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Everything posted by Barzorx
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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.
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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
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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?
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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.
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Please do. I'll try and support it to the best of my abilities when I have the time. Thanks!
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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.
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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.
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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.
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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.
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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?
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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
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whats up? how can I help?
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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)
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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
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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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Jona vs Domi - EVO 2015 FT5
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It's not terrible but please remember it's far from perfect. Sonic A>Weave>Sonic A is not a true blockstring so people can see through it and hit you - but doing it from time to time is good just to keep your enemies on the guessing game. Ex ducks are risky moves too, but when they work they provide massive damage for akihiko, so again, do them from time to time, without abusing them (it is a high risk high reward kinda thing)
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As of late the only reason I come over to this forum is because of your updates with these videos hahaha. Keep up the good work, man.
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Wait, are you serious? I remember muting her and then getting DP'd. More than once. edit Yup just tested it, you're totally right edit 2 while testing things, autocombo>sonic>hook b>sonic b> weave>2C works on her no problem, and since it mutes her, have fun mashing that shit out on her guize
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This is a fairly complicated matchup to explain (mostly because in NA there are like, 2 marie players and they're both Buttface). I'll say however that it's proooobably 6-4 on akihiko's advantage. Her pressure is very annoying, sure, but her jC's are easy to react to, and as akihiko that means its easy to anti air. Anti airing her jC due to the angle she takes to fall on you, also makes it easy for aki to use his best 2B ch combo which deals a clean 4.5k damage (ouch). Of course, smart marie players (should I say instead "of course, buttface..." since he's the only one?) will not recklessly jC, so don't just try to bait that one move out. Respect the bag. It's a gorilla bag. IB if possible to DP out of it at times, but otherwise, respect it. I don't know which one move makes her hit you with the bag and jumps back afterwards - but IB'ing that into killrush works wonders and changes the pace of battle. Remember that muting her does NOT destroy her DP - it'll remain active, so muting her serves little to no cause in this match (surprisingly) other than forcing her to back off for like 3 seconds. She's also rather squishy so beating her up isn't much of a problem. If she uses that annoying awakening skill where a bunch of things are shot on the screen to mix you up, immediately use 5D and go TOWARDS her as much as you can. That'll force caesar a bit out of screen which makes it hard for her to punish, but more importantly, the super projectiles cant break caesar, and she can't mix you up from full screen so you just have to block the projectiles which is easy (hold back, duh). Doing this effectively destroys her mixup setup and made her waste 50 meter. Nice.
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This is a terrible matchup for akihiko, probably 7-3 in favor of naoto at the worst or 6-4 at best. Her DP destroys most of akihiko pressure, but thats not really the biggest issue. Her 2A is pretty fast and when mashed properly actually beats up most of akihiko's pressure too. Not to mention just going in is a pain in the !@#$, she can keep pressure on akihiko fairly consistently. If she also does fuzzy jumps, it becomes even harder since she's slowly shooting down (see what I did there?) your options as akihiko, In this version we're not completely defenseless, SB sonic can go through her traps and if used properly you can turn things around. But other than that, her jC comes out too fast and is hard to anti air, her billion jA slaps can create easy opportunities, and you'll lose a bunch of your skulls just trying to get in because of how annoying it can be. The best option is usually to use D moves to pull her in, but even then it's not that easy for akihiko to open her up. With all that being said akihiko damage is still a thing and you can beat her up if you manage to open her up. Just be patient, do proper pressure dont just mash on buttons, don't go in without thinking about your surroundings, and be prepared for a very exhausting set.
