ryokoalways
Members-
Posts
1,418 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by ryokoalways
-
Sweep into 2b is fairly old, and is used on characters where the 5c jb link does not work (such as rachel). usually it's 2b > 5c > sj jc > jd, and etc. In the corner you want to apply other variations for better damage. Edit: my apologies, I actually didn't address your question. You don't do 2b 5c 5d (and it's well known that 5c air hit goes into 5d), because the one I posted above is the preferred standard.
-
From what I can gather from match vids. If Carl is playing with nirvana in the frontline too much, use 5d, and keep your fingers ready for dp. It's a good way to wear nirvana down and carl won't be close enough to do anything major. If Carl is approaching with Nirvana (something like moving her forward while she readies drill hand), create distance. You also have a projectile. Dash backwards and if safe use the c version. Don't be shy about using wave super to take out Nirvana. Carl doesn't do any damage without her. I think that's the basics.
-
The throw combo (either direction) is simply: throw > Musou A > 5c > 2c > sj jc > jc >musou B This is the most damaging one I think that use no meter. For others where you could do the 5c > jb > jc combo, you can just let them land after the throw and do that one to get a better wakeup pressure for slightly less damage. Edit: Allow me to reiterate: The one you posted only works on lighter characters, such as nu. Hitbox may also be a factor, I didn't try it out on every character.
-
If it's a normal sword summoner, nu has enough time to super jump in the air to dodge yukikaze (super flash will provide the player with more than enough time to react). Which is why you really should use that super against melee, and only if it's a kill shot because you'd do more damage if you use a regular D catch and combo off it.
-
Well for practicing combos that's all you need. However for combo recognition, you want a mobile target, and the AI will work just fine. Purely for the purpose of practicing combos, you should use ragna as the target dummy (because all of Jin's combos work on him). Do note you will eventually have to figure out character specific combos though.
-
I think just working on knowing when to do which combo would be fine for now. You weren't really looking at whether tager was crouching, and you were just going through the buttons and not looking for specific combos once you notice a hit lands. An easy way to do this is just to go to training mode and keep going pure offensive against the AI with health reset, and just learn to react to whether the target is crouching, how far are you when you land the first hit from the target, and where you two are on the screen when you initiate the combo. Use those three points to choose what combos to do accordingly. The other thing is try not to mash. It's really not that bad, but remove the habit of mashing is important first step to playing at a moderate level. In fact, don't even let it become a habit, not during pressuring, nor comboing. I think the first thing is just because you haven't had enough time to memorize all the combos, so that's no big deal. I think you should be ok in that area within a day or two.
-
do jc as late as possible, and 2c as soon as you land. It's pretty tight, took me a day of work to get use to, but once you get it a few times it will come naturally.
-
jc comes out a little slow at 14 frames, so you just have to get a feel of it. It takes awhile but it will be easy once you get the timing down. All you can do for that combo is to practice till you can get it. 6c 6c super is simply one input after another. Maybe you are holding on the super slightly?
-
My experience against a good Arakune (I think he plays for the SBO team from Taiwan): Don't play afraid. You actually have to be pretty aggressive because You do not want arakune to get to dictate the tempo. Granted my win percentage was still really low, but at least I wasn't getting walked over (At this point it's less a matchup problem and more of a "I am not as good as him" problem). Also, frame trap the hell out of him (so you can stay close). If you manage to get in, make it worth it. Don't let him get away after like 5 seconds.
-
What I want to see is Inoue playing a competent Hakumen. In my opinion, Inoue has by far the best nu thus far. This could give a bit more insight on the matchup (or just show how much shittier it can become >.>).
-
I know you are trying to be helpful, but I don't agree with basically all of them. The ones you rated poorly are usually not that bad and she may actually have the advantage in quite a few. And the good ones aren't that one-sided. For example, I don't believe Tao has any 2-8/3-7 matchups, neither in her favor nor against her.
-
Zekashis is right. The one he posted pushes the opponent farther during the combo, and keeps you close to the ground. I usually do the other variation like this for a better wake-up knockdown: whatever into 6c > dash > 5c (have to wait till last possible moment for low air) > 6c > dash > sj jb > jc > jd > you then land and do a 3c into 236c. Damage and meter gain is roughly the same, so just mix these two up to keep them on edge.
