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ryokoalways

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Everything posted by ryokoalways

  1. Ragna's 3c is a special case where a good hitbox makes hotaru whiff instead of going under it (Ragna's body draws back enough for hotaru to miss, for a period of time). If you are not over half way into your hop when ragna starts the 3C, you can hit him out of 3c if you delay hotaru as long as possible as his hitbox will come back forward at that point.
  2. Reach me through the forums, or AIM "ryokoalways", or email "ryokoalways@gmail.com I live in Rosemont, 10 minute walking distance to the station. Work till 4:30 weekdays. Appreciated.

  3. hop hotaru is designed to beat pokes everything, and will if you time it correctly to each situation. Only time hotaru will whiff is if against something really low like Noel's 3C. I don't think even Taokaka's crawl will go under it, but I'm not sure about that one.
  4. Hop hotaru closes the distance, but more importantly, you need to hop to be ambiguous enough to be able to use the other components of the mix-up. With tk, all you have available is hotaru or tsubaki. With hop, the initiator is ambiguous, carry-through looks exactly the same for all mix-up components (because you don't add anything to the initiator for all cases), and have the exact same timing (cannot be option selected). you can (in order) hotaru tsubaki renka cancel throw more complicated bait components (don't bother with this unless you are playing against someone that is really good. You will just end up out-thinking yourself instead) hop again For 6A>throw (or any kind of mix-up for that matter), you have to condition your opponent into not jumping first with 6A>2B/5A/5B. Do that first to prevent jump-outs and poke-outs. Next, work in reversal baits (5C knockdown>walk 2B, backdash, etc). After those, you will have access to all your mix-ups because you can force your opponent into actually blocking on wake-up reliably.
  5. 6A delay is dependent on how high 5C hits to get the knockdown. Hop hotaru is better offensively. TK is better defensively.
  6. Mix-up/trap examples Make sure you ask questions if you don't understand why something happened. I still don't think this is very educational though. Edit: Forgot to mention, ignore the sound (or better yet, mute it). Apparently I forgot to change the input on the audio record and it got our voice through the laptop mic rather than output from ps3.
  7. I'll see if I can get my hands on it.
  8. I've recorded some matches between me and a friend (same one as before, now he plays Hazama). But it's more just for him to study. Not to mention he hasn't beaten my Hakumen in 3 months, so it's not really going to be educational to non-players by any means.
  9. It's a good illustration of the idea, although their variations are still fairly basic (but that's expected, since they are playing random people). The only suggestion I have is to not use 2C as jump-bait that much, since that always leads into kishuu on block (too obvious, and waste of meter). As for combos, the rules haven't changed 1. Middle of screen: Always do carry combo or set-up combo, never damage combo (unless going for kill). Combo variation dependent on distance to corner. 2. Corner: Always knockdown combos or tech trap combos. Never go below 1 magatama (you can get magatama back during combo) unless you are going for the kill. Another thing to get good at is calculating exact damage needed to kill. I mention this because it's a good idea to hold your magatama till the end for shippu. You get a few hundred less in damage for each equivalent combo (in reality the magatama efficiency is terrible, but you are going for the kill so who cares), but since you are holding onto your magatama, you won't get bursted when you unload your magatama, and you are completely safe from burst when you do. So at the very worst, you read a burst wrong, get hit, but still retain at least 4 more magatamas.
  10. First, 5C to knockdown. Any variation of combo into jC>5C wake-up game. Condition your opponent into blocking with meaty 5B, 2B to prevent jump out. Make them unable to spam/reversal with hotaru and backdash (6A>backdash from above set-up will beat almost every type of reversal, by plain miss, hotaru, or yukikaze cancels). Also add walk>2B>hop variations to change timing so your opponent doesn't get comfortable dealing with one timing only. Then go into your mix-ups/traps 5B>high/low Meaty throw Feint throw hopXn>high/low/hotaru/reset Frame traps is basically various delays with renka, 6A, 3C. 2C, etc. I personally like to do 6A at half character range. Trades with most pokes (always a win with 6A), beats jump outs (screen carry combos are always good), and out of throw range. Once you master basic wake-up game, then you can add tech traps, but those are more gimmicky than the basics. Good to use once in awhile, since forcing your opponent to guess between air throw and hotaru is very good trade-off.
  11. Using poke is fine, but you need to use them correctly. If someone asks you why you did 2A somewhere, you should be able to answer the question. Last point means just because you did 1 2A, does not mean you need to do more 2As. You end up pushing yourself out of a range where you can scare your opponent too quickly. Another thing I forgot to mention, you can't go into your mix-up game until you condition your opponent correctly. Against regular players that play all offense and no defense, the first order of business is to prevent jump outs/mash with 5C (Knockdown at end of combo)>6A (force neutral tech)>2B (Meaty to prevent jump) or one of the 4-5 other variations of this wake-up. If your opponent doesn't learn, then just do 3-4 3.5k combos and win the round. If he learns, then you start throwing out your mix-ups. Empty tsubaki isn't going to do anything. Work it into other parts of your game.
  12. I only watched Jin match. How bad was the lag? Jin had 2 block strings, should have killed him with IB. Make better use of your knockdowns to get correct spacing. Get better at multi-hop. Corner combo use 5B for launch. 2C is techable at second j2A. Know your pokes better. It seemed like you were just throwing out random pokes. Get better spacing so you have control over which pokes you have available. Block first hit of Jin's d dp, then barrier jump. Should never get hit by full charge. If you are unsure, then kishuu, which is not as good combo starter, but there won't be bad luck shenanigans. Don't push yourself out of range quickly when applying pressure. Figure out how to frame trap correctly.
  13. If it's possible, please provide me with details at DL. I'm not big on posting all over the place. And thank you for the invitation.
  14. You conserve meter to keep all options open at all times, not to do damage. Make sure you understand the difference. Never ever base gameplay on specific combos.
  15. I just finished moving to Chicago Suburbs for my job. If anyone is interested I am available past 5 or weekends. It's been about 2 months since I last played so I'm itching to get some games in. TJL
  16. An additional note: If you are too slow to punish jD via AD, use 6B to step over it. Unless you are asleep, you should react in time.
  17. Get better with your zoning game, and just sit on your ass till you have full meter. It's not like Arakune can do anything to you at mid-long range anyways. Arakune has to take chances to get in, just as you do.
  18. Makoto combo movie- Super Driver happy
  19. Carl CS Clap trap Note: Similar to CT, cannot form loop because only available when neesan is near 0 hp.
  20. The hotaru fatal one can use the jC ascending>jC descending combo piece to cover more distance at the cost of some damage. But you can secure corner knockdown with oki with a final AD j2A. I'd say about 70% stage length is ok with this one. Any more distance would require hotaru fatal and double enma relaunch, but you can actually almost go from 1 end directly to the other with it.
  21. Off throw in the middle of the screen, if you have decent amount of meter (4 magatamas or more), start using the following set-up. throw>gurren>5B>super jump j2A (straight up) The j2A will cause knockdown at that point in the combo, and you will be in position to dash at the opponent for an oki. The reason this is a really good mid screen oki game is because you are in position to prevent all 3 types of tech, and it's a safe air entry. With this jump in, you can do a meaty j2C that's completely safe from reversals due to how close to the ground you are (it's a really deep approach). So if, for example, Ragna decides to dp you, you will simply auto block it. Secondly, You can control the j2C hit, meaning that you can decide if you want it to come out or not. If you do the j2C slightly earlier than the above situation, then the animation will come out (and still be on top of the target), but the active frame would have ceased. This is a very hard to see feint, and you can land and do whatever the hell you want (land immediately throw, low, hop anything, etc). If you decide to go for the meaty hit, you can also go from j2C>tsubaki or land low for another fairly hard to see mix-up (I would actually suggest going straight into renka for low because it's more ambiguous in conjunction with tsubaki).
  22. Only on whiff, and you need to anticipate it. Correct spacing can bait out dp and cause it to whiff due to 6C drawing hakumen's hitbox backwards. Generally will only be applicable via knockdown.
  23. Best punish for baiting dp correctly is hotaru imo, if you have 4 meter or more. You can take him for a ride across the screen into corner knockdown for anywhere from 5.5k to 6k damage, and 2 magatama recovery.
  24. There is an AD in there. I just never bother to write it. Edit: I may be mistaken with 2C working in the corner throw. I never use 2C anyways because you get much better height control with 5B for the eventual knockdown, and you are sacrificing very little damage for it.
  25. Err, why not just do renka>5B/2C>j2A>j2C>2C>j2A>j2A>jC>5C>3C? It returns 4.5k dmg and 1.5 magatama Or even just do gurren version for 3.7k and 2 magatama return. This one you actually can increase your magatama count for the following set-up.
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