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BlankM

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Everything posted by BlankM

  1. Pretty silly but you can feint 5 into another 5B feint. Don't think she can feint into 2B. If she can its really strict.
  2. So what combos are people doing off random fragmentum hits? Seems like a pretty poor starter, so I just go into jB jC [8]2A 2C > B Fragment > 2A 2B > [2]8C. Or slightly more damage jB jC 2C > B Fragment > 2A 2B > C Fragment > [2]8C. Around 3.7k damage. Anyone got more? Can you 2C off of it and go for the diamond burst maybe? Edit: Actually standing C Fragment > jC FF > C Drill ender seems to be best for damage I have atm. Around 3.8-4.1k.
  3. So any setups for fatal counter Don't Touch Me? Is it throw invul? Air unblockable?
  4. If you Assault into BC you can use her jBB as a double overhead. Or do jB > jC to feint into a low/grab. Any time she can activate B+C she can setup a double overhead. That includes off jC, for triple overhead shenanigans. With meter you can make her overhead follow-up off 236 safe by canceling into j.236C or chainshift. Using BC in blockstrings to jump cancel her moves into j.236B or jC and floating after jump-ins is basically all good to continue pressure and do as many overheads as possible.
  5. The combos I'm struggling with are in this video: http://www.nicovideo.jp/watch/sm22162104 How the hell do I get that Veil Off detonate to hit consistently? Let alone link with jC afterwards. I've maybe gotten the VO detonate to hit like 5 times total after an hour of practice.
  6. Played this matchup more, now I pretty much think this matchup is terrible for Kanji. Mitsuru makes him hurt so much for every risk he takes. She can use 4B and 5B to move during shock. jA stops everything he tries (Confirm into jD off counterhit). Bufudyne beats his awakening, delayed grab, counter etc. He's still a bitch to fight, and you will have to play differently against him. But it should be tough for him to get started.
  7. Random confirms: Counterhit Retreating jA > jD > 2AB > B Coup > 2A > 2B > C Bufula > 5 > 2AB > B coup Counterhit retreating jB > jDD > C Bufula > 5B > 2AB > C bufula > 6 > 2AB > B Coup Obviously the follow-ups can be swapped for near corner/midscreen etc. instant overhead jB(Forward jump) OMC jB > jC > 2D > 5B > 2AB > C Bufula > 6 > 2AB > B coup Your 4 after C bufula should be fully charged or it won't work.
  8. Her pressure seems really safe from a glance. FA is my only consistent way out of it personally. Spend the 50sp after counterhit FA to cancel into bufudyne to make it hurt. I also have a very tough time anti-airing her jB. I switched to using air to air jA into jC instead, which doesn't net me much but gets her to stop airdashing in mindlessly. 2AB has also done me well in certain neutral situations to go under some of her attacks. Besides staying on top of her and playing around her many reversals to punish with counterhit combos, I really don't know much about this matchup. EX overhead also annoys the crap out of me.
  9. This matchup is somewhat frustrating for me. The pros in this matchup can include how easily you can poke his persona attacks and apply somewhat safe pressure (Just look out for shock counter). Getsu-ei and jA are good counters for the spiderman dive air-to-air. 4B and hop jC are decent for dodging grabs. (Timed correctly) You have pretty good anti-air options but jC fatal counter can keep you somewhat respectful. I suggest bursting that if you get hit by it since there really aren't many ways to use your burst in this matchup. His chair normals honestly are no match for yours besides that. Other then that learning to punish whiffed bullcrap was half the journey for me. Unless you can really get FC 5B/6B after blocking counter or dodging grabs, I found I really had to practice my 5A 2AB B coup counterhit confirm, and spend the 50sp when I had it to do 5A 2AB OMC. Overall a lot depends whether I have the lead, and when I do have it I'm constantly on the look out for awakening grab. Any advice would be appreciated.
  10. As far as I know she can't do much. Maybe about 1.4-1.7K and 2.2k+ with meter. If you want real damage with 5A, start holding back immediately and if you counterhit/punish then confirm into 2AB into B coup and otg near the corner. If you aren't near the corner then OMC into an anti-air combo of your choice. Its generally a good string since you can 5A 2AB and hold it for the feint while still confirming off CH. You could also use your burst to combo midscreen if you really want the extra damage. Edit: Speaking of which, the last combo under 5A starter should probably be denoted as counterhit. Unless I'm missing something...
  11. Non-CH 2B AA starter. 2B > 2D > 5B > 2AB > C Bufula > 5 > 2AB > B Coup
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