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Donut-Sama

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  1. http://www.dustloop.com/forums/index.php?/topic/9431-official-europe-topic-080914/ You can go there for ID, finding players really depends on the time. I mostly play sundays afternoon because it's the only day I never work, and you can contact me on Skype
  2. I knoooooooooooooooooooooooowww
  3. Her 2B is good indeed. Still, it has enough recovery to counter punish it with A Killrush if she wiffs. Bait it from time to time, then jump in if you see that your opponent hesitates to 2B.
  4. The combo roure 5AAAAA > 8A > 4B > 8B works on him. Don't forget you can special cancel / jump cancel when you hit Koromaru (only moves that are cancelable on block of course) Use it to mess with Ken's game or approach, but do not forget that Ken can hit you while you're taking care of the dog. His 2B is pretty slow. Air to ground, you can use J214A or J214 SB to punish his 2B. if you time it right, you get counter hit and can go into 4A > 8A > 4A > 4C > 6A. ground to ground, if he whiffs it, you can counter punish him with A Killrush. Against his DP, if he has meter and you fear he'll super cancel, you can do that : block > slight delay > Jump air turn > JC > 2AAAAA > 8A > 4B > 8B etc... if you time it right, he'll be hit by the JC the moment he reappears on the screen, or at least close enough so he doesn't have time to super cancel. Against Thunder Reign You can DP the A version and SB version of thunder Reign, but not the B version. If you have meter however, you can use Closeoutblow SB (yes I love this move, it works with a lot of super reversals, just abuse it my Aki brothers), then immediatly : 1) DP. Your opponent won't be able to OMC if you do it right, and since Thunder Reign has fatal recovery, you guessed it, you can : DP counter hit > 2A > 5AAAA > 214C > 8B > 4C > 6C > 8A > 4B > 6C > 4A > F.... Cork in da face. 2) Boomerange SB. No need to tell you how much it will hurt. However be aware of one thing : if you gou into Boomerang SB counter hit > 6C > B+D route, your DP can hit Koromaru instead of Ken. Your combo will drop and you will obvisously be in a bad position. So if Koro is close by, just use the Boomerang SB > Sonic B route, it deals a little less damage but will work even if the dog is near. That will work on every version of Thunder Reign, since the Closeout blow add a bit of delay which will allow your DP to work even if your opponent uses the B version. Also : - The move has enough recovery so you can B fatal punish if blocked - Mazyodine beats all versions - B Version of Cyclone Upper beats all versions. - Midscreen, you can just roll to prevent him from OMC. Againts Ultimate Cross - If blocked, you can 5B counter punish hit. - You can roll to make it wiff and prevents the OMC even in corner. - Closeoutblow SB works on every version. You can then special cancel with 4C or 6C and then punsh 5B. Roll is still the best option I think.
