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ryokoalways

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Everything posted by ryokoalways

  1. I think you can IB it. I'm not sure, the only ones I know you need to barrier are ragna's 6a and maybe his dp? Now that you mention it I probably should test those out >.>
  2. Jin is actually one of the better matchups against nu I think. someone want to confirm/deny?
  3. I agree air approach is viable, but I interpreted it as you use air approach more than ground. What I meant is that you should air dash in very sparingly. I did not mean to not air dash at all. And I did mention that unless close range, a dp is viable aa. It's not like I have not been baited by a jump in, but overall I have had success against most chars when using a dp as the aa in place of the missing 6a (As I mentioned in the previous post,I agree that it's not better, but it is an able replacement).
  4. Question: Does this not work? neutral throw in corner -> gurren -> 2c -> (1)j2c -> jc -> 2c - > super jump j2c (here) It doesn't connect at the end for the regular loop, is it always techable or am i just not timing it right. I also tried super jump at the location marked (1), but that also doesn't help. Thanks.
  5. I'd suggest baiting the throw rather than breaking it. Why give away your advantage if you know a throw is coming, jump up and jc him then 5c into 623aa or renka.
  6. I don't believe I ever said dp everything that's in the air. If I'm unclear I apologize. My point in that sentence is that for aa purposes, the a dp is absolutely viable as your first option, and can be treated as a 6a. Also, the counter you mentioned is again, close or mid range. I believe I made a mention of the fact that dping that close is a bad idea already. Please also keep in mind empty jump ins isn't a cure all. In fact, it's just another 50/50. If i sense an empty jump in, you just walked straight into a 5b, which Jin can work quite a few things off. A 50/50 like that is not a counter in the sense that, say, a pure 6a counter air dash approach. It comes down to the players instead of getting beat outright.
  7. I don't really think Hakumen has trouble with rush down because you can catch (even the best players has several specific block strings that can be noted) and you do have a dp, tk j214b. Your 2a isn't a bad poke either because it has range. Usually 2a into 214b, and that regular combo is a good way to get the dude off you and begin your offensive (or whatever there is of it). Obviously never use c moves in close range or even mid range (you have to pre-empted them so you need distance). I don't know too much about b moves though. I don't see much use for 5b other than one specific combo, not sure abotu 2b, and 6b I only see in one knockdown situation. Basically, I think the only things you should use are 2a, j214b, and catch moves.
  8. Sure thing, I haven't been here for nearly a year myself. I stopped playing GG when BB was announced. If things haven't changed, most of the people on the board are fairly helpful. Also as a side note, I do not main Hakumen, so do take a grain of salt with my posts (I will try to note the parts that I am not 100% sure). Ask one of the main Hakumens if necessary, they are definitely better versed in how he plays than I am. Enjoy.
  9. I have no idea what that first one is. That's not a move for anyone. If it's the c spam, just 6c and chop his head off. Try to learn how to push Jin into a corner (Hakumen REALLY needs corners), and learn the j2c loop. That combo you listed, I believe it's 214B, and that would cost 7 magatamas for very little damage I think. The variation you are looking for would probably be: hit confirm anything > 214b > slightly delayed 236a > 6c > super (7 magatamas) Only use the super if you are going for the kill, otherwise save magatams for more constructive purposes (like pursuing your opponent and follow up with another combo).
  10. You really should mention a bit more in your post. I'm all for criticism, but at least let it be constructive. Besides, I don't believe I said I'm right. everything I mentioned is based on my matches thus far. The only thing I can assure you is that I'm not playing scrubs via network, but friends that were veterans at GG. Other than that, if you have feedback, let it be longer than one sentence.
  11. err if he uses 236d just either block you (like you are), or catch it. And if he does it from anywhere that's not point blank, it's just a waste of 25% meter. Just keep in mind 6d and 2d are 1 frame start up, while 5d is longer (5? I can't remember).
  12. Using two magatamas to zone is ridiculous. If that's your strategy, you basically have to stand there and take it for the first 5-10 seconds of the match. Having basically no offensive capability until you have actually been attacked is really lame. My fix for hakumen? Give him 16 magatamas (and an equal meter gain buff of course) while costs remain the same. Hells yes :O (No I don't really think this will fix hakumen because the real problems remain, but this would keep him unique and give him a significant buff.)
  13. Let's put it this way, in terms of getting in through the air, consider it a 50/50 game regarding whether the Jin play sees it coming. Also, ragna's jc (which I personally don't believe is really that good of a move compare to his ground counterparts, which are retardedly good mostly) will only work if you do a regular air dash entry. A high one is easy to deal with by several options. My main point is that your optimal dash distance is also Jin's optimal distance for using a dp, and if Jin guesses right (the 50/50), he can pre-emped 5d, which will hit a low air dash. So you are basically not going to get anywhere most of the time. By the way, I don't know how well ragna's 6a fair against the a dp, don't try to out speed it with your jc. a dp comes out in 6 frames, not 14 as someone previously stated. This is essentially his aa, because unless you block it right in his face it's going to be hard to counter, hense why Jin players don't have to really use it judiciously. Also, using Kaqn (one of the two ragna I've seen) as an example, he rarely approaches Jin from the air (not even jump ins), because 5b and ground specials are simply superior to whatever Ragna has in the air. Approaching from the air is more Jin's forte, because Jin's jb and jc are really good. I have played 2-3 ragna's so far, all of them relatively decent at the game (not new. They had experience with arcade), and from experience Ragna gives me the most fits with 5b and hell's fang, he gets to get in my face where I'm playing a guessing game that I really have no business playing.
  14. You beat Jin at close and mid range. You lose at long range. You also lose if you approach from the air (ragna's air to ground is pretty mreh). when you are at long range, you need to be conservative. 5d and 2d can totally destroy you if timed well. Don't get into a dp war, because a good Jin will always win that one. Jin's a dp is ridiculously good too. I don't play ragna, but from playing against ragna as Jin, I avoid close-mid range combat, and try to play at Jin's favorable distance till I can get a chance to start the offensive. During Jin's offensive, all ragna can do is really tide it through. Jin has nice frame traps with his normals, can bait various moves from ragna (including dp), and 5d and 6d are still equally dangerous.
  15. Hakumen's offense is horrid. No cross-up, one mix up with no follow-through (zantetsu doesn't count, that thing is too easy to block). Essentially while Hakumen can dish out decent to good dmg, he can't create it. All he has is frame traps, and even those are limited because he only has so many magatamas. Basically Hakumen's pressure isn't scary, and the more you waste on pressuring equal less you can use for dmg. If anything, I'd say unless you can IB consistently, it would be a tall order to play an effective hakumen. The amount of meter gain via IB is a huge difference.
  16. I don't know if that's an accurate video. Fio isn't that good of a rachel player. Buppa didn't get amazing till sometime between March and April. And Isa has always be retardedly good with Arakune (at least as far as I can remember). It's like saying Tager has no chance in hell against nu because Inoue could perfect FAB. Has some truth to it, but ultimately not really accurate.
  17. Play Tao like she is a projectile char. For all intent and purposes, her drive IS all projectile attacks. Good use of the a and b dp (especially the a dp). Problem with my experience is that the Tao I played at the shop (I'm in Taiwan) was also relatively new (basic combos and how to pressure, but definitely not utilizing Tao to her full mobile capabilities), so I can't really comment on what to do if a more polished player handle tao the correct way. Let's put it this way, I can't think of a guideline for fighting tao after watching the buppa vs kazu match. Unless you put tao on the defensive, her mobility allows her to do whatever the hell she wants. Edit: I should note my main is Tao (I play Jin because he is fun and frostbite is awesome), and in my opinion until players can get a handle of how to at least utilize Tao's mobility half the time (she should be in constant nonstop motion, random if necessary), there won't be much of a strategy for her because you can just rush her ass down. If the player can utilize the drive, then it all comes down to patience. You can't play the tradeoff game against a good Tao. She will take you for a ride across the screen and back. And trying to pre-emp her is too dangerous because she can safely cancel all her drives at any time.
  18. 5D is good because it has fairly long active frames, and not horrible recovery. Problem is slow startup. 2D is for quicker startup, but slow recovery and doesn't have as many active frames. Also, 2D has smaller hit box (obviously). So at long distance, 5D just because it's very safe against either. 2D is too situational. It's not really much an engagement tool against ragna. Against rushdown characters you want 5D. Against zone I think 2D may be more preferred. The best option against both though is just a and b dp in my opinion. Jin's a and b dp are sooooo good. Another safe option is to jump forward (holding on autoblock, of course) if you think 214A is coming, and just 5D in the air. Worse case scenario you jump late and block it in the air. It's also not too big of a deal if he ends on being right below you because your jb and jc are good (or just 214b/c and gtfo). Honestly, against ragna your concern should be when you guys are in close-mid range combat (midrange is more dangerous). Ragna will totally destroy you with his normals if you are not careful. Long range combat take the fight to him with jumps because unlike GG, air throws won't own your face off if you are use to throw breaking.
  19. ryokoalways

