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Everything posted by LaowPing
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Who ever does a stomp rapid cancel combo is the winner. End of discussion.
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I feel you, man. I feel like the main thing for Terumi is that he doesn't get enough reward. I'm fine with needed to gain meter for something as long as I'm rewarded for it. J.2D is a decent mix-up if you gimmick it correctly (safe jump J.B into J.2D) but he gets so little damage off of it, just meter. And then, once you get meter you don't really feel much stronger. Maybe a little bit of damage midscreen or corner carry but nothing that feels like it'll make an impact. Bullet and Izayoi rely on resources but they become A tier once they get it. High damage combos and better neutral game just for making it past the 30 second mark. With meter, Terumi just feels decent. He still lacks a real over head and all of his mix up options (J.2D, command grab, normal grab) only lead to more meter which he can't use in a creative way. I feel that ArcSys just figured that giving him a crap ton of supers would make up for it but when half of those supers aren't worth it, it doesn't make a difference. Terumi can be good when used properly, his pressure is godlike and footsies are great, but in a cast where half the characters break the laws of fighting games (Hi Hazama!), and half the cast has a reversal that disrespects pressure he feels forgotten. He does have hidden potential though, Few pro players have taken him seriously. so no one can say for sure what he can do in the hands of a really strong player.
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I'm not trying to learn how to beat her with a specific character, just beat her in general. The jin and terumi thing was just in case someone had something specific but you are right that it's better to use match-ups for that. I went and saw the Terumi match up was just "hope for the best" and the Jin match helps a little though one of the later post was mis-informed. Dealing with her specials (the ones were she swings her sword forward and has hella range and little recovery) and her D projectile into D teleport seems to be an issue I can't decipher. Sorry if this is the wrong place for it. I can stick to the match-up sections if it's a problem but I figured the Izayoi players would be a good start.
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I feel like I lack and understanding of the character more than the understanding of the match up.
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Your ground game beats his due to 5D if you space it well. He can beat your J.D with J.C or any of his anti airs. C DP can be a threat due to Terumi's range. Sent from my ZTE-X500 using Tapatalk 2
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Any tips on what to do against Izayoi? I keep getting bodied by Nemesis and want to suck a little bit less in this match up. Edit: Anything Jin or Terumi specific would be awesome Sent from my ZTE-X500 using Tapatalk 2
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I think on challenge mode there is an option that lets you see the inputs during the demonstration. It's one of the FN buttons. Should help with timing Sent from my ZTE-X500 using Tapatalk 2
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Overheads. They keep saying i can block them. They keep saying i can react. But, they just keep hitting me. Sent from my ZTE-X500 using Tapatalk 2
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[CSE-CP] Jin Questions and Answers Thread - How Do I Shot Ice?
LaowPing replied to Moy_X7's topic in Jin Kisaragi
Seen people do 5C after they get a hard knockdown. How good of an option is it? Does it catch back rolls too? Can you still recover and 2A or 5B? -
You're actually allowed to space out the inputs a lot. If it's dropping just go a bit slower. Alternate between 6 and 5C (you do have to return to neutral or you'll get 6C). And your training dummies shouldn't matter. Sent from my ZTE-X500 using Tapatalk 2 Edit: wow, wish I could edit on my phone. I was going to add that if you are missing an input that's when you go slower. If he does the kicks as normal and your opponent drops out then it might need to be faster. Don't think to hard over it. Watch people do in on YouTube and match them. The timing is the exact same as what you see.
