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VR-Raiden

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  1. Yes please direct matchup specific questions/discussion to the proper matchup thread. I'm still playing catch-up so thread updating is slow. So far I just threw all combo vid links in the video thread. Been in the lab all evening, found some interesting things but need to test some more tomorrow. also, looking at the wiki, I'm glad we are already getting some stuff filled in. But I just want to say we should follow the format given more closely if possible (as in first bullet = uses, second = properties, paragraph = more detailed explanation). And I don't think j.B is the same speed as j.2B, j.2B definitely seems faster to me.
  2. I was messing with fuzzy stuff too. I think the tallest characters are Yu, Yosuke, and Mitsuru (like before) with Ken too now. You can use j.2B instead and I found it easier since it's faster than j.B. also you can use j.2B instead of j.A. so j.2B fuzzy j.2B works and is probably more rewarding. Haven't had time to look at how practical it is or a combo from it but it seems good.
  3. Interesting, glad it's an easy solution. Btw for whatever reason I'm unable to move posts, just hide or delete. I'll try getting that fixed but for now you can go ahead and just repost those combos in the combo thread.
  4. I can just move your post there when I get to a computer. So 5AAA normally has Koro do 5C at the same time as the 3rd 5A? Wonder if they are jump cancel cancelling the 236A to prevent that?
  5. My bad, forgot to unlock the threads last night lol. They're open now, I have it downloading but will have to wait til after work to play.
  6. Well it's no biggie, we can confirm ourselves soon enough. That would be interesting though if they really felt the need to drop his health by 1k before release. I probably won't get my hands on it til tomorrow evening, tonight I doubt it will download fast enough for me to get any playtime. 12.6GB
  7. Thanks, any wiki help is appreciated. I added a link to it in your first post by the way. Also, I heard Ken has 8500 health. So all threads are in place and will be unlocked tonight. The combo thread first post will almost certainly change how it organizes combos. There should also be a Ken Skype group soon, I don't know if I'm the one making it but anyone can PM me your Skype and I can add you to it when it's made if interested.
  8. Use this thread to discuss the Yukiko Amagi matchup.Please focus more heavily on discussing how to play the matchup properly as Ken rather than who is at advantage/disadvantage.This post will be updated as info arises. Round Start:... Neutral:... Offense:... Defense:... Punishes:On Block: ...On Reaction:... Character Specific Notes:Combos: ...Mixups:...
  9. Use this thread to discuss the Yukari Takeba matchup.Please focus more heavily on discussing how to play the matchup properly as Ken rather than who is at advantage/disadvantage.This post will be updated as info arises.Round Start:Cannot win here so play defensive here. Neutral:If she jumps dog is usually ok to harass with but on the ground dog loses to feather arrow.In the air you lose to arrows, bombs feather flip garu orbs.Her Sweep is also threatening since it beats 5B so watch out. Offense:Her dp isn't good if the dog is in front of you but she can use it to escape certain corner situations and cross up attempts while hurting the dog.Hyper feather shot can punish you for being predictable on offenseif you read a escape DP you can punish with dash 5B or 236A/B Defense:Defense isn't a real problem unless she uses magarula.Magarula can be guard cancel rolled if she commits, guard cancel if she decides to go for something big.Learn to tell the difference between AoA and feather bomb they look similar to one another. Punishes:On Block: feather flip that isn't ex is punishable, ground arrows on whiff is bad for her.On Reaction:Feather arrow can be rolled on reaction if its the A version.B version is more active and will punish the roll.If she doesn't force you to block before magarula you can punish her with fire breath.Hyper feather arrow should be rolled if its raw, proceed to beat her up. Character Specific Notes:Combos: nothing to note.Mixups:nothing of note
  10. Use this thread to discuss the Yu Narukami matchup.Please focus more heavily on discussing how to play the matchup properly as Ken rather than who is at advantage/disadvantage.This post will be updated as info arises. Round Start:... Neutral:... Offense:... Defense:... Punishes:On Block: ...On Reaction:... Character Specific Notes:Combos: ...Mixups:...
  11. Use this thread to discuss the Yosuke Hanamura matchup.Please focus more heavily on discussing how to play the matchup properly as Ken rather than who is at advantage/disadvantage.This post will be updated as info arises. Round Start:... Neutral:... Offense:... Defense:... Punishes: On Block: ...On Reaction:... Character Specific Notes: Combos: ...Mixups:...
