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Moroha

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Everything posted by Moroha

  1. Pot vs. ABA is in Pot's favor because one mistake and it can absolutely be over for you depending on the match state and getting into Moroha can be real dicey thanks to Slide Head. Potemkin can get hit three times, but ABA's Moroha mobility and large hitboxes def give her the ability to win matches vs Pot; you just have to play tight and always, ALWAYS respect (and bait) the dreaded backdash. If Pot v Slayer is 6/4, Pot v ABA is probably like 5.5/4.5. Testament is tough to get into Moroha; you really don't want to dry BP unless you feel really good about it. Stringing into it via 5H is generally the way to go here, since he can catch you with a variety of moves if he's watching. You need to play extremely patient and watch this man carefully. Getting KDed means you have to deal with his hi.low.throw, and of course every chunk of 25% tension is another guess into knockdown into reset all over again. Remember where every zeinest and hitomi is. 5H, 2S, 5P, j.K, j.P, and sometimes j.S and j.H should be used to disable traps. Bait 2Hs, unconfirmed random Badlands, remember he has Warrant and her high damaging throws eat Warrants all day long. Make sure that when you do want to meaty an attack, you meaty it, because if they do Fwd EXE and it's not a meaty, unless it's like an oki Danzai (lol) you'll trade and trading with Fwd EXE means you get CHed for a knockdown. I use Danzais less against Testaments, though it is obv situationally useful. Still, I enjoy Testament vs ABA, because winning it is always rewarding. Beating a Slayer is like I smashed him harder than he smashed me, beating a Potemkin is like I played really solid, beating a Johnny is like wow that was free. But beating a Testament is pretty rewarding, since you have to struggle to get into Moroha, fight your way patiently through his garden, and dissect his extremely solid zoning game he works to protect and command piece by piece to land the hit(s) you need to win while blocking his mixups.
  2. I use it mostly for the lols. It's extremely situational, and can be risky, but it definitely is useful and can absolutely seal a match. I know a handful of hilarious Goku Moroha combox that I haven't used in forever. Generally, I'll bust it out on people at Cons where I'm a minor celebrity. But it is for real useful. It's just not every match they're like, low on HP, you've got 50% tension and a bloodpack, and like, they're about to run their oki shenanigans / you land a hit. Btw Mac next time you get a chance check out how fast she can crank out Danzais in Goku Moroha, it's hilarious. She also gets like 4x+ butt loop in corner if you want it.
  3. 6P, as Mechanica said, fixes some height issues with certain characters. For instance, throw -> dash forward 5K, 6P, 2S, sj.K, sj.S, sj.HS KG works on the entire cast from what I can remember, whereas 5K 5S 2S the rest etc might not.
  4. Thanks for the fix
  5. Mr. FunkDoc is officially on board. Sadly I can't make it to MWC. ABA vs ABA mirror is roflsauces btw, hope to see you at a C3 in the future - and REP DAT ABA!!
  6. Ah, forreal. The Jam fight sort of confused me, but it's also real difficult for Jam. If I personally knew the matchup better I think it would be in my favor, simply because strong defense / familiarity against Jam means less knockdowns, and ABA's normals wreck Jam's day (2S, anyone?) My b on getting confused. Thanks for coming to C3 btw with Ohio Funkdoc, was good. 2x Axl from Ohio, lol.
  7. She's absolutely not 3rd or 4th, I don't know what wild world you're living in FunkDoc. http://dustloop.com/forums/showthread.php?t=3217
  8. ABA's nowhere below Mid for sure - probably Upper Mid.
  9. Vanilla Attack < Danzai < Volcanic Viper < EX Danzai There was no EX Danzai in Slash. Now that there is, that's a great upper hand. It completely and single handedly negates his VV AND Wild Throw. Any predicted, FRC-less Gunflame is a dash jump j.H counterhit. If he tries to rush you down blindly, you have plenty of moves - including EX Danzai - to punish him. You don't want to be using 5P as AA against Sol, his j.H beats your 5P. Rather, resort to 6P and 2S generally. 6P every Riot Stomp you can, and when in the neutral game, go ahead and poke with 5H and 236S. Your neutral game is far scarier than Sol's when in Moroha. It can, however, be difficult to find the space to transform into Moroha from Normal; you just have to be patient. You really don't want to non-FB slide a lot in this matchup to escape pressure; sliding into a Gunflame is a one way ticket to Frowntown.
  10. Uhm, there are better options after that - generally you want to follow up a 2H launch with IAD j.S, dj.S, or dash forward 5S. Without actually firing up AC, my guess would be if that connects, you could try FRCing the second Orbs into like a 5S, 2S, or dj.S if you're in the corner. :x
  11. 2. What the hell are my Oki options aside from EX-bloodball? http://dustloop.com/forums/showpost.php?p=169797&postcount=4 Please read the 101 FAQ, it goes over her primary oki options.
  12. It's got invincibility. For instance, if you're pretty sure someone is going to punish you in between your swings in danzai, you can do 1 hit danzai string into Goku Moroha activate. You'll be invincible, and the move's hitbox will cause the stagger for a combo.
  13. It's all about the 669 between reps, spending as little time as possible in the 66 animation, nearly seamlessly connecting the orb hit/landing into a dash jump.
  14. This. But be careful if your opponent SB's a 2HS; you might get thrown if you don't do your 2K or whatever quick enough.
  15. 5D homing jump JC j.H land dash in 5S 2S Butt RC 2 hit orbs into their life
  16. Hopefully we'll get word on this soon. To hold you over.. http://img86.imageshack.us/my.php?image=finalroundxikj7.jpg A bunch of pictures I took before Flash vs Latiff, it's far from perfect (i.e. Marn has half a head and Doomscyther's face is cracked) but the alternative was cutting some other people out and/or giving Rudy two heads. Edit: Moar pix. Simon vs. Doomscyther http://img80.imageshack.us/my.php?image=paxz5.jpg SH_ concentrating, or maybe getting hit with a big combo http://img134.imageshack.us/my.php?image=pcid4.jpg Casuals http://img291.imageshack.us/my.php?image=peqj2.jpg Peter watches Funk Doctor vs Titanium Beast http://img291.imageshack.us/my.php?image=pgac4.jpg Jan vs SH_ http://img80.imageshack.us/my.php?image=pbeo6.jpg "Kwanzaa Shirt" http://img291.imageshack.us/my.php?image=g1kx8.jpg
  17. Keep on dreaming, SMP. <3
  18. But that goes for pretty much any ABA oki situation. What makes 2D knockdown special is the time it gives you the perfect easyish timing to perform the dj mixup. You get it off butt knockdowns too, but since you have a wider gap it's easier to fuck up.
  19. Yeah, if you knockdown the other guy in the corner with say 2D, you dash jump and either; 1. j.S, JC j.S 2. j.S, land, 2K 3. Empty jump-in throw 4. Orbs FRC into mixup 5. Delayed Orbs into whatever the fuck you want Delayed orbs is fucking awesome because it'll catch people trying to throw you (You're still in the air, so they'll get a 6HS) with an unprorated CH 2x orbs. Follow up the delayed dj.Orbs with a 5S, since it's easy to confirm hit or block and continue as necessary from there.
  20. Um, you can do 5D, homing jump, j.H, land, Danzai or EX Danzai, orb loop. Or just go straight into it off the j.HS but you need to time it real strong.
  21. thankyou for the psyduck
  22. A.B.A vs. Millia Japanese ranking: 5.5-4.5 A.B.A Murder her once, block her mixups, and murder her again. More contribution needed. http://www.youtube.com/watch?v=gzIkrZriKG0 http://www.youtube.com/watch?v=GX2MNENa_vo http://www.youtube.com/watch?v=GgqKEiduF3c
  23. A.B.A vs. May Japanese ranking: 6-4 A.B.A May has a difficult time getting in on ABA, as ABA simply outranges and outspeeds her in Moroha. Danzai is hilariously bad for May, as it eats her non-FB Dolphins, OHK Command Throw, FB Overhead and both versions of her Dust for your own comboage. 2S deals with airborne Mays well, and 6P covers ABA's front better for horizontal dolphins (combo into 2S -> sj -> anything). Danzai is punishable for KD, so use it on reaction, not as an offensive tool. Try not to go to the air too much, or you will get airthrown for sure. Be VERY careful about 3K, and respect it at all times. If May throws it out, it's either your knockdown or her death (-29 on block. That is an eternity in this game. Do whatever the fuck you want, 6H, 2H, 2K - just not f.S!) f.S, 5HS, and 2S are all essential. Also, the only reversal May has is her super; Restive Rolling has zero invincibility. As such, May has to choose between spending tension on FB dolphins for pressure/damage (something that she really needs against ABA due to her great range/priority and Danzai), or saving that meter for a Dead Angle / Reversal, which is totally awesome.
  24. A.B.A vs. Ky Japanese ranking: 6-4 A.B.A This matchup is in our favor because we have the mobility to deal with Ky's fireballs at max range, have the ability to play poking games with him that have higher reward for us, many ways of baiting and beating his SRK, and most importantly, the ability to crush him in two hits. Ky is far from helpless, however. Jumping in on him is a terrible idea, as his anti-air game is fairly strong against you and leads to knockdown combo. Your goal in Moroha mode is to get Ky in a blockstring; once you catch him blocking a f.S, you can start running your pressure game on him. You can punish predictable stun edges with IAD j.S, and predictable SRKs/Greed Severs with Danzai. A blocked and non-cancelled Stun Dipper (-15) gives you a guaranteed Rekkas, and I believe an IB'ed Greed Sever (-14 on regular block) gives you a f.S combo, at least up close. A blocked Ky 5D also gives ABA guaranteed Rekkas or f.S depending on how close you are (he's at -12).
  25. Sliding forward (And FB Danzai, for that matter, since it absolutely can be baited like any SRK) is always a risk, but for sure a risk worth taking in normal mode. Just be aware that if you get hit out of your slide, you're back to square one against Dizzy. I can say that the match is rarely an easy one for me, generally I have to react very well and play solid basics to get to a good Dizzy. When you do manage to crack Dizzy in 1.5 hits, you sometimes have to wonder how the other player feels. :p
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