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HiguraShiki

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About HiguraShiki

  • Birthday 03/20/1994

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    Anime, Games, Fun stuff.

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  • Location
    New York City
  • PSN
    HiguraShiki

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  1. Having a big problem with this matchup. Millia tends to jump at very high and awkward angles so I have a hard time hitting her out of the air. The Millia's I fight tend to be very jump happy.
  2. We need a Gordeau matchup. Anyone got a few tips? His command grab specifically is killing me.
  3. in that case... Damn you UNIEL wiki for lying to me <_<
  4. Bit late but leme just add to this. When people say she's technical it doesn't mean that she's difficult when it comes to execution. Specifically it means that when it comes to actually playing her, you need to be on point, probably more so than more characters. If you cannot keep good steady pressure then it gets easy to get blown up as Eltnum.
  5. Wait you don't need to charge the second j.c? Does it reduce the damage at all?
  6. In that case, my Skype is HiguraShikii (with 2 i's at the end)
  7. Basically you wanna wait for them to just hit the ground then land 2c(1), 22b
  8. Hey guys, new Eltnum player. I wanna learn this character well aside from being a Tsukihime/Melty Blood fan, mostly because I need a better character than Akatsuki. I am having a bit of a problem opening up people who block though. After I end a blockstring, I am not sure how to continue pressure or at least put myself in a safe position. On the occasion I do land my overhead 6B, I can't find a followup to it. Also, some of the combo's I can't seem to connect when I use 5A, 2B, 5B as starter strings. If I do the J[C] route, I end up landing 5B but whiffing the 5[C]. Also, when I do 5A, 2C, 5[C], 421B, 6 I tend to go right under the person unless I landed 5A from a further range.
  9. Sorry had to cut it short lol. Great summary dude. Funny thing on the infinite worth is that it's the main reason I decided to main Akatsuki. For the most part I agree with most of what you said. Although I do tend to say range is one of his weaknesses, it's mostly because he doesn't have 1 decent long ranged normal aside from 5B. I think what this character needs is an overall balancing. He needs to be able to apply more pressure than just a simple block string, cause usually after you finish, there's nothing more you can do. Also I struggle massively with Linne. I don't know if it's just cause the lag makes all of Linne's attacks have high priority (its hard to read her in lag cause chances are once you see it, you're already too late) but she's been giving me the worst problems. As for meter, I usually only save it for 214B, 214C combos and only when i have a chain shift. You usually save it for kills since he doesn't have much else to spend meter on. Akatsuki in Vorporal can get 5K off of simple midscreen combos as well, but like you said, most of the cast can probably do that. If only he at least had constant pressure, he might be much better than usual. Also his overhead needs to be faster, its way too easy to see coming. Actually speaking of overheads, I don't know why j.2C isn't an overhead... But I'm happy to play this character. He really does test you. Some of the matchups are absolute bs tho due to his low mobility dash, but it's satisfying to win with him. For the most part my win rate is 10 percent lower than yours. I have been moderately successful.
  10. Here's a nice Veil Off Chain Shift combo (*starters* 6C, 66, 5C, j.a, j.b, 214b (2 hits), 214C, CS (make sure you do it before the last hit - to be safe you can do it a bit earlier) j.2c, 2b, 236A, 41236D. This combo does about 5k dmg. I'm not exactly sure if you can add a 5C after the last 2B. Someone should test this combo a bit to see if it works, I'm pretty sure i got it down correctly. Also, for those who have a hard time as Akatsuki, don't worry too much. Learning how to play Akatsuki actually gives you very good fundamentals in this game.
  11. 6C is a pretty good anti-air, although the only thing I usually do with it is 6CCC.
  12. Anyone got some decent air confirm combos? I'm sure with her dive kick she can dish out some more damage.
  13. That more or less is his main bnb. For better oki you can omit 214B and just ad a j.c. Aka's main goal is to get the enemy in the corner. From there he can dish out a lot of damage. 4.5k was the highest I got. His other bnb is from a raw 6C. 6C, 6C, 236A, 6C, 236A, 6C, 214B. I believe u can add a 41236D at the end but the timing may be strict. Do note this combo is a bit input strict. You have to let the enemy fall but not too close to the ground and then hit 6C. The 236A must be inputed when 6C lands.
  14. Yea punishing would be pretty difficult. 6C is a good but risky punish. You can also do a nice trick by charging your GRD in between block strings or a bit away from the opponent and catching them with a raw 6C, since it covers a bit of distance. Other punishes I ain't so sure of though.
  15. Ahh that clears things up a lot, TY.
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