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Satonaka

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About Satonaka

  • Birthday 07/05/1991

Profile Information

  • Interests
    Martial arts, fighting games(obv), ukulele, rpgs. Used to play Ragnarok Online for years.

Other Info

  • Location
    Puerto Rico
  • XBL
    C1nnam0n Sparky
  • PSN
    Not my console
  1. I usually just wait as people often expect the throw after I do it once, so they think the throw is coming again immediately, but I just delay it a bit, the end result is either they whiff their option select normal/HS or they just block/jump which gets them thrown or 6HSed in the air/air grabbed.
  2. I play against a pretty good Ken regularly, I feel as though the most important thing is he can't really get you off him without DP unless you don't react to rolls and since his DP is slow and very punishable you can abuse that. The biggest problems imo are j.A and 2C, Koromaru can make it really hard to approach and some of his attacks tend to clash in his favor. Usually when they j.A they cover themselves with either 236C/D or 2C or C but if they don't/can't you're free to dash under anti air etc, otherwise I recommend blocking as his mixup excluding oki isn't very strong. Also being Chie you cover alot of air space doing dash->jump so you can j.A if you ever catch him jumping. On his 2C.. Well there's a couple of things to be done, you can superjump j.C to alter your jump so you don't get AA'd or put in blockstun by Koromaru but that can lose to DP since it's so vertical (but it's pretty much a risky call-out), you can simply block (which is personally the best option), you can roll (risky, very risky) and you can hit Koromaru before his attack starts (usually when I do this it's with 2A to low profile some moves). I recommend blocking and sometimes hitting the dog because when he gets hit it gives you a much better chance at putting Ken in blockstun and starting 5A pressure which imo is very strong against Ken. I like to put alot of emphasis on instant blocking against him because most of his strings are predictable and his multi-hitting attacks are free bar so you can roll out of his pressure (sometimes into punishes if you catch him going into 236B).
  3. Personally if I'm persona broken I go for the 214A safejump till I get Tomoe back, since it's not too long a wait and I can keep the pressure on with jabs. Regarding the 5C, it seems extremely matchup dependant on how useful it is in neutral game and j.A, 5B, 2B are really solid so I seldom use 5C or 2C. I think I use j.D more in footsies than them.
  4. after 236A-236A just dash up and 5A or 5C, at least that's what I think they're talking about. It's cool cause it pushes them further into the corner without leaving you at a disadvantage and it's free pressure c:
  5. If they get predictable with the trap setting I usually just air dragon kick them for that massive yomi damage, and j.D my way into oki, also block, block, block all the gunshots. Otherwise I try my best to get a 5C dash and just never let them go after that.
  6. Dustloop ID: Satonaka PSN ID: - XBL ID:C1nnam0n Sparky Region: (Caribbean/ South East?) Puerto Rico Time Available (Time Zone): Varies
  7. Same here, it seems like if I don't end it quick, I'm most definitely gonna lose. I find his b and 2b beat my approach and his jab beats my oki at times.
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