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This is an interesting matchup, I think it's a solid 5-5. Rise has some good tools to keep akihiko out, and in particular her dp is pretty annoying for akihiko since it's really fast and it counters almost all of his pressure options. Not only that, but Rise's jC is pretty strong against akihiko, and in general once she's in, just like everyone else, its pretty annoying to block all of her shenanigans. She can pretty much lock you down with all of the stuff she throws, which is really annoying. With that being said, Akihiko has some really strong options against her. In the current version, jb>autocombo>sonic>b hook>b sonic>weave>2C works perfectly against her, which mutes her, and deprives her of her DP, and pretty much anything useful, she has to block or yolo super slap at you which is not the best of options of course... There's also the fact that her dp is actually kind of easy to avoid and well, with proper reaction you can even 5C/jC fatal it which afaik will straight up murder her (i think from a jC fatal my NORMAL combo deals about 7.5k with 50 meter?) If you pay close attention during her pressure, she's also fairly easy to DP out of. For example sooner or later they'll do 22A or 22AB or something - that's a key moment to DP out since its both counter hit (allows you to switch sides) and actually really easy to see. Moreover you have to keep in mind that most of her pressure is a blockstring - that means that whenever something feels "left out" (aka they didnt do ALL of their shenanigan attacks), a grab is coming (easy to get out of with fuzzy, or if you feel ballsy just dp it), and her entire blockstring is mostly lows, her overheads are her jB, jA, and AoA, which dont get me wrong, they can be pretty hard to see (specially if she has tetrakarn, jeez). All in all, Rise is pretty squishy, so she's actually pretty easy to beat up with the proper momentum and knowing when to go nuts and when not to go nuts. I'd say its 6-4 on akihiko's advantage, but she's REALLY annoying to deal with and with proper spacing you'll end up getting tired and going nuts more often than you should... so I'll say its more of a 5-5 MU (at least for people like me with a short fuse in matches)
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Well anyone's free to criticize my akihiko man, in fact the more people pitch in the more things we would find, yeah? The only reason I got those two wins was because i realized BK did a lot of DP, and I took advantage of it when I had the meter to with EX hooks. Also, once in and I started to get ex hooks mixups, then he respected me a biiit more and that allowed me to keep the ball rolling. If I had to guess another reason it'd be because, HE caught up to my habits, and then when he punished me for it, I realized it, and then countered punish him assuming he'd go for my bad habits. Thanks! Everyone tells me the stream was fun, its a shame I didnt get to see it ;=;
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I mean, I'm game. My latest video is me from NWM, don't really have anything else...
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His grabs are definitely threatening, and they're getting twice as strong in the next version. Although Aki is definitely starved for lows, a good trick is to simply keep pressuring until you get 50 meter. Once you have 50 meter you can actually trick them with sweep>OMC>5B>jB>2A>236A>rekka stuff>cork B for about 3+k in the corner (4+ if you use the double corkscrew technique). Make them scared of this option and they'll start blocking low, whether they want to or not haha. However, Akihiko doesn't really NEED those lows. Like I've said before, he's all about being tricky and making proper reads. That plus delayed pressure techniques and safe jumps are what makes him truly scary. Look at it this way: Safe jump jB (they cant dp or roll), into 5aa>delayed grab, if it works, back to safe jump safe jump jB (^), 5aa>slightly delayed 2B (if they tried to jump away, it hits them, if they mashed normals, it hits them), if blocked>5b>duck>ex weave to test the waters. These are like, TWO possible situations, but within those two situations you are basically taking down on each situation about 3 options at once, and forcing them to make hard call outs, and if in one of those situations you actually read something like a grab or a dp with say, a back dash, and you punish it with 5B? It's good night time for them, bruh. //edit with this being said remember these are all also risky options that can simply be DP'd through - the idea is doing these things to learn your enemy's habits and mind-state and then work your way through there. At least thats how I play! All those risky things i do like randomly falling with assault dives or starting the match now and then with killrush, I do them assuming i'll get punished, but only because it helps me learn about the person im playing against, and then use that information later. Did they block that obvious cross up? That means they are good at left/right mixups. Does he grab break easily? Is he using fuzzies? Try going for delayed anti airs next time maybe. Does he mash super or DP? Then add some EX hooks here and there, force him to respect your options. Also thanks for your kind words, I love fighting games and if I can help people out with what little I know then I'll share it. It's my personal opinion that no one should be left behind in the fun and I'll answer anything I can to the best of my abilities. With that being said never take what I or any other player regardless of experience say to face value. I always provide an explanation of why I say what I say, but always read into what people say or tell you and make your own opinion based on that. If you agree with them, cool beans! But remember no one is perfect and even the highest level players can be wrong. What I am saying to you is from my own experience, knowledge, and opinion.