribad offense. None of the above would ever happen if your opponent is competent. Again, my point isn't that 2 magatamas don't do damage. It's that with two magatamas at that stage of the round, there is no way anyone that knows how to play the game will let you create damage. Which is why, on my previous post, I emphasized that I will most definitely burn magatama to get damage, but if I do, it's not because I created it. It's going to be because my opponent made some stupid mistake (using nu as an example, if he is retarded enough to backdash at the beginning, then I immediately think that I have a chance at breaking out free damage).
  19. I understand that 2 magatamas can do damage giving the right positioning. But in the beginning of a match, unless you are sure something is coming (or have correct spacing), you would not want to throw out any c moves because that's a free punish if you miss or hell, if they block it (in which case you can burn your 1-2 magatama to turn it back to even, but then you are back to square 1). The risk reward simply isnt' there. And I agree hakumen is mentally scary, but only when he has magatamas. You know why we get our asses rushed in the beginning of every round. Oh and I had a fairly large edit in the previous post that has a point regarding this too, which is basically I'm trying to get to 3 magatamas asap, and will only burn magatama if my opponent stupidly gives me free damage.
  20. You know nu's hp bar is significantly less dense at the beginning and far more dense at the end, right? Edit: I forgot to address the other point, my apologies. Regarding nu/arakune, I will only comment on nu because I have a fair amount of experience in that match up. I cannot beat a good arakune convincingly at this point. Against nu, you will spend the first part of the match trying to figure out your opponents tendencies. Mainly, does he like to bait your jump with 6d, does he like to play reflexively to what you are doing, does he like to go offensive and maybe even close ranged with c moves. Guess what, that takes about 10 seconds out of the match, and during that time, you can already get yourself to 3 magatama with 1-2 IB. So your example only matters for the first 10 seconds, and I don't believe any hakumen would want to go ape-shit during that time frame. Once you get more magatamas, then the game changes. You can not only burn them for damage, you can burn them to get yourself better position. In this case, burn magatamas to get nu into the corner, with enough left over to break out your mixup game. Again, our discussion is in the beginning of a round, and my point is, rather than thinking "I can get good damage with 2 magatams", you should be thinking "I need to get to 3 magatamas asap so the opponent will actually be scared when I approach him".
  21. Yes, and those combos do dmg that averages to about 2.2k, as I stated. Your counter moves (6a, 6b, 3c, etc) only nets that much.
  22. A game plan where you wait till they make a mistake is not a game plan. The reason it's more viable when you have more magatamas is because 1. You are significantly more terrifying because if you hit them they are in for a world of hurt. 2. You have extra magatama that can be used for your offense to crack their defense.
  23. here is the thing. How are you going to get any of those hits to land when you have 2 magatamas. You have no offense when you only have 2 magatamas. Edit: allow me to also address the point regarding the corner. At this early in the fight, when you only have 2 magatamas, you have no way of pushing your opponent into the corner, so that's also out the window.
  24. They hover around 2.2k, as I said already.
  25. The only way you are going to do damage with anything less than 3 magatamas is off a throw, or land a lucky enma. But no one in their right mind would let that happen, because all they have to do is block low and OS the throw. Otherwise you can dish out minor damage if you manage to counter something (anything in the ball park of 2.2k). And you really should read the last 2 pages regarding mugen. It seems to me you really haven't read them yet, because everything has more or less been addressed.
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