Jump to content
Dustloop Forums

dot_Nova

Moderators
  • Posts

    120
  • Joined

  • Last visited

Everything posted by dot_Nova

  1. This matchup still sucks. Discuss.
  2. Time for a trip to the barber. Discuss.
  3. The other grappler in the game. Discuss.
  4. It wasn't but I was just throwing out a suggestion since we can't convert off of it without CH unlike the rest of the cast.
  5. I disagree with changing 6K. It's not something that really should be addressed. Sure it's hard to use effectively but other characters have difficult combos and setups too. It's much easier to cancel within a string though since you'll be queuing up 6K giving you more time to charge(i.e. 2S > 6K > hammerfall). And regarding raw 6K, it's very situational, the only time you should really be using it is in his advanced corner combos or as a corner backdash read. They are adding slightly more input leniency in the next patch so that should help a bit for people having trouble canceling after 6K. Personally,my vote's for a special cancelable 2D, a special/jump cancelable 6P, or heat fist oki. I'd be happy with any of those.
  6. heat knuckle blew back in #R
  7. I've never seen that before. Try to reproduce it in training mode if you're really worried about it but holding back briefly after flicking to make sure you're not getting hit should solve all your problems.
  8. If the note is above or below the flick missile's hitbox when it spawns, the rest of the note will hit you. So you will flick 1 hit but the rest of it will force you to block because it's still active and was not nullified by the missile. So if you flick a note and it's at your feet or your head, hold block. Just hold back briefly after your flick invulnerability runs out so you can make sure you got the note before making your approach.
  9. Okay so I'm going to put out a personal MU chart out. If anyone has questions, post here or msg me on psn/twitter. Vs. Pot Axl: 6.5 - 3.5 Elph: 6 - 4 Ky: 5.5 - 4.5 (Mostly even) Millia: 6-4 Sin: (Need to play it more but leaning towards 7-3) Venom: 6.5 - 3.5 Bedman: 6 - 4 Faust: 7 - 3 Leo: 4 - 6 Slayer: 4 - 6 Zato: 7 - 3 Chipp: 7 - 3 I-No: 7 - 3 May: 5 - 5 Ramlethal: 7 - 3 Sol: 6 - 4
  10. Noob question, how exactly do you cancel kuuga into roll at the earliest frame? I've been doing 6 A + B > 66 A + B but it extends a bit farther than what I see in match videos. Also is the recovery on roll similar to recovery on dash cancel and do the recoveries after dash cancel/roll after A/B kuuga differ? I remember reading somewhere that recovery on A kuuga is less than the B version's so does that also mean you can cancel into the rolls and dashes earlier to make it safer to continue pressure after an A kuuga dash cancel? Sorry if you all covered this already in the thread. Might have missed it by mistake