    jam vs Faust

    VS Faust is basically the textbook intimidation but not overly aggressive approach. Be patient and play footsy, and just guess when he is going to throw shit out. If you guess wrong, FD break and go from there. The best way to fight faust is tk drop kick. At the correct height, it beats a lot of faust's best pokes against Jam. Just have to get good at guessing it. Pretty hard to punish effectively by faust too, since he can't get in optimal range to make you pay for it if you get the right distance. At the optimal distance I think the only thing he can do is 2p, everything else either is too slow or goes over Jam (she is in crouch on drop kick recovery).
  20. best way to attack-bait shield is 5k. Recovers fast enough for a parry punish. safest way to bait shield is just a backdash bait. With good timing, there is many ways to bait shield, but i still think playing it safe is the best bet, considering the trade is most definitely not in your favor. Not like it's hard to rush down pot with Jam.
  21. Dizzy is the only range char that has no way of getting Jam away from her once she gets in. One knockdown results in free rush down for rest of the fight. Play it safe and take smart chances against her moves and it's really easy to win since you just need to combo her twice. Other than practicing specific combo for her (timing wise) because her hitbox is semi strange, she is the least troublesome one out of all the "look at me fill screen with shit" characters.
  22. Oh, that eddie is by no means set on his strings. But he was playing eddie correct in terms of choosing when to go on offense and defense. Other than FB, the excessive airdash is a problem. Don't get raped by jk.
  23. Only watched the first one. Too jump-happy at times. Mix it up some. Your loop has too many 5k and 6k. Eddie is extremely easy to combo, so need to rework your combo to get max dmg out. Missed a few easy combos here and there, and just get some hits in after you land a hit. At least 2 instances of 2p and 2k landing but you go to 6h. FB use became a little predictable. Other than that, pretty good use of jh, got lucky a few times too. Your approach against eddie is good, but try to time things a little better (mainly option selects).
  24. Slightly different, but he emulates basically everything that KA2 does. Mixup and cross up aside, the 2k pokes and the way he moves definitely has the feel, not to mention execution (amazingly accurate 2d frc). Can't stop laughing at the 5p spam into parry.
  25. I don't suggest using 214 k to punish slide head. A bad timing (or if you get faked out) and it's a free 6p for him or worse. There are safer alternatives, at the cost of some damage, but much safer.
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