  12. Use this thread to discuss the Tohru Adachi matchup.Please focus more heavily on discussing how to play the matchup properly as Ken rather than who is at advantage/disadvantage.This post will be updated as info arises. Round Start:5B can work at round start but is countered by jump back air dash.Jumping back is a good thing to do here since he might do the same.Use dog wisely here. Neutral:Ken and Koromaru do pretty well at ground neutral. Watch out for the persona drop and don't try to anti-air Adachi. The neutral in this matchup is pretty even with Ken winning on the ground and Adachi winning in the air. Offense:Adachi can mash DP and AoA out of any small pressure gaps so make sure your pressure is really good or bait it out.Adachi can also atom smasher punish you any time once he gets 50 meter. Defense:Adachi's pressure is really solid. Respect him and block until you find an opening to escape/read the command grab.Instant block j.C if you can jump IB the better, you want to punish any attempt at him using it.Fire breath can break the persona when he does 5D and punish him for doing j.d too. Punishes:On Block: DP/AoA 2B/5BOn Reaction: Atom smasher: A and B can be rolled during flash if he does it while you're grounded or safe.SB can be backdashed during flash or if you are close enough to do thunder reign or awakening super. Character Specific Notes:Combos: crouching route may drop if you don't buffer 236B after a j.2B.Mixups: His DP has more range than you think and in some cases its better to go for cross ups to deal with it.
  13. Use this thread to discuss the Teddie matchup.Please focus more heavily on discussing how to play the matchup properly as Ken rather than who is at advantage/disadvantage.This post will be updated as info arises. Round Start:... Neutral:... Offense:... Defense:... Punishes: On Block: ...On Reaction:... Character Specific Notes: Combos: ...Mixups:...
  14. Use this thread to discuss the Sho matchup. Please focus more heavily on discussing how to play the matchup properly as Ken rather than who is at advantage/disadvantage. This post will be updated as info arises. Round Start: ... Neutral: ... Offense: ... Defense: ... Punishes: On Block: ... On Reaction: ... Character Specific Notes: Combos: CH B+D > 2A+B fails midscreen, use dash 2B(1) instead. Mixups: ...
  15. Use this thread to discuss the Shadow Labrys matchup.Please focus more heavily on discussing how to play the matchup properly as Ken rather than who is at advantage/disadvantage.This post will be updated as info arises. Round Start:... Neutral:... Offense:... Defense:... Punishes:On Block: ...On Reaction:... Character Specific Notes:Combos: ...Mixups:...
  16. Use this thread to discuss the Rise Kujikawa matchup.Please focus more heavily on discussing how to play the matchup properly as Ken rather than who is at advantage/disadvantage.This post will be updated as info arises. Round Start:... Neutral:... Offense:... Defense:... Punishes:On Block: ...On Reaction:... Character Specific Notes:Combos: ...Mixups:...
  17. Use this thread to discuss the Naoto Shirogane matchup.Please focus more heavily on discussing how to play the matchup properly as Ken rather than who is at advantage/disadvantage.This post will be updated as info arises. Round Start:... Neutral:... Offense:... Defense:... Punishes:On Block: ...On Reaction:... Character Specific Notes:Combos: ...Mixups:...
  18. Use this thread to discuss the Mitsuru Kirijo matchup.Please focus more heavily on discussing how to play the matchup properly as Ken rather than who is at advantage/disadvantage.This post will be updated as info arises.Round Start:Round start should be jump back and use 5C or sweep, sweep beats 5A and Coup but it has quite a bit of recovery.If you chose to jump she can use 2D and J.A to tag you so becareful. Neutral:5C is really good here, you don't actually want to deal with her at mid range since she can poke you with 5A and coup in so play a long range game with dog, Keep the dog between both you and her so if she moves wrong 2C can come out fast as possible or track her properly. Offense:Offense is the standard of forcing her to block and going for mix ups just remember her DP hits both sides.EX coup has been used to escape certain...pressure situations. Defense:sweep can be used to punish her for using 5A too much.otherwise get the dog behind her and create a opportunity for yourself.Be very careful about throw teching since she can use charged B to blow it up. Punishes:On Block: IB coup to get a 2A punish.instant overhead j.B is punishable if she doesn't RC.You can use 5A as a punish for blocked DP before she touches the ground otherwise 2B her.Supers get 2B'd on block too rejoiceOn Reaction:If she does a blockstring into 2C(charm) you can 5B her if you instant block the previous hit. Character Specific Notes:Combos: 236AA > 236D > 236B can drop if you aren't close enough or your timing is off.in the corner 236BB ender drops sometimes because she is too high so you may have to omit the sweep.Mixups:...