  5. You've just proven to be a true Aki player
  6. Yeah neutral game against him is really bad. You can use a few 5C if you play against one of those 5A spamming players, but that's still risky. JC usually gets beaten by 2B so there's no really use of the move. Since his moves have a huge hitbox and almost no revovery, most of the time you won't be able to punish him, but at least you can get close to him and pressure him until he makes a mistake. Teleports can be beaten without much risk if you're not moving, but carefull of the SB version. When he uses his rekka and ends with the Destructive Fang, he usually goes for 2A or command grab, so after blocking the move, do 1A+C. You will block if he does 2A, or hop cancel then punish if he does his command grab. It's not an universal option of course, you can get hit in your hop cancel if he just delays. Also, Destructive Fang SB kinda works like a safe jump, so be carefull to not dp when he is starting his rekka moves. Against his DP : If you block it and he has meter, just run to go behind him so you don't get it if he super cancel. Also don't forget to bait burst when you 5B fatal counter him since you don't loose your combo when doing it. Boomerang SB works, however the punish changes based on the timing. It can either clash and you end up behind him and go into 5B punish. If the Boomerang Hook SB hits, you can combo into Sonic B. On okizime, you can use 5C (charged or not) max range, for example if you're running after him after an A cork. If he tries to DP, it will break your persona but you'll be in a good position to punish him. Against Wings of Purgatory D and SB version are fast, while C has more start up. Hold block position, and if the moves doen't come right away, just roll. If you time it right, you can punish with A killrush, unfortunately you won't do much damage without One More Bursting. If your opponent uses it when you're close enough to roll behind him, just do it and 5D punish him. It's a mistake that only few players do (I guess they want to take advantage of the invul), it also can be usefull if he super cancels a DP and you didn't manage to go behind him. Against Moon Smasher When he has acces to this move, DO NOT use Boomerange SB. You'll end up being hit by the second move. Also, baiting it with Ducking D or SB is risky, since he goes in a différent distance and his second move has more or less startup depending on the version he uses. You can then either 2B him (really risky) or DP (less risky but still). Best thing to do if you have 25 Meter his to use Closeout Blow SB when you see the super, then instantly cancels into Ducking C and then JC. It will counter punish every version of the move, you just have to adapt your combo based on the distance. You can for exemple go for JC > Killrush A > OMB. He still can OMC of course, so if he has 100 meter just block.
  7. You can use the 5AAAAA > Sonic A > Boomerang B > Sonic B route againts her, however because of the way she falls, instead of ending the combo with Weaving D > Corkscrew, after the Boomerang B go for Ducking D > Weaving C > Corkscrew. Chie's DP has fatal recovery, so you can get used to use 5AA when pressuring her. If your opponent times his DP wrong and get hits, by the time Aki does 5AA, you can confirm and do 5AAA > 214C > 8A > 4C > 6C > 8A > 4B > 6C > 4A > 6B (3215 meterless). Also since it's a counter style DP, you can use jump > air turn > JB. If it hits, use the same combo. Mazyodine beats God Hand if you happen to run against someone who uses hit yolo style. Also it's fatal recovery so if you have the meter, don't hesitate to go OMC > Weaving C > Sonic B combo sweetness. Against Agneyastra, you can also mazyodine, but you have to do it really fast to hit Chier. If you like to surprise your opponent (thats a cooler way of saying "do stupid risky things"), you can 214B, then Sonic Punch SB / Boomerang SB / Corkscrew SB. You're obviously better off just blocking, but hey, that's still a thing to know.
  8. I think it's too soon to say he's weaker than before, we still need to see how his changes apply against the changes of other characters (even though I'm already pissed of thinking about how the Aegis match up won't be as fun anymore ahah). I also curious to see how some changes can be exploited, especially the 5C / JC change
  9. He still has good damage, which is cool. I hate some nerfs, especially the Sonic Punch one, it was nice to have a tool against projectiles, and the Closeout one, I love to use it against people who uses super when I'm weaving. Despite that, he has quite a lot of buffs that seems pretty awesome. I think the character is still really strong, can't wait to see some musui footage.
  10. I think Domi is still really strong, it's just that sometimes it seems like he loses control of the character and makes many mistakes, and other times he is just godlike. That said, Musui is my favorite Aki though.
