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onemic

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Everything posted by onemic

  1. Can you be punished if you eat after ending your pressure with 236K? Also what are some options you can do after a blocked 236K?(other than cancelling into another rekka) I tend to be too far away to continue pressure with 2P/2K
  2. I think I phrased my question incorrectly. My problem isnt that I cant connect after a j.214S, it's that I can't connect after an IOH j.D unless I'm right in the opponents face. j.214S will always whiff if I try and do j.D after a jump canceled normal. Is j.214S the only way to connect after an IOH j.D or is there another way? If not are my only options for opening an opponent up with highs through 214S?
  3. Is there any way to combo of an IOH j.D other than using 214S? I cant get it to confirm off a jump cancelable normal and the challenge mode combo that has it has very tight spacing that seems pretty impractical to pull off in a real match
  4. Ah, do all his Xrd combos work in #reload or only some? What would be the most important specials that I should focus on getting BDC down with? Also if Xrd Slayer is like #r slayer, why is he only seen as mid-tier? #r slayer was top tier wasnt he?
  5. So BDC's are still a thing in Xrd? I have #reload on steam so I'm using that to practice. can 5k still link into 2k and 5k on hit like it can in AC? I can't seem to get it to connect in #reload. Does that even connect in Xrd?
  6. 2595dmg.You can do the 236B ender as well
  7. I noticed in some videos of jpn players that they use GA even they dont have any stars at all. Mainly for movement around the screen to get favourable positioning. But they sometimes go in as well. What dmg can Izayoi get from 0 star GA mode? In what situations would you decide to just go in with 0 stars?
  8. Why is Izayoi still considered to be bottom tier in 1.1? JPN arcade tier lists still has her at the bottom with Makoto ;_;
  9. This may sound stupid but, how is hakumens drive able to parry those hits? isn't the startup 6 frames?
  10. I've actually never thought about using renka or gurren raw. What would you or most Hakumen's tend to do in this situation?
  11. What normal would you use when just out of 2B range? Would it be 5C? I find that it's this range that gives me a lot of truble becuase I never know what normal to use. And when would be the best time to use 5B? This normal as well as 5C probably elude me the most due to this fact that not only is its range a lot shorter than 2B, but its slower on startup too and whiffs on Crouchers if you're not close to point blank range. This causes me to not really try using it much if at all. Also how do you approach movement with hakumen? I'm not sure if I should just walk forward, utilize his hop(which I never use) or jump/air dash(which I tend to do almost exclusively) when watching match vids of Jpn hakumen players I see them jump/super jump/ air dash a lot, but I'm not sure if that's because of the particular matchup or if its standard. Lastly what do you do against characters that constantly jump directly above you? I find that I have no option to stop this advance and it's pretty much a 'get in for free or I eat a counter' type situation.
  12. 5C isn't good for spacing? What normal would you then use when just out of 2B range? A hakumen player was catching me with 5C during pressure(using it after a jump in) and as an anti air during neutral, which led to a huge combo on me. And when would be the best time to use 5B? This normal as well as 5C probably elude me the most due to this fact that not only is its range a lot shorter than 2B, but its slower on startup too and whiffs on Crouchers if you're not close to point blank range. This causes me to not really try using it much if at all. Also how do you approach movement with hakumen? I'm not sure if I should just walk forward, utilize his hop(which I never use) or jump/air dash(which I tend to do almost exclusively) when watching match vids of Jpn hakumen players I see them jump/super jump/ air dash a lot, but I'm not sure if that's because of the particular matchup or if its standard.
  13. How do you properly use 5B 5C 6A 6C In neutral and during pressure? There are so many times in my matches where I'm not in range for 2B and either just in or slightly out of range for 5C and I don't really know what to do, causing me to be really stiff and open to pressured.
  14. Thanks, guess it'll just take practice. Also can someone give me an idea of some pressure/mixup Hakumen can do with 2A? I've been stuck just mashing 2A into 3C, 2A>2B>stuff and 2A>6A
  15. I'm trying to practice 2B>Zan and for some reason depending on how fast I time it I get 2B>Shippu instead. Any way to fix this?
  16. Have a few questions, beginner bb/hakumen player here. What are hakumens general tools for pressure? Right now I'm stuck doing 2A into 6A or 6B, or 2B into renka. 2A seems to suck as a starter so I usually try to for 2B into renka or Zan. Secondly what is hakumens frame adv/disadv for a blocked 5C/5B/2B>>renka>>kishuu? And what are some options for hakumen when an opponent constantly jumps after the kishuu? What are some options against someone that back rolls or jumps during wakup? What is the benefit of doing agito instead of just j.5C at the end of every bnb loop? The amount of dmg agito adds is miniscule and it costs one star. it doesn't even seem like you get to the ground before the opponent techs
  17. thanks Another thing. Why is Izayoi considered bottom tier by Japanese players? It seems like she has a lot of tools to constantly mixup and confuse opponents with ease. Is it really just because of the fact that she has to net hits on hit/block to gain stocks for GA mode or is she simply a more complex character compared to Terumi/Azrael and others and therefore she isn't fully explored yet? I didn't even know she could stance cancel her normals like Johnny to make them safer. Couldn't you theoretically create some nasty frametraps by fully utilizing her SC's? I also never see her Trans-am used, but based on what it says in the wiki isn't it an additonal pressure tool like Litchi or car carl's super that can lock down opponents and force additional pressure? Why is it never used?
  18. Is 236B~214A safe, negative, or plus on block?
  19. It seems like his oki(maybe playstyle) is similar to Millia's in GG. Is that a wrong assumption?
  20. From what people have been saying it seems as if at least 4/7 of the new characters are all terrible.
  21. What makes Izayoi a bad character? She looks real fun...
  22. So is there officially no GG/BB/P4A/non capcom FG scene in the GTA anymore? With Lovegety closed, what options do I have for local play?
  23. Here are some combos Ive seen top jpn players do All are universal/anywhere combos: (5p)>2k>5S>j.D – 75dmg *knockdown* 2K>6P(2)>623P>dash 6P>Kabari>Tetsuzansen – 92dmg *air tech mixup* 2K>6P(2)>623P>dash 6P>command dashxx412p – 94 dmg *knockdown* 2k>6p(2)>623P>j.K>JC>j.H>tatami>j.SD – 118dmg *+ corner carry/ - reset to neutral* From the combos Ive been practicing the last one seems by far the hardest to do(at least for me) and based on the situation afterwards(the j.D will push them far away from you so you're both back at neutral) it seems much more situational to use than the other three as its use seems to be limited to a guaranteed carry to the corner or a guanteed kill as you get no oki afterwards and your pressure gets reset if you're too far from the corner for the combo to push them there. The command dashxx412p combo seems to be the most practical since it does decent damage and you get a knockdown. Of course I'm a beginner Baiken/GG player too, so I may be talking out of my ass here if any other vet Baikens wanna chime in. It also seems the 2K/5K/5P>6P(2) is the new bnb baiken hitconfirm as it leads into almost all her combos and if blocked gives you plenty of options for mixups/pressure. Basic jump in combo: j.PPK>land>j.k>j.H>tatami – 92dmg - if in the corner you can add to it: (corner) j.PPK>land>j.k>j.H>tatami(crossup)>6P(2)>command dashxx412p – 129 dmg *knockdown* Thanks for the tip, I'm getting used to it now
  24. That shortcut doesn't seem to work for me as the 412p move never comes out doing it that way unless I go back to neutral after inputting 63214K and do 412P instead. Looking at the log at on the training screen I'm doing 63214K12P correctly too, but nothing comes out after the command dash
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