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Maadhum

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Everything posted by Maadhum

  1. Slightly worse? He lost his really solid corner oki with 46B but gained some slightly better midscreen combos. I think midscreen OD combos are going to be much weaker now with the 46B change but I havent seen any good usage of OD in 2.0 so I could be wrong. The 6A change would at least make sense if they didn't butcher 2DA as well. They really just don't want Kagura doing overheads. The changes overall though seem really weak and uninteresting, I imagine we'll have to wait until the next iteration to get changes that aren't slightly reduced recovery on some normals or pointless alterations to some specials/stance moves.
  2. Yeah, theres really no point to risk doing that anymore because B orb at that range hits like twice. Its in one of the videos Toushi posted against Carl.
  3. Your blockstrings are really weak. I see you sometimes ending with just 5C, which is -9 on block. Try not to go into 5C so much on block because its pretty bad but if you do, go into either gunshot or 2AB xx gunshot. Gunshot is a good blockstring ender but don't forget about SB gunshot. You're sitting on a lot of meter throughout some of these matches where you could be using it to extend/start pressure or extending combos with 2AB xx 214AB on a crouching opponent. SB gunshot is +13 on block so you pretty much get to do whatever afterwards if they block it. I saw you did stuff 5C(2) 236BB xx heat riser 2C a couple times and pulled them out of the corner. Probably not a good idea because doing anything after the second hit of 5C does really bad damage and isn't worth the meter. If you don't hit confirm into heat riser properly and get 5C(2) you'll have to settle for a 236AA ender. Just don't give your opponent a free ride out of the corner unless it kills. You've already mentioned too much jumping as an issue but youre specifically relying on jumping backwards and doing j2D or double jumping and doing j2D way too much. Its good to keep those options in mind but once people start to figure this matchup out, they're going to punish you hard for it. Lastly, if you get 2D/J2D blocked you have enough time to dash up and confirm into a fatal counter combo or start your pressure. If they press a button to break your persona, it might cost you a card but you get a counterhit if you're fast enough. Your use of 5C in neutral is really good. You cant get much off it but its great for controlling space. Hope this helps.
  4. In case anyone is having issues replicating these combos, theyre using 236BB not 236AA in these.
  5. 28C goes right through bursts. I've noticed people like to burst CH 6D~C > 2D~A, so instead of cancelling into 46B just do a 28C and if they burst you recover just in time to punish. Also works well with 6D~B because nobody likes getting hit by that move. Kagura gets zoned out really easily. You can use 28C, 6C and 5D~C to keep people out of the air. Throwing 46B and running behind it while buffering 28C is also good way to control space as most people will jump to avoid the orb, putting them in the perfect spot for 28C. Other than that, be patient when trying to get in and don't get predictable with 6D~C and 2D~B.
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