Jump to content
Dustloop Forums

Fortune

Moderators
  • Posts

    267
  • Joined

  • Last visited

Everything posted by Fortune

  1. Discuss the matchup here. If needed, this post will also fill in relevant summaries for both characters and the bull.
  2. Discuss the matchup here. If needed, this post will also fill in relevant summaries for both characters.
  3. Discuss the matchup here. If needed, this post will also fill in relevant summaries for both characters.
  4. Discuss the matchup here. If needed, this post will also fill in relevant summaries for both characters.
  5. Discuss the matchup here. If needed, this post will also fill in relevant summaries for both characters and the dog.
  6. Discuss the matchup here. If needed, this post will also fill in relevant summaries for both characters.
  7. Discuss the matchup here. If needed, this post will also fill in relevant summaries for both characters.
  8. Discuss the matchup here. If needed, this post will also fill in relevant summaries for both characters.
  9. Discuss the matchup here. If needed, this post will also fill in relevant summaries for both characters. Margaret: Aigis: Defending Against Aigis by Anne: - https://www.evernote.com/shard/s589/sh/be7c451a-775f-4f5a-9abb-6e4e2fbb4676/60121a31b193478b0eb64b807a603398
  10. Discuss the matchup here. If needed, this post will also fill in relevant summaries for both characters.
  11. Discuss the matchup here. If needed, this post will also fill in relevant summaries for both characters.
  12. Discuss the matchup here. If needed, this post will also fill in relevant summaries for both characters.
  13. Discuss the mirror match here.
  14. Discuss the matchup here. If needed, this post will also fill in relevant summaries for both characters.
  15. Discuss the matchup here. If needed, this post will also fill in relevant summaries for both characters.
  16. Discuss the matchup here. If needed, this post will also fill in relevant summaries for both characters.
  17. Discuss the matchup here. If needed, this post will also fill in relevant summaries for both characters.
  18. Discuss the matchup here. If needed, this post will also fill in relevant summaries for both characters.
  19. Discuss the matchup here. If needed, this post will also fill in relevant summaries for both characters.
  20. Discuss the matchup here. If needed, this post will also fill in relevant summaries for both characters.
  21. Discuss the matchup here. If needed, this post will also fill in relevant summaries for both characters.
  22. You can use AoA to whiff punish obvious/slow fullscreen attacks in certain situations when it leaves them as a sitting duck in startup or recovery. Common things are Yukari ground Feather Arrow startup, Aigis Goddess Shield after rolling it, Yukiko being overreliant on ground fan zoning. It's not a bad choice to use in that situation, but just as a friendly reminder that they can't throw fullscreen attacks for free. We can't just throw it out either since it's dangerous on recovery. Luckily, Margaret has multiple ways of doing this by special canceling attacks that strike Thanatos into 236C. The thing with simpler 5C Liz strings is being ready to guess/react to 5D/j.D / 2C / Bufu / OMC 5C x n again. Just like Margaret, Liz should only be doing 5D at a distance. If she just mindlessly does 5D reset attempts in your face, you can possibly react with 5C or just B Power Slash and she'll likely die right on the spot probably without even OMC. 5C and 2C can give a lot of blockstun, and 2C armors through Power Slash versions and either should probably hit AOA in startup. There's also considering her Awakened variants, which vary on startup and blockstun so keep that in mind for the moment (as I make the new threads in the new subforum)
  23. (just a pad player rip) I don't think it'll take an extraordinary period of time but as you get acquainted with stick make sure you are pressing just the necessary directions and let the stick return to neutral during sequences involving airdash. Since many of her moves have extra directional inputs and the lenient input buffer can give unwanted commands.
  24. Random notes for the rest: AOA at neutral wthout any reason to. Hops/rolls on wakeup are a hard callout. I don't know if netplay has anything to do with it but meaties kill both of that effortlessly. In fact, I saw several whiffed 2A's for this but he just could not get the spacing he wanted to kill you for it. Pressing buttons too closely on Narukami, he can outmash easily. Don't do j.22C after 5D. If they get CH'ed by it, you have plenty of time to confirm with just 2C. If nothing happens, don't press a button and just return to neutral to zone. Very trigger happy on Power Slash. So much so that you press buttons before it and heavily neuter its damage. On match start you be careful on pressing 5C/2B and risky moves on whiff. Consider what your opponent might be doing. He calls out spear a lot with spacing j.2B He starts throwing you a lot because you're consistently disrespecting his knockdowns. Minazuki: Definitely don't press buttons on him match start. His buttons cover sufficient space vs our buttons. You should be trying to position yourself. He's very good at whiff punishing her ranged attacks if you just do them without realizing. He wastes no time killing any mash/jump/roll with meaties and command grab. Definitely do not disrespect him on wakeup very often without making an educated guess. He tried to burst bait but luckily your burst was a pixel from filling back. You bursted on the next hit anyway. Don't wakeup 5B, it should lose to any of his buttons. His DP can enter dead zones where 5C can whiff. If he supercancels wave super roll on reaction (unless in the corner) you can't punish it on block except with Power Slash. You can run under the DP and 5C his landing and minimizes the risk of super. Don't fall for DP > super cancel bait too easily. He seems to think you can't react to AOA bc netplay. You can reasonably standblock and see if he's going for 2A and sweep is supposed to be done at the end of common blockstrings. SB overhead rekka is moreso to keep it safe. Don't throw out moves like 5C/2C point blank. He went straight ahead and broke your cards one by one for every button you pressed and eventually broke all 8. Once you get down to a certain amount, conserve your cards. (4-5 is a good number but if I lost 2 back to back, I would immediately start trying something different) Ultra Suplex is easily baitable and punishable by death. Don't do that on a safejump and do so unpredictably. AOA vs Minazuki is also punishable. The only move that AOA may likely whiff punish is a predicted 2D(?) Don't press buttons if you're being combo'd. He got a fresh CH after dropping a combo. He started throwing out AOA a lot and just seemed confident that you were falling for it or was going to mash on it.
