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Barzorx

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About Barzorx

  • Birthday 05/12/1989

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    Barzorx

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    Canada
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    Barzorx

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  1. Im not saying resets are bad, but...try not to over use them in a game where DP'ing is a one button action regardless of direction haha. I know you were attempting to get it from a ch jB which is actually the optimal jB ch route, but if it gets blocked then try to switch jB into dive A. Its a matter of reflexes but its something that can get you killed if you dont fix. Against safe jumps you can only tech delay or take it like a man and block. Sometimes on tech delay they know combos that are both safe jumps and anti tech delays (for example they safe jump into 2A>5B, so if you delay tech they get a combo). if they know that particular route then you have no choice but to be a man about it, tech, and block. Dont dp. Dont DP. DO NOT DP. Unless you have 50 meter and are willing to co immediately into thunderfist to change the pace of battle, do not dp. Be patience. Your play seems like it really could benefit from being a little bit more patient. If the guy beat you up all the more reason to calm down and not mash on buttons. Easier said than done, I know.
  2. 1. stop resetting your pressure into hop dive B, if you absolutely want to do that go at LEAST for dive A, but NOT DIVE B, NOT EVER, UNDER ANY CIRCUMSTANCE, this is literally you standing there for 20+ frames saying "please fatal counter me" in the air 2. after a blocked dive NEVER GO FOR B HOOK OR B SONIC unless it actually counter hits, go for hook A - it's a frame trap 3. NEVER go into just raw auto combo, its really really bad practice and it'll earn you bad habits 4. you spent 25 meter on EX killrush (i understand you did it for the reset attempt, which itself is not bad, just try not to over use it) too early in the round vs narukami, this is a waste of meter most of the time, and though this time it worked, i'd say not to doing that often if at all, since there's a big chance of putting him straight into awakening 5. never dp after narukami's (or almost everyone's dp) since they are usually safe jumps 6. try not to burst too early in matches 7. dem aoa's son, stahp 8. you cancel your own pressure AND combos into resets way way too much, akihiko does NOT need them in 98% of the times because his damage is high - keep yourself to damage and not to resets, resets are meant to be surprises, not your constant neutral 9. as a general rule of thumb, dont jump forward and jC, always do it with backwards momentum to make it as safe as it can be 10. you mash a lot on tech - this is not guilty gear just holding the button down is more than enough 11. with that being said, delay teching is also your friend those are my thoughts on what i saw vs mitsuru and narukami
  3. Well since everyone is just dying to start this I guess i'll pitch in too... 5A / 5AA / 5AAA Good pokeLeads to using 5AA as a mixup tool5AAA can also be good, as it can be delayed a lot and then safely get cancelled to killrush2A Arguably his best poke - has a better reach than 5A, with all of its speedWhen within a combo, has better proration than 5A thus combos lead to more damage/routes2B Great reactive anti-airUpper body invulDP 1st hit air unblockableStartup of 9 frame - one of the fastest in the gameOn counter hit it can deal massive damageBest used with a microdashHook A Great tool after a frame trap (best seen after assault dive A and other cases)Catches/trades against some low profile attacksHook B Great tool as a frame trap since it's plus on blockCreates ambiguous scenarios since it can be charged on to an unblockable moveHook SB Great tool as a frame trap since it's plus on blockHas a guard point which sometimes works on your favor, sometimes it won'tOne of his best fatal counter startersUsed to create ambiguous scenarios to keep enemies guessing Out of time for now but, yeah that's a start I think?
  4. I agree. I've mentioned this before in private conversations plenty of times, but akihiko now requires an unjustified amount of meter to deal mid-high damage, and now requires even more meter than before just to stay strong in neutral, in my opinion (unless you're a god-tier player like Jona or Musui, I guess). Shadow Akihiko is the saving grace, but thats not much to say since thats the way to go for many shadow characters too. Normal akihiko HOWEVER with resources actually deals more damage than current normal akihiko.
  5. Please do. I'll try and support it to the best of my abilities when I have the time. Thanks!
  6. First of all stop doing cool combos into resets (2A>air dash grab). It works sometimes, but I use it tops once in a full set? Maybe twice? And in the corner (aka where even if they delay tech i can keep pressure, sort of). Arrhythmical rekkas is a pretty basic concept. The main problem with akihiko is that his rekkas are very easy to instant block because they are very rhythmical. Sonic>hook>sonic have very common rhythms which makes people IB it easily and then DP it or punish them when you try weaving or ducking. Arrhythmical as it implies is not following the common mashing rhythm of cancelling your rekkas. Do Sonic>Hook> (VERY SLIGHT DELAY) Sonic, or Sonic>slight delay>hook, etc. keep changing your pace. Sometimes do Sonic>weave>sonic. Sometimes do Sonic>weave> and let the guy take pressure (sometimes they'll panic and DP, sometimes they wont). Keep them guessing, keep changing your rhythm, and people get scared more, and faster.
  7. C duck>grab is dependant on timing due to blockstun, thus its harder to do, but it works better when you use it right. D duck is always bad and you are just asking to get counter hit //edit finally finished watching it and, oh god good reads on those parries I approve lmao. You seem to go ham too often which is a bad habit, i'd work ont hat if I were you. Finally, STOP DOING THOSE AOAS. They might work online sometimes but they'll prevent you from truly reaching your true abilities. Also, you need to work on arrhythmical rekkas.
  8. Its not that the mixup itself is bad, just use C duck instead of D duck. You seem to fail to do crouching confirms several times, and the fatal ones *definitely* you have to work on!! Don't be afraid of dropping them, its through dropping them in matches many times over and over that you perfect them.
  9. For starters *approves of aki, aki navi, and fuuka round calls* Oh, also, I guess I should mention using SB rush in neutral is a bad idea and you did it several times, also duck D to go into grab is awful, gives plenty of reaction time and remember that rekka-grabs are fatal recovery. You had a couple of odd combo choices but that's fine nothing some hitconfirm practice wont fix. Also stop doing 2a/5a onto air grab tech reset, they're pretty bad in this game. Working on your pressure would help too, its not that its bad, its that its simple, without variations. Good shit on using self-awakening and general neutral awareness though, and no mashy-mashy dps is also a plus. I'd also suggest using less AoAs, Aki's aoa is terrible.
  10. Well, I currently have a lot of work with my masters (next week final exam, then two weeks for my masters project + resume to job hunt) so I don't have a lot of time to jump on there and write everything on the wiki. Why dont we instead write it down here as a discussion open to public and then once we are all happy with it, then someone pastes it over on the wiki?
  11. Sure, I can help with whatever you guys need, though I'm not the most savvy when it comes to frame data. if there's something I can answer though I'll gladly do so
  12. whats up? how can I help?
  13. Quick note, I did some experimenting with your route, your route will work perfectly and is the best on all characters except for the charged B hook - adding both hits of 5b wont work, thus killrush B must be cancelled into hook and not weave since both 5B hits are required to let kill B>weave>hook work. with the full charged B hook it deals 8.423 damage. on tall characters you can do instead of 2b>jb>5b(1)> etc 5b>duck>dp>2a>killrush A>hook>weave>cork A> 2x upper for more damage too (for 8482 damage)
  14. That's pretty much the best 150 meter route I know of, so yes. You should probably drop that weave D>hook B and change it to simply [hook B] (charged max hook B) since it has (I THINK) 0 P2 proration, and thus the combo deals more damage. /edit Also change that killrush B>hook A>weave>cork A to killrush B>weave >hook A> cork A small change but adds a bit more damage
  15. Indeed! If you look at my last post I mention SB rush is amazing just as you prove in your video. Good work having it on cam though!
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