  19. Use this thread to discuss the Minazuki matchup. Please focus more heavily on discussing how to play the matchup properly as Ken rather than who is at advantage/disadvantage. This post will be updated as info arises. Round Start: ... Neutral: ... Offense: ... Defense: ... Punishes: On Block: DP Punish: 2A+B, 2B (or anything really). If Minazuki has meter he can cancel into wings of purgatory super so be careful. On Reaction: To 236C/D Teleport: CH B+D (Doesn't work for SB version) Character Specific Notes: Combos: CH B+D > 2A+B fails midscreen, use dash 2B(1) instead. Mixups: ...
  20. Use this thread to discuss the Marie matchup. Please focus more heavily on discussing how to play the matchup properly as Ken rather than who is at advantage/disadvantage. This post will be updated as info arises. Round Start: ... Neutral: ... Offense: ... Defense: ... Punishes: On Block: ... On Reaction: ... Character Specific Notes: Combos: CH B+D > 2A+B fails midscreen, use dash 2B(1) instead. Mixups: ...
  21. Use this thread to discuss the Margaret matchup. Please focus more heavily on discussing how to play the matchup properly as Ken rather than who is at advantage/disadvantage. This post will be updated as info arises. Round Start: 5D (putting Koromaru away), Blocking, IAD if you feel brave Neutral: Patiently approach Margaret with Ken while keeping an eye out for certain normals like 2A+B, AoA, and D command grabs. Offense: Once you actually put pressure on Margaret there's not much she can do about it. Do your usual pressure. Defense: Have Koromaru put away until you are able to go on the offensive. Punishes: On Block: ... On Reaction: AoA - Punish with 2B or B+D Character Specific Notes: Combos: ... Mixups: ...
  22. Use this thread to discuss the Labrys matchup.Please focus more heavily on discussing how to play the matchup properly as Ken rather than who is at advantage/disadvantage.This post will be updated as info arises. Round Start:... Neutral:... Offense:... Defense:... Punishes: On Block: ...On Reaction:... Character Specific Notes: Combos: ...Mixups:...
  23. Use this thread to discuss the Ken Amada matchup.Please focus more heavily on discussing how to play the matchup properly as Ken rather than who is at advantage/disadvantage.This post will be updated as info arises. Round Start:... Neutral:... Offense:... Defense:... Punishes: On Block: ...On Reaction:... Character Specific Notes: Combos: ...Mixups:...
  24. Use this thread to discuss the Kanji Tatsumi matchup.Please focus more heavily on discussing how to play the matchup properly as Ken rather than who is at advantage/disadvantage.This post will be updated as info arises. Round Start:Use Koro 5C/2C to to force Kanji to move in some way. Neutral:5B/5C/214C are good for when Kanji is on the ground, in the air you have no fear of DP so take to the skies and use j.A or j.B to beat him up, force him to the ground and lame him out.Beware of where you stand! D button can stop you in your tracks and if you are forced to block you can't use dog.J.214 series will keep you honest but if you call it you can 5A/5B/2B punish it easy.IB j.236A/B and pummel him, if you choose not to pummel him then back dash or jump out, don't play guessing games with Kanji. Offense:If your pressure is solid and you keep him at max range with your normals there's very little Kanji can do.Keep your pressure tight and varied you want to keep Kanji guessing on defense.DP beats any attempt at mix up but if read gives you 4-5k damage punish.Kanji can DP anything into 236A/B without the dog to tighten it up. Defense:Make a read on what Kanji is going to do when he's in your face and if you can use meter to Guard cancel.IBing Kanji makes it easier to escape him since IB increases throw invulnerability. Punishes:On Block: Kanji DP (must be punished as soon as you block the hit) - 2A+B, forward jump j.B (if kanji has meter this will bait his super cancel)AoA - 2A+BOn Reaction: Any air Normal - B+Dstuff into 236B should be DP'd Character Specific Notes:Combos: CH B+D > 2A+B fails midscreen, use dash 2B(1) instead.Mixups: If pressure is not airtight Kanji can invul through it with 214D, command grab super, AoA, etc.
  25. Use this thread to discuss the Junpei Iori matchup. Please focus more heavily on discussing how to play the matchup properly as Ken rather than who is at advantage/disadvantage. This post will be updated as info arises. Round Start: ... Neutral: ... Offense: ... Defense: ... Punishes: On Block: ... On Reaction: ... Character Specific Notes: Combos: CH B+D > 2A+B fails midscreen, use dash 2B(1) instead. Mixups: ...
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