  25. vs Narukami: R1: You did a good choice in drawing a line with fireball to hit a predicable Swift Strike. You didn't do a full combo however. Usually a crouch confirm into 2A 5C 5B 236D will work vs Swift Strike. You also didn't do a tight string because you did 5C 2C 2D (common beginner pitfall). You did punish the roll with 5B which worked out. Sweep > 214AB is risky since he just DP'ed it. Meter is important to conserve, one-shot mixups are better near death. You actually didnt get CH'ed but you j.B and fall into Ziocar. You can use j.B with airturn if you feel like moving to the opposite end of the screen but be aware of where you are (and it also affets Negative Penalty gain fyi) Dropped combos in the corner but he just got hit again so it worked out. He DP'ed your 2A since you didn't have oki to force blockstun. You tried zoning vs Zio which went well with iceball but you autopiloted 5C 2C 2D again. He also went for SB Swift Strike and you got hit for walking back. Normally vs Narukami it's important to see how they try to challenge our zoning. Spear kills low height Zio but they'll try to Swift Strike under it. From a good distance, he can't challenge iceball like that as it can hit Swift Strike if you draw a line on prediction or you otherwise avoid it by using your air actions. You can't braindead zone him either but just watch what they do. Can't mash on Narukami safejumps. Even being generous, netplay could have screwed up a throw whiff but definitely know when to hold Narukami pressure. Throw combo dropped and you j.B out and pressed 5A. Both of those buttons are slow so you shouldn't press those in succession like that. Buttons keep trading and you get Fataled by 2C. Probably Narukami autopiloting himself, but it was more favorable for him to do that. He jumps over spear but luckily it didn't get punished and you block. So again with zoning Narukami, watch to see how he acts for a distance before throwing out spears pre-emptively. It looked like he was goign for an autocombo confirm but didn't expect a block so he jump canceled maybe expecting mash. You whiff a 5A, he didn't do anything. Epic staredown - ice hits ziocar and you persona break him. This is where you can start going ham of being aware of 5A and sword normals. But you just keep him out. There's no reason to keep back, you could start more solid offense. Unfortunate Heal happens, he hits you with 5B and you Domi Burst but no punish. You go for 5C 2C 5D and he was too slow and rolled was grabbed. A simple punish for that offhand is CH 5D 2C 2D j.22C 214D since he had a burst. Multiple scrambles and you throw out SB Hassou Tobi at neutral. To my surprise, you were actually safe but he was slow on the punish. You did fireball and landed straight into Ziocar. You can't block or do anything else if fireball whiffs so you don't zone at heights with it. It looks like you're lucky with rolling on wakeup, Narukami can heavily punish it with meaties and spacings where the persona attacks as he turns around. He dropped the kill on that 2C. And unfortunately dropped a simple confirm into Cross Slash. Cross Slash is definitely not punishable by 5C either (or at least non CH recovery). R2: Match Start 5C. Narukami buttons are very good at breaking her attacks and he didn't press a button in any case. Too greedy. You went for 5C again and got hit by B Ziocar. You got out lucky with roll again and it looked like he was going to throw you for trying to roll again. You whiffed 2A when he was reasonably high and 5B into air Zio. A scramble happens and surprisingly 5C beat out a j.2B attempt. Luckily you were first to the punch because that normally should not happen. You get decent damage and converted it into SB Vacuum for fear of dropping the combo. You were too late on the 5C followup. Narukami kept jumping through the 2C, when he actually could have rolled it. Luckily for you, he jumped again into fullscreen 2D. You were too far to convert since he wasn't in the corner and whiffed a throw for presumably an SB move without the required meter. So again know when your combos drop and try to correct the situation with tighter pressure. He waits for the spear and SB Swift Strike killed that on reaction. He gets the safejump off DP and he does meaty throw to kill your roll. This clearly indicates that you shouldn't be doing wakeup roll that often and that he caught on/finally got a chance to catch you. He whiffed 5A jab but since it didn't connect, he threw you again on wakeup. Not sure if he tried a safejump but it otherwise made your 2B whiff. He didn't punish 2B whiffing but after the recovery, you chose to throw spear. That was at least 2 seconds for Narukami to punish you. His combo dropped but you got reset for standblocking Ziocar. You mash 5A>Power Slash in desperation. You then autopiloted sweep > 214AB on his wakeup. He jumped the sweep but landed into the slide again but you don't follow up. He Air Zio'ed an expected spear and then airdash j.2B over another spear. j.2B is very much plus and you did AOA don't press buttons after that. Fortunately for you he kept hitting the armor frames of 5D over and over and he died. Welp, I couldn't shorten it.
×
×
  • Create New...