  11. PSN : Donut-Sama Location : France Day you want to play : Sunday, available from 14 pm to 18 pm
  12. I'm interested, but my schedule is pretty random, I'll be available Saturday night and Sunday all day. PSN : Donut-Sama ( Akihiko)
  13. Just as Effenhoog said, Aki can be frustrating, mostly because of his poor range. You must know you opponent character and be able to read him on order to get close. Don't try to just rush in, try to dash then stop (or backdash based on your distance ) and see what he's doing. If the opponent wiffs a moves with some recovery, you can quicly get in with a dash 2A, IAD JB (or even killrush to punish some moves). The two versions of corkscrew are great since you can now put the opponent on the side you want (for exemple you're in the corner, you manage to 5A/2A your opponent and end the combo with corkscrew B to put him into corner). Aki has good damage and tools for almost anything with meter. Sonic Punch SB is great to go through projectiles (around 4000 without meter). His boomerang SB can armor and bait some DP anad have great damage (I might be wrong but I think it's his most damaging starter). Ducking SB is great for cross-up. Weaving SB is more situational, it's usefull to bait some DP and prevent them from super canceling their Dp. Also killrush SB is fast and has good reange. It takes time and knowledge of match-ups to take advantage of all of his moves, but once you do (at least a little), it's really satisfying to just kill your oppenent in two combos ahah As for defense, again Effenhoog is right. Block your opponents attacks, don't try to just DP out of everything. You'll end up understanding your opponent's character pressure, mix-up etc.. and eventually be able to find the best way to get out of it, but jumping, backdashin, 2A... Also his Dp has short range but don't forget the first hit is air umblocable, which is great in some situations, and you can make it safe by super canceling with 236236C on hit. You don't even have to be on awakening to use that super, it's pretty usefull.
  14. Also, he's my Waifu
  15. Go there now DO IT DO IT DO IT DO IT DO IT DO IT DO IT DO IT DO IT DO IT DO IT DO IT http://www.dustloop.com/forums/index.php?/topic/9431-official-europe-topic-080914/
  16. Donut-Sama France Random time zone playing Akihiko cause topless super puncher man is awesome
  17. Minazuki's 5A alone makes the match-up annoying, although I'm not experimented enough to really decide if the MU is bad or not. 214 A > corkscrew is fine from time to time to prevent 5A mashing . I sometime uses Dp when he pressures and cancel with 236236 C/D in case he safe jumps. His Dp can be Boomerang Hook SB'ed, but it seems it doesn't work on his super awakening, I usually bait it with D Weave when I pressure him, if he uses it I ever DP the second hit or mazyodine in it. His Mouto Mouto Dayo super can be punished from far away with kill rush SB.
  18. I'll just edit the topic then, Eu players welcome to swag land, population : you
  19. EDIT : after some talking and threats, we created an all new and cleaner topic, join us here http://www.dustloop.com/forums/index.php?/topic/9431-official-europe-topic-080914/ Hey everyone So as Raiko suggested, here's a list of Eu players. Feel free to add new players so we can kick the crap out of each others and keep this awesome game alive. Also, even though it's not official, the ''EUR lobby'' we've agreed on so far is the Lobby 7 room 1. Ds-Destroy : psn dsdestroy (France), plays Minazuki and listens to BabyMetal Donut-Sama : psn Donut-Sama (France), plays akihiko and is a Sonic Punch deliverer Kimaf : psn JOHN972MADININA (France), plays Shadow Labrys and sends Asterius to do the dirty job Fellvisage : psn Fellvisage, plays akihiko and is a Corkscrew artist Pokemonblaze234 : psn Pblade3, going to play EUs scrubiest Naoto RaitoninguSigma : psn RaitoninguSigma, doesn't play that often and is very scrubby (well that's what he said) Raiko : psn Raiko-Sama, plays Goddess Mitsuru and misses his old 2B Red : psn SaoPaulo1963, has Nanako on his avatar, so he can't be a bad guy Shin Thanatos : psn Kiba87, looking forward to play with us all Stevie : psn stevenoshea (UK), plays Sexy legs Yukiko Also I was wondering if we could also use this topic so we can find player at specific times, like " i'll be in the lobby from 9 pm to 11pm" or "anyone interested in playing tomorrow? I'll make a room " and stuff.
  20. Already noticed the JA nerf on the videos, but the corkscrew SB ??? The world is coming to an end, I loved that starter. I guess that's why most player go for a reset Jump air turn after it :/
  21. When do you input it ? in a combo ?
  22. Absolutely love the new Aki,I still struggle to accodomate to the changes, but it fells so good anyway. I didn't realize how much slower the ducking D was, can't use my oki Ducking D > Corkscrew in your face to troll my friends anymore. Also One More Burst Combos are the shit
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