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Everything posted by Loli Bacon
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It's actually flawless, granted you get the 22B and the 3C link. You can't do it too early, only too late.
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Black hole > 22B > 3C > 2C > 6C > j.B > j.C > 5D > 236D |> 6[A] > 22B > 5B > 5C > 6B > 236B > 5C > 5D > 214214A > 236C [8331/44%] Credit goes to Miheko. Good find.
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Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
Loli Bacon replied to Chumaralupa's topic in West Coast
Day 1, really. I bought her at like, 5AM Friday. Ask Brian, I wasn't doing SHIT against him that morning. -
[CP] Kokonoe - Gameplay Discussion (Discuss Videos/Combos/Questions/etc.)
Loli Bacon replied to Kurushii's topic in Kokonoe
You can't combo from j.2C Fatal if they're on the ground. Just tried it with Flame Cage out, they can immediately tech. -
[CP] Kokonoe - Gameplay Discussion (Discuss Videos/Combos/Questions/etc.)
Loli Bacon replied to Kurushii's topic in Kokonoe
Something I've been doing after 236A for oki: 6D 214A. They generally try and backdash/escape away from it, but then you just dash forward and put out another 6D, and the fireball will chase. Also, spam 22C anytime you see a C move from Jin/Mu. It's hilarious. -
Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
Loli Bacon replied to Chumaralupa's topic in West Coast
Learned a 6k bnb from 2C in the corner, meterless. GG, everyone. D= I take back everything I said, this bitch is broken. I wouldn't say ban/patch worthy, but she's definitely the best character in the game. -
Midscreen: 6B > 22A > 6[A] > 2C > 6C > j.5D > j.236D |> 6B > 22A > 6[A] > 236C [3376/24%] Corner: 6B > 22A > 6[A] > 2C > 6C > j.5D > j.236D |> 6B > 22A > 6[A] > 5C > 236B > 5C > 236C [3831/27%]
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Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
Loli Bacon replied to Chumaralupa's topic in West Coast
Those combos seem too difficult to be practical. D= -
Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
Loli Bacon replied to Chumaralupa's topic in West Coast
And she wasn't banned, nor was she hot fixed. And speaking of CS1 Litchi, current Litchi is about the same. -
Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
Loli Bacon replied to Chumaralupa's topic in West Coast
She has flaws. What I think it is, is that most players who play arcsys fighters aren't used to a character with strong setups who also gets high damage from them ala Rachel CT. Rachel, on the other hand, had instant overheads that lead to 5k bnbs METERLESS, and didn't have as terrible of a neutral. Kokonoe has high damage, good mixups, and good setups. She's not broken in the slightest, she's just strong. -
[CP] Kokonoe - Gameplay Discussion (Discuss Videos/Combos/Questions/etc.)
Loli Bacon replied to Kurushii's topic in Kokonoe
You aren't getting smacked mid string by putting out a graviton? What respect! -
Midscreen, crouching (I don't know how optimal this is): 5B > 2C > 6C > j.5D > j.236D |> 6B > 22A 6[A] 6 236C [4292/30%] Midscreen, 4A+B > 7D > 2C > 6C > j.5D > j.236D |> 6B > 22A > 6[A] 236C [3819/27%]
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[CP] Kokonoe - Gameplay Discussion (Discuss Videos/Combos/Questions/etc.)
