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Harukasan

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Everything posted by Harukasan

  1. Unlimited Arakune? Hell no, that fight is a 100% crapshoot that I imagine is even worse in Unlimited Mars. Beating most unlimiteds is trivial. Unlimited Arakune, however, is a entirely different ball park.
  2. If Jin tries to reset pressure with 2D, you can pretty much flashkick him out of whatever he'll try to do next. However, a lot of Jins will do this for the express purpose of baiting flashkick for a punish, so be careful. Another thing, there's pretty much no reason not to block low in Jin's pressure. If he does 2C in his pressure, you can flashkick it on reaction before it hits you. The same goes for 6A, 6B and 6C. Don't think that relying on our flashkick is desperate; It's a really good tool. You should use it whenever it's applicable. In my eyes, what you have to worry most about in this matchup are his restands. They can become really tricky to deal with, since he has a vast amount of options to go into. You can charge flashkick during the combo preceding the restand, but this also presents an easy opportunity for Jin to bait and punish. My advice here is to just watch carefully and block accordingly, as there isn't a whole lot we can do.
  3. He really does. Old man needs to get with the times
  4. Do you guys know how to go about corralling Nemesis? I can't seem to get a hold of him through Skype.
  5. I can believe it. I can guarantee I wouldn't even be in charge of booking the room and stuff anyways, so again, that's all up to whomever will be doing that. Anywho, I'll go try and get Nemesis to look at the thread now. Agh, figures this would all go down while I have classes. I wouldn't miss it for the world though. Just gotta cross my fingers and I hope there isn't any tests or nothin on the days before and after. Addendum: Dammit Nemesis.
  6. Yeah, I can see why that would be good. The only problem I have is that I actually have class on the weekdays before and after EVO, so regrettably I'd be missing some classes. I don't really have a problem with that, but obviously I would like to try and avoid that. I'll leave those dates to whomever will be the transportation though, since being well-rested for driving is a bit more important.
  7. Paging Dr. Nemesis, we should talk about booking a room for EVO. Shar and I don't have a room yet, and I have no idea where ctrl stands, but this is totally something we should get done sooner rather than later. We should also probably discuss transportation. Whether you see this or not, I'll be messaging you on Skype later tonight, Nemi. Just putting this here for us, this is most likely what we would be gunning for, I'd imagine. Doesn't look all that bad.
  8. Seo, you're breaking my heart. I guess I'll go back to holding my tongue for now.
  9. So, all of you that felt the need to disembowel yourselves at the sight of your overhead losing a gatling, I implore you to reconsider. https://www.youtube.com/watch?v=pXPmzFi3TEI#t=785 (I was right)
  10. HAHA TIME FOR WRITEUPS I had a nice set with resident Silfer, and I can say certainly that this is not in Kagura's favor. Bullet's got pretty much everything to make Kagura's life hellish. Not unlike a good amount of the cast. Bullet's buttons are way better than ours, so we don't really have a lot of choices here. Bullet's 6B is her go-to anti-air, and it does a damn fine job of keeping us from jumping in. Thanks to our less than stellar air to ground game, we don't have many options in the air. On top of that, her air to air game beats ours too, so try not to jump if you can help it. Her 2B low profiles our 5C and 6D~C, and she can totally do it on reaction. As such you should only use 6D~C if your certain it will hit her while she's charging her heat levels. She will be doing that a lot as well, since we don't really have a way to punish her for doing it fullscreen. Neutral becomes a total pain in the ass because of her 2B and 6B, so you have to be particularly careful about how you handle yourself. I found that I felt safest at fullscreen playing the fireball game. We can't stop her from getting heat levels, so keeping her at bay is one of the few things we can do. A orb trades with her Flint Shooter with level 2 heat, and B orb beats it right out. Do be careful though, it moves pretty fast and has an assload of hitstun, so she'll be able to convert off of it if you get hit. For added trouble, while she's got both heat levels, two dashed forward from fullscreen and she'll be right next to us, 2B at the ready to go even further. Be cautious. The next big problem is her safejumps. She can safejump off of essentially any knockdown and be safe from our flashkick. If we do flashkick, she'll safely hit the ground and block. If we don't, her j.5C will come out before she lands. This forces you to block high on wakeup pretty much all the time. Her mixup isn't very scary, but she has a lot of options that will be annoying to deal with on every single knockdown. I recommend always blocking high on wakeup, but pay extra attention if she goes for empty jump low or grab. She also has the option to empty jump 720, which is a real pain. You should only be flashkicking if you're absolutely sure it will hit, or if it is in anticipation for a 720. You pretty much need to beat her offense through blocking, and use your chance to swing or get out after her pressure ends. On the other end, once we can manage a knockdown, we still have troubles dealing with her. Don't forget that she does actually have a DP, and can beat our Orb oki outright. Bullet doesn't really have to respect any of our pressure, so be wary of mashing too. Other than that it's basically the same as pressuring anyone else. Our damage is pretty much the only thing Bullet hasn't taken away from us, even though she can match it almost outright due to getting heat levels for free. Like always, using your drives for pressure isn't exactly the greatest thing in the world, so think twice before using 5D~A and 2D~B in pressure. A few extra things to be aware of: If you catch bullet with a non-CH flashkick, do not go for Orb OS! She can jump back down and smack you with j.5C, dissipating the orb before her hurtbox reaches it. The best thing to do is go for flashkick OS if she jumps back in. Be careful though, she can bait it out by holding herself in the air with her j.5D. Bullet's DP beats ours! Or something. It's actually pretty hilarious, but I suppose it's worth knowing. You can see it in this ancient clip here (somehow featuring me!) https://www.youtube.com/watch?v=hH6uhmFL0tU#t=1m34s Bullet's damage skyrockets when she goes into Overdrive, so be sure to burst appropriately so you don't end up dying without being able to use it. SUFFERING
  11. My old profile is now kill. Also christ DL looks gross now.
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