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No one can. Her instant overheads require guessing. Most players have a pattern as far as mix ups go (although they do change it every now and then if you block it). Just pay attention to her mix up patterns and try to block it. When in doubt, just block high. Your 5D beats her approaches unless she has the pumpkin. If she zones you from full screen with projectile you can run underneath then but only as she is throwing them out. Otherwise block and respect it. Super Jump J.D is good here until she starts AA you, but that means she isn't zoning as much. Also, Mesenga beats her full screen super if your close enough. I'm going to test tomorrow the best way to get rid if the frog. Sent from my ZTE-X500 using Tapatalk 2
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The timing on refreeze into 6C must be strict then. Were the ice car pick up combos easy? Also, thanks for the info. Sent from my ZTE-X500 using Tapatalk 2
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Hells yeah, rematch button too hype. And i like Celica's voice. Can't wait to hear how she sounds with Terumi's foot smashing her face into the ground. Sent from my ZTE-X500 using Tapatalk 2
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I know. I'm trying to say there is no specific reason as to why we didn't mention it. We most likely just forgot. J.C is the better air to ground but otherwise there is no reason not to use it. Sent from my ZTE-X500 using Tapatalk 2
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DP D was already a short starter so it's not surprising. 2D is going to be weird now that we have to use it differently. Thank god 5D isn't the fatal counter anymore. Needing meter follow it up was annoying. Did you try any new combos from 2.0? Do they feel like the same amount of difficulty? How strict is sekkajin refreeze timing? Sent from my ZTE-X500 using Tapatalk 2
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I think we just forgot about it. It's a strong move in this match up. I've seen a really good Japanese Ragna use it in neutral a lot against Valk. He still lost but it lets valk know not to air wolf in wherever he wants. Sent from my ZTE-X500 using Tapatalk 2
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J.D works best at catching people who come from the air. If he does that a lot then use it. If he comes from the ground, J.C is better. Sent from my ZTE-X500 using Tapatalk 2
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First off Nemi, you can practice that in training mode. That ain't on me. Second, I was having a bad day after constantly losing to a scrubby noel who kept mashing lights and still hit me out of everything. I got pissed for losing to that stupid shit. That, plus the fact that I clearly don't know what to do about your Izayoi made me feel more like a scrub than ever before. Third, I didn't quit, i just ended the match due to salt and the fact that you had the game winning combo. I wanted to start another match quickly so that i could figure out what to do in the match up. I was ready to play another and then you left. But i should thank you and that Noel scrub. It made me mad at myself to the point where i refused to feel like a bad player ever again. I went into replay theater and rewatched the matches and went into another lobby against a really good Bang... and I won. 3/4 matches i think. I did the most amazing thing, I BLOCKED A FUCKING OVERHEAD. I felt like i was back at the prime i was in with CSE a year ago, which wouldn't of happened without the salt, so thank helping me harness my inner Gohan and channel my anger. Still hate fighting your Izayoi though. Sent from my ZTE-X500 using Tapatalk 2
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Im also on since I left my laptop charger at school so BB will be all I have over the weekend
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I'm mostly on netplay but I can't seem to react on offline either. Sent from my ZTE-X500 using Tapatalk 2
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I understand the idea behind the reaction, I'm just wondering how to get better at it. Often I'll predict an overhead, see the overhead, and not react in time to change my block. Even with prediction, I haven't been able to block overheads unless I commit to blocking high before actually seeing the overhead itself. The theory I understand, putting it in practice is the hard part.
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On a serious note, if SKD ever comes back I wanted to ask him something. I seem to have a problem with two areas in fighting games. 1) adjustments: I can see patterns very easily but it's difficult for me to counter them when I'm also dealing with what to block, spacing, neutral game, and everything else in the game. With so many things racing in my head it's hard to keep track of what to remember. 2) reactions: I asked about how to react to things earlier but the responses were just "Sometimes I can, sometimes I can't." I was wondering how I can better reach the "can" and, at some point afterwards, do so consistently. You can tell me how obvious a Relius overhead is and while I agree that it should be more reactable I still can't do it. My brain just goes "hey, block that" and ends there. I feel like if I could just solve these two things I can handle everything else with simple practice. I feel like I've been stuck at my currently level of play for a year now due to these two things no matter how much I try to get better. I'm not looking for a magical solution, I'm just want to know if there is something better than "it'll happen eventually" Also, apologies for any trouble I may have cause with my opinion peace (see what I did there?). I actually agree with most of the opinions you guys presented. I just get really anal about the way a word is used which snowballed WAY harder than I thought it would. I'll try not to derail these conversations anymore.
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Any chance that could of been the result of him trying to fuzzy jump or is that technique near unbeatable Sent from my ZTE-X500 using Tapatalk 2
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Originally, SMP might have been a way to prevent infinites, but now it's a reset mechanic. Every now and then it'll happen due to someone forgetting they used a move in a combo (guilty) but often when you see smp it's better not to tech. Unless you know the reset you have a high chance of getting hit by it. Also, been meaning to ask, how do you guys, how do you get better at reacting to things. Mix ups, grabs, jump ins, etc. Once apon a time i was good at blocking stuff on reaction but i can't seem to get back that. I wanted to try it in practice mode by setting the dummy to different blockstrings but someone here said that doesn't work. Sent from my ZTE-X500 using Tapatalk 2
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Two things First, you used literally wrong (another pet-peeve of mine). Second, best is still subjective. Rachel and Valk don't get much damage off of their overheads. If someone wants to say that kokonoe's overhead game is stronger because she gets more damage off of it, they can and they aren't wrong for it. They just value damage over options. If someone wants to say that Bang's high to low game is stronger due to the symbols he get's off of an overhead, opening up a very powerful super, they can, and they aren't wrong for it. You can't say someone's opinion is wrong. Well, technically you can, but it doesn't make them wrong. I've seen Valk's open up their opponent many times just to lose anyway due to the damage not being there. Same with Rachel, because, as you said, you have to look at the picture as a whole.