Loli Bacon replied to Kurushii's topic in Kokonoe
How does someone pressure with this chick? I can't figure it out. -
Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
Loli Bacon replied to Chumaralupa's topic in West Coast
But that was the entire point of the design of her character from Arcsys. She's using a setup in order to ensure the player can't do anything about the incoming damage. It's the same thing as Graviton > 214X > OD Golden Tager. GG, that's 13k damage guaranteed. Point is, she's working as intended. Since it's only day 1, calm down and instead look at what makes her bad. xD -
Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
Loli Bacon replied to Chumaralupa's topic in West Coast
People talking about Kokonoe needing a patch is hilarious. xD This is exactly what Arcsys wants. They make characters intentionally worse than others just based on their playstyle (their words) because it wouldn't be fun to play against a character that is both annoying and good (v-13 CT, Arakune CT). To be fair, nothing she does is much different than any other character. She has high meterless damage, she has zoning tools, and she can rush down. She has her flaws. Honestly, she's reminding me more of CT Rachel/CS2 Mu than any one else. That is to say, she has zoning tools but she's a rushdown/transition character akin to Aoko. I don't think she's a problem, I think that players just don't want a character with such potential for annoying zoning to have good damage conversion as well as good setups. -
Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
Loli Bacon replied to Chumaralupa's topic in West Coast
Amane has 0 bad matchups according to Dora. Wat. Amane is good. He's just too much work. Hit confirming with him is probably harder than hit confirming with H-Hisui -
Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
Loli Bacon replied to Chumaralupa's topic in West Coast
Holy shit, that delayed response. lol okay. In other news, I'm bored with Amane already. Bitch is too much werk. -
Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
Loli Bacon replied to Chumaralupa's topic in West Coast
Muscle memory. -
I have very little exp. against Tager, but it seems like he can't 2C fabhop j.B pressure. He CAN backdash it, though, so just 236A j.236A j.BAA to punish it. He might be able to collider it but still unsure. Seems he has to guess CONSTANTLY as to how to hit you with Spark Bolt. 5C can hit him out of it if he thinks to do it at the end of a string, as does 2C (2C is probably safer) and then he has to guess how you're going to get around using Fabhops. Doesn't seem like a very good matchup for him, but I don't think it's terrible as of right now. C moves cause him problems.
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Things to note that are especially important with this character: the difference between an early and a late jump in. Late jump-ins give better frame advantage so they can't mash you when you land, so you can continue pressure. Early jump-ins beat anti airs, but are easily mashed when you land. dash delay 6B/Throw is probably the strongest thing you can do with him for pressure. Hariken feint into 214x is good to watch how your opponent reacts when you first start fighting. Get a feel for how they poke.
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^ Pretty much sums up the matchup. What I ended up doing against Hakumen sounds terribly risky, but it was useful for blind spots. If he's on the ground and in your 5B/2C/5C blind spot, use 3C and just cancel it on block to fix this spacing issue. Risky in case he jumps and counter hits you, but that's why you need to use your best judgement when doing so.
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I've had odd issues with CHs in this game. I've had times where I would 6A Jin 6B and not get a CH, or I'd punish a whiffed AA attempt with 214A j.C and not get a CH. With 236D~D 6B, that's used as a low/grab beater. 5B from Ragna, as well as Mu/Jin 5C will just counter hit you if you do anything from it because it's so slow. But that's when you use 214A j.C etc... The confusion might also come from my terminology. This might help: Mashing: 2A/5A. The fast move to quickly connect an attack. 236D~D 6B beats that. Poking: anything slower than 5A such as 5B/5C. Mashing is faster, so the rapid button presses are required. Mashing 2A/5A if I do 214A j.C instead of 6B setup isn't nearly as punishable as using 5B. 5B wouldn't be considered mashing (generally) because the risk of mashing a slower move means you're at higher risk of being counterhit by a stagger or something the player didn't expect, thus it's a poke. Does that help?
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Anything, really. Any hit from 6C(1) 222D, 5D > 222D, 2C > 222D etc...