-
4r5, you are absolutely right she can lockdown from full screen, but that is not going to create damage (Allow me to clarify: When I said initiate I mean something that can lead to a combo; mixup, crossup, frame traps, etc). She can lock you down but to create damage she needs to be in your face, which is just fine for Hakumen. With the other two, they can crack you from a safe distance, then proceed to move in if necessary. In my opinion, Rachel's zoning is more of an annoyance (Her projectiles being not random/instantaneous contribute to this, as they are more catchable) , where as nu and arakune are actually scary for Hakumen. I should probably mention I only have experience against Rachel (mediocre one that knows the basic mixups, but since I don't exactly play a stellar hakumen, know the combos, not the matchups, it's a good enough challenge for me), and arakune (raped my face, I think he is going to SBO with the Taiwan team) with Hakumen. I haven't played nu, but just by looking at match vids I don't even want to bother. I'll just use Tao/Jin, much easier on the mind.
-
My apologies, allow me to put it this way: Rachel needs to be in your face for her mix ups. Arakune and nu don't. That was my main point.
-
Just do 6c and look for when he techs. Then just kind of get a feel of the timing (kind of give yourself a count in your head or something). And as far as I know, you can basically input the dash a bit before the 6c lands, and you should dash immediately after the hit. You usually should have to wait a little since if you do it as early as possible you should get there early.
-
It's not so much that her attacks have frame advantage (they don't. In fact, most moves in this game are severely negative unless supplemented or jump cancelled), but the fact that she can continue her rush down forever since her wind recharges as long as she is on the ground. But that's a problem that applies to everyone. Rachel is probably the easiest S tier for Hakumen to deal with though, because she needs to get within range to initiate, which suits Hakumen just fine (unlike arakune who initiates from a distance, and nu just being nu). There isn't a strategy, just IB somewhere and catch a move, or sit through the whole thing. Perhaps IB tk 214b.
-
Thanks. That was helpful.
-
I'm pretty sure that applies to everyone.
-
I never said Jin's dp is better than ragna's 6a. I never even mentioned dps being better. I said it's a viable subsitute, and being 6 frames, the A dp is a viable first option in my opinion. Also allow me to say that this is not an instance where the aa can be done via reaction, for obvious reasons, to prevent people from freaking out further regarding IB blocking and punishing. I would rather you not assume I do not understand a game/matchup or anything of that nature. I have no interest taking up a conversation with a player that decides to act elitist. If you have criticism, I would love to hear it and have a civil discussion about it. You can save your attempt at elitism elsewhere though. And let me assure you I will only post when I am sure I have a decent understand of the topic. I don't post where I know I have no business posting, such as anything regarding Litchi because I have no actual experience against any. I agree 5c is a viable aa against ragna, but it's a bit slow for my personal liking. That's my own problem though, but you are absolutely right, and depending on ragna's air approach, it's a safer option in those specific instances. Also, if my post regarding IB against certain attacks such as dp and 6a was old news, my apologies
-
That was not my question. I asked specifically about the location of the combo, where I marked with (here). That's when it becomes techable, and I was asking if it's always techable, or am I just not timing it right. And I can do the corner loop just fine, 236aa combo is very easy. Just need to get use to it.
-
623D > 5c > 6c > 6d > 632146 d (the super) > 623 b > 623 a So basically f (forward), dp (623), and hcb (half circle back, or 63214)
-
Oh don't worry about me, I don't have much trouble dealing with Ragna. Playing Jam in GG gave me plenty of experience with playing against characters that have better range than I do (which is basically everyone). And I assure you I do not dp mindlessly, which is why the whole IB dp thing isn't really one of my concern. If I get beat, it's because I got outplayed, and not because I fell for some gimmick empty jump in.
-
Ok this is interesting (at least to me): I don't know where to post this, but this needs to be known to everyone. Also correct me if wrong. Let's use Jin's A dp as an example, blocking it in the air: normal block (cannot be blocked, needs barrier) Instant Block (can be blocked without barrier) Applies to everything in the category I think.
-
Why can't you find it? It's in both english and japanese (you get to set it). In any case, the second section (second circle from the left), first option resets health bar after combo. and the third section, first option allows for counter hit (on or off, basically, as counter hit only applies to first hit in this game).
-
only counter hit will allow 5c > zantetsu