ryokoalways
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Everything posted by ryokoalways
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Execution, how long it takes for the move to come out. A move with 5F execution means the hit actually comes out on the 5th frame.
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the follow-up, enma, has it's own invincibility frames, it's right under kishuu. And you really should just post the site rather than just Hakumen's. Hakumen needs to know most of the important frame data for catching purposes. While experience will make up for much of it, some things can only be figured out via looking at the data. Here is the entire site: http://s1.zetaboards.com/blazblue/pages/index/
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well if they know it's coming than you do it too often. They should never know what's coming if you mix enough shit in. That's the whole point of having a mixup game. They have to play honest and just block while you throw things at them. There is no such thing as they know it's coming unless that's the only thing that keeps coming out.
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I think noel's command throw (and ragna's), is more like a conditional hit than anything else, so just treat it as such.
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That Jin is a good player, but the two videos are trash because the noel is horrid and that Jin was obviously not trying.
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Nothing. That option is not made to beat 5a mash. If they mash just frame trap a jc for a counter hit.
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Sure it takes a long time to tech after b dp, but that's not my point. My point remains there is better use of 50% meter than to b dp in the middle of the screen.
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My advise is don't b dp mid screen in a combo, do something else.
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Depends on if they are in block stun (which they probably won't be). If in stun, then no they just auto block it. If not in block stun, then yes, they need to block it as a cross up. As an additional tip, you can use AD jd as a crossup, but I'd suggest have 50% to RC. If it works, great. If they block it, it's going to get ugly.
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I think I understand what you want to do, but why are there RC in your combo. Jin is the last character that should RC in a combo, he has much better use for 50% meter. If you don't mind, can you post a video or something. I fail to see the purpose of making combos specifically for resets. They should just be done when the situation is right. Edit: Nevermind, I think get what you want to do. That's not a reset, that's just combo continuation. Don't do the first 2 you stated. The third one is fine if you are going for the kill and are out of range to do anything else other than musou, then you can RC jd and go from there. Correct me if I still misunderstood what you want to do.
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-Against that specific Ragna, recognize his tendency to dp, and punish him hard for it. -Do not do 5d dash cancel 6c. It will not combo if they shake and you will be punished pretty hard for it. Just musou and knock him down and work from there. -Less poking when Ragna is in his optimal range. You have a sizable disadvantage there. Learn to be patient and block a little, then look for an opening. Also, do not be afraid to use dp if you know something is coming. -Less jc on approach and more jb. Jc is better at certain heights but jb is overall the better move. -Some good use of meter, such as d fireball in the air. I am personally against using getsuren after a throw though. You can crank out nearly the same amount of damage in a combo and then have meter for other stuff. Plus you weren't going for a burst lock. So far so good I guess. Comboing will come with time so that's not really an issue. Start to learn to play defense and punish. Also begin incorporating mixups, frame traps, etc (you did some traps with d fireball. expand further). That Ragna was just running into everything. For the tager one, it seems like it's just a lack of experience from both sides, so not much to comment on other than some stuff from above and start to learn to recognize what combos to use, which will come with some more practice.
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Unfortunately against a good carl the tradeoff is always in carl's favor. Go watch a few clips of Dio and tell me if you have the balls to just rush him down from half screen away. I know I don't.
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You have a variety of range d moves that you can curse him with. If he consistently try to kill cloud, nail him with the snail or the tail or whatever. Most of all, you need to outmaneuver hakumen during the trying to curse him part of the round. So know all your mobility moves/attacks. Honestly, if you just keep dropping shit on our heads we are at a fair disadvantage. It's us that has to take a chance, not you, which is why it is in your favor.
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A green command throw cannot be countered (tager's and bang's. Ragna's and noel's are just not counterable period). I'm pretty sure.
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Sorry to disappoint you but I do not play online. I play against a set of 3-4 friends and we each cover about 2 characters, then we just go to town on each other. I'm lucky in a sense because they are all GG veterans so they pick up their characters relative quick and do things the right way. I may eventually play online, but I'm not really interested in having to play 9 scrubs then get to play one competent player. Again, I'm by no means great at hakumen, or even good. I am not particularly stellar at zoning with him, and I am still getting use to his normals (I'm not use to them because I play characters that have great block strings usually). As for what I am good at, I can IB catch very well, which is a carry over from me playing jam in GG (Jam has parry). Also, I have most of hakumen's combos down. Furthermore, I have fairly limited experience thus far because the lot of us haven't gotten the character to the point where we can roll it out in a real match. Edit: Allow me to mention that my main is Tao/Jin, and sub Hakumen. Tao is still a work in progress, while I am confident I can roll out my Jin for actual match play to start gaining match up experience. Hakumen is kind of in the middle.
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I will try to generalize. -Break your habit of doing 2a>2a>5b>5c. It's good at times but it looks like you just have a habit of doing it. - In conjunction with the above, learn to maximize your combo, not necessarily in damage, but in effectiveness. Know what you should follow when what hit land according to where you are at on the screen. Take note of how much meter you have when you land the hit and roughly guess how much meter you will have when you want to use it at certain points. This is the next step. You are comboing, now you just need to make them hurt. -Learn to pressure better rather than going through the buttons. Add frame traps and feints. They will allow you to keep your offense going for much longer. -Against Hakumen, frame trap to make him honest about using his catch, then go from there. Delayed c moves, 6b, whatever. Also, learn to approach from the ground better. AD is not a good idea against hakumen if done too much. Also with the above, mashing will result in hakumen IB catching your moves, which is free damage for him. Random notes: don't wave from full screen unless you actually see something coming, do not roll left/right against hakumen because his 6b has big hitbox (it's also a low, fyi), learn to track your opponent better when you are on the offensive, recognize when you have a chance for a 50/50 mixup (for example, when you rc musou, you can either AD jb or land and 2b. It's a 50/50 because you can't really see it, you have to guess, which is the best you can get for a mixup), etc. Hope these helps.