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DerQ, you're right. There was a lot I wasn't saying. This is pretty much the same thing you said in your pressure guide when you said to "add noise". None of it is solid and lots of it loses to other options or are easily reacted to. The point of those strings really isn't to say "this can't be beaten. Do this." It's more or less a pressure/options branching tree like TD said. Some clarifications: 236A j.B j.236A should have been 236A j.B land tk.236A j.B. More to come when I'm out of class. The thing is we want them to hit buttons, because when the do we can land hits since we don't have high/lows. The 236D~A/B makes them want to hit buttons or we get level 3 drill, whereas 236D~D will punish them attempting to react to Hariken Drill. It isn't that you should just use 236D~A/B on a whim, but use it if you see they're patient to add free blockstun. They start jumping it? Do 236D~D > 6A anti-air. This is what I meant by 236D~D forces them to respect 236D~A/B and 236D~A/B makes them to respect(fear) 236D~D. We want them to attempt to react to things that are reactable, but differ slightly. Like H-Kohaku 236A and BE236A. Stuff is good. EDIT: What I'm saying is that assuming your opponent will play optimally or won't mash buttons is what gets players killed. Overestimating your opponent to do the optimal option in any given situation will blow you up, as you'll be prepared for working around their optimal options. Having various setups like xxx 236D~D > 6B is not only safe in that even if it's blocked you are still safe, but it will blow up mashing. Even professional players mash when they most definitely shouldn't, so knowing what will make them fidget, what's reactable, and what's safe will be key to winning with Amane. I'd be more willing to reset to neutral than to over stay my welcome against trigger-happy players. Some of those blockstrings allow that which allows the Amane player to react to the opponent (hilarious when they DP), or forces the opponent to respond. If you have setups, albeit slow, that forces the opponent to respond or suffer serious consequences, by all means do it. Platinum's Swallow Moon is a good example of this because Swallow Moon resets pressure but is super easy to beat. Jin's 6B does this also. Nu j.214D~D feints? Same thing. Just because it CAN be mashed out of doesn't mean it still isn't an option, so long as you have ANOTHER option that will beat the mash if they react too slow or guess incorrectly.
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Been playing him. Tons of fun. Some things I noticed: 2C is da gawd against specific matchups. Against characters that want to stay grounded (v-13) 2C is a giant threat they have to keep an eye on. More mobile characters can get around this easily, but against those characters you're hopping around everywhere anyway. 623C is a godsend against Mu, since she'll be jumping full screen to toss out steins. 5C, 2C, 214A j.C etc... are gdlk against Tager, as they aren't counted as projectiles and lead into some nasty damage when they connect. All of this being said, I've tinkered with a few setups that worked wonders, but it's only day 3, so we'll see if they're overall legit. Here goes: Blockstrings: (Barrier Guarded) 2A 2B 5B 214A j.C 236A j.B (very hard to AA) (Barrier Guarded) 2A 2B 5B 2C 214A j.C etc... (catches jumps) (Regular Guard) 2A 2B 5B 3C 236D~D 6B (Reactable feint, but will catch poke attempts for delishus fatal. Needs regular guard or will be too far for 6B to punish 2A mash) (Regular Guard) 2A 2B 5B 3C 236A j.BA etc... (Basic pressure reset) (Regular Guard) 2A 2B 5B 3C 214A j.2B react - Forces return to neutral, but they have to respond or you get free pressure. React accordingly. 2A 2B 5B 3C 236D~A - Forces them to either retreat or to approach from the air, in which case lolol 6A. Use Sparingly. xx 5B(3 hits) 6D - If you spam fabhop forward a lot, they'll eventually try to mash DP or 6A to knock you out of the air (hard to do) so tag them with a CH 6D to get level 3. Corner Blockstring: xxxx 5B 236D~D/6D - Standard Drill blockstring xxxx 5B 3C 236A j.B j.236A j.BA stuff - Make them fear the land into throw. Which leads to...... xxxx 5B 3C 236A j.B land B+C - Dat Damage xxxx 5B 3C 214A j.C/j.2B - React accordingly xxxx 5B 3C 214A j.C 236A j.B - More pressure. Always nice xxxx 5B 3C 236D~D 2A/2B/6A/623C - Feint to catch them fidgeting. Use this to get them to respect 236D~A/B in the corner and use 236D~A/B in the corner to get them to respect this. Fun stuff. And of course, rely on his sticky hands to get those counter hits full screen from people trying to do stuff Note: All of this is in addition to basic staggers (2A being 0 on block is really nice). Mix it up, yo.:v: