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ryokoalways

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Everything posted by ryokoalways

  1. Skimmed it. One piece of advice: Remember you still have a regular dash so don't just IAD every single time a noel gives you room. Any competent noel would have blown you out of the air for massive amounts of damage. Other than that, have better space control and rethink when and where you should use certain pokes. And instant block some.
  2. Super early IAD jc delay into hotaru = counter hit 80% of the time, and totally safe on block. Net worth of 4k+ damage, location on the screen dependent.
  3. Yours, And hers. equals 2 bursts
  4. Hakumen being low tier is a result of getting screwed by arakune and nu. All his other match ups are within 6-4 and extremely manageable. He is not a bad character at all.
  5. Don't got one I believe. Burn 1 magatama on kishuu to stay on top of him.
  6. It's a good idea to bring out your crossup game after a fair amount of conditioning. Either the IAD d fireball/ja-jb, or in the corner, a similar variation off a 5b. Problem with either is that if you don't condition them, you are more likely to get blown out of the air than anything. Or maybe it's just because I play Rachel the most often and my friend (being a GG veteran) loves his 6a. Oh did I mention fuck her 6a?
  7. Online is more for killing time more than anything else. It's still far better to look for players locally.
  8. It's extremely rare (if ever) that you will get to use it, but sure. 6C Counter hit > renka (1) > zantetsu > 2c > j2c > jc > 5c > gurren > 5c > zantetsu > 3c Replace 3c with 6c on rachel and tager. Edit: i should mention that the jc needs to be delayed till the very last moment or 5c will not connect. Also, against certain characters you will need to super jump the j2c.
  9. You have tensionless combos only if you can land some kind of AA in the corner. Highest damage output haku has is 9 magatama corner off 6c CH at 9190 for me. landing gurren and you can: If CH: 6c and super. All cases: enma into normal combo.
  10. basic combo is just counter hit > dash 5c > jc > jd > AD jb > jc > musou b. Should be universal.
  11. If you can get her into the corner you should have the round barring some major mishap.
  12. I didn't say it's a 100% safe oki, but for pressure purposes it works well. You are correct dps (or anything with invincibility) will beat it, but that's what they are designed to do, beat oki.
  13. Don't do that, just do throw cancel into gurren into 6c shippu.
  14. I'm sure it has been stated already, but this match up is pretty simple. When you work off neutral you are at a disadvantage because your D moves are fairly risky in this match up (unless somehow the Litchi lets you get within striking distance). You can air assault her because her real defense consist of her dp, and her ja, which is ok but not anywhere stellar. For defense, nothing really new here either. Watch for her mixup game, which always comes fairly early in her block strings. If the Litchi player is smart, she'd lock you down with her Big Wheel super, at that point it's like fighting Bridget's Mr. Rogers, only thing you can do is get experience and hope you can block all the shit. Otherwise, because her moves have notable holes during her block string, IB something and dp her occasionally to keep her honest. One final thing, Jin's a dp in this match up is a bit more risky, because if she is in range to block it in the air, then she can counter hit you with her jc(?) for a good combo. Use it sparingly.
  15. Drive spam is cured by catching. All her drives are really telegraphed so you should be able to react to any of them. if you IB 1-2 hits of her strings you should be in range to 3c counter hit into 6b > gurren > 6c. Not much damage, but minimal loss of meter and you can now start working her towards the other side of the stage. Now, if you are playing online, you will have to psychic some stuff, but again, for actual competitive play, Noel isn't going to use her drive gimmicks too much because they are going to 1. Feed hakumen a crap load of meter 2. Give him free damage off catches The safe way to play this match up for the noel player is to simply work everything off 5a because you can't do shit to her when she spams 5a. And the occasional risk taking.
  16. Sekkajin requires 5 C presses to come out I believe. For something like 5b 5c sekkajin, just mash through because you can hit confirm on the 5b (this here is for rachel mainly). If it's off 6a, I buffer 4 C inputs first than do the 5th after hit confirm. Also, against most of the cast, sekkajin will only launch if you are basically next to the target. There are 2-3 exceptions but it generally applies.
  17. 6D isn't safe but since Jin is a walking frame trap, your opponent won't poke at you unless you use the same trap over and over. Fubuki B. It's a standard combo. There is another variation for certain characters. Musou A is a mreh reset, because anyone any good will notice immediately and be aware of the defense they need to play.
  18. My apologies. I only found out about this today and it was all kinds of demoralizing, and I don't even play tager.
  19. http://www.youtube.com/watch?v=_0KgQbxKefs
  20. Huh? hitting her out of anything on the ground with 6a? I can assure you that trying to 6a counter her on the ground is a terribad idea. She is going to spam you a face full of 5a. Don't give her a free counter. You can use 6a as frame trap on your offensive, but on the defensive, I don't believe it is useful for anything on the ground. As for overheads, nothing to do other than either guessing it, or reacting to it. Her 3c is really slow. I mean, it can be reacted to, and it's easily punishable. Noel has ways to play safe but crappy offense just like hakumen, or she can play her high risk/high reward game, which Hakumen gladly welcomes. You just need to play from neutral effectively and not take too many chances. The only thing I hate about her is her 5a, you can't do shit even if you IB it. Otherwise, it's simply reading your opponent. And there is nothing better than blocking. Do not get the idea that blocking is bad, blocking is goooooooood. Patience is goooooooooooood. Oh, and stay on the ground, please. Good noels will blow you to bits if you approach from the air too often (6a, ja, air throw all crushes whatever you can do from the air). The trade-off is severely in her favor. I only air-dash entry about 1-2 times per round. Air throw will go straight into ground shoot combo for a fuck loads of dmgs. Not cool.
  21. You have the entire super flash to sort that out?
  22. It's not a glitch, it's just hitbox being weird like sol's. You cannot IAD jb jc after something like 6d. Likewise, if you are too high, anything you throw out simply wiff. This only applies when he is frozen though because that's when he kind of keels over.
  23. I think it would be pretty obvious that you would want to avoid using 6b unless you clearly see something coming. It's not fast nor does it have a good hit box. It's purpose is to beat lows that you think are coming and for knocking down Also, things don't happen within a frame. That's not how the game is programed. If you are getting counter hit, you did it too early. That's all there is to it. Use the same example, you can catch tao's 2a spam if you IB one of the hits. Edit: Actually, a better way to clarify this is to just use the frame by frame option in match replay. Things don't happen within a frame.
  24. Why are you trying to catch it? renka one hit into zantetsu for maximum damage instead of immediately prorating your combo by 77%.
  25. or they can backdash and throw you.
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