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Well a and b dp are unsafe if Ragna inputs second part really fast and c is unsafe if ragna does nothing. Besides dp isn't going to yield 3k damage so it's ill advised (unless you are in the corner, but you still have the previously stated problems with using dp). Dp against first hit of fang is another matter, if you guess right, it's payday.
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Overhead? If he is going to full turtle just push him via walking. Someone that plays like that will be easy to pressure. That is just a coward's way of playing arakune. To reaver: OS 2s is plenty scary to Jam, and while her FB is outrageous in terms of usefulness, in practicality it's only mediocre just based on the fact that it requires tension to do. Even with Jam's obscene tension gain it's still not reliable as a first option. It's usually my 4-5th option (Don't get me wrong, that move shot Jam up at least 1 full tier, so i'm not saying that's not a good move. It's an amazing move). And man we are getting off topic. Again, my main point is a good arakune will constantly be hitting you with things to further remove your maneuver space so that it's not safe to just kill cloud or hop around. I guess we can't agree on this point yet so we will just have to wait till each of us get to play high level in a bit. Note Hakumen is my sub so I'm sure I'm not as good at him as you are, but I would like to defend myself by saying I am in no way an incompetent hakumen player and I have analyzed enough vids to know what to do for matchups (actually carrying it out is a different matter).
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Order sol at least had a 2s (omfg I hate that move) and decent speed. And I don't quite see similarities between the two characters, but that's just different opinion I suppose. And believe me when I say I know a thing or two about beating zone. I play Jam, everyone outranges my sorry ass (again, fuck your 2s). On the bright side I get to practice playing footsie every match basically. Against Arakune that does not stop doing things (ie drop cloud and then wait for you to screw up), it's crazy scary because you want to keep moving, but arakune can remove a lot of your space with cloud.
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I understand. I was just giving my two cents. Don't mind me because I haven't put in any effort at all in providing info. If I may though, allow me to suggest just linking to the frame data site. It will be more efficient in my opinion, because not only should you know your character's frame data, you really should know all characters'.
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Providing a giant list like that isn't the best way to go about it in my opinion. I actually think for an easy character like Jin it's better to figure out most things by yourself, or through watching vids. It makes you think about why you are doing certain things, rather than someone tell you and you just going "yes sir". Edit: However, thanks for the effort though, more than I have given at least. Pozer, you want to change sj jb > jc > jd >musou to sj jc > jd > AD jb > jc > musou Better damage, better knockdown because you are closer to the ground.
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Hell's fang is a trade in your favor on block. It can go two ways: You regular block it so you two are at neutral (you with very slight advantage). His only way to continue his assault is dp, so it's a guessing game, just guess right and go from there, nothing complicated. You IB it, which means you can punish. However, keep in mind that good players will recognize the first part got IBed, so they may try to get out the second part. Again, this is a guessing game, guess right for a good punish, guess wrong for a little damage and ragna's continued rush down. I say it's in your favor because in both instances, you get to break out 3k+ against him if you guess right (or just go on the offensive, which is just as nice), and only eat a little damage (at most 2k) if you guess wrong. Just remember Ragna is a giant case of high risk/high reward with his specials (gauntlet, fang, etc). Edit: I should clarify that the things I listed that Ragna can do are the things you need to watch out for. If you guess wrong then obviously he can go into anything he wants (pokes, mixups, etc). But basically, you just need to ask your self, "is a dp coming?", and then decide either to keep playing defense or stick out a 2b and start comboing his ass.
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My counter to what you said, reaver, is that at top level you can tell the significant advantage that arakune possesses. Beating mediocre players and saying the match up isn't bad is non-informative and not very helpful for those that want to learn the match up. I could easily also have said Jam vs Eddie is is not difficult at all because I could beat any non-top class eddie, but when it matters (high level play), Ogawa still makes me his bitch (yes i had a session against him and it's not pretty. I did get close once though. Moral victory). I've seen you around the boards for GG, so I'd assume you are an oldie. Shouldn't say things that's irresponsible like that. It is a fact that this match up is decently skewed in arakune's favor. My apologies in advance if I sounded a bit like an ass (I assure you that is not my intent), but I really dislike the argument of "I beat this easy so this isn't bad", as it provides nothing in terms of insight, and looks more like, for the lack of a better term, self-stroking. As to the other question, you really want to utilize both. Staying on either ground or air too much will get you killed. Some additional tips: You want to be judicious with your catches. And remember arakune will play zoning with only 3 tricks (thing out of the ground, spit bug and teleports) till he can curse you. He does not want to get into a melee fight with hakumen. Hakumen's 5a and 2a are very good pokes so you can win close mid range if you play it smart. Also, note which cloud is out at the time (or perhaps he is looking for a specific one). Arakune has specific things he likes to do depending on which cloud is out.
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Since hakumen can cancel into his specials off anything, it's preferred to use those. You will net more damage than just 6c 6c super if done correctly with 8 magatamas. I've only ever seen hakumen RC to beat burst, and I agree that's really the only place to do it. Or to prevent punish, obviously.
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Just you. Mash on c till the 6th hit then just get ready to dash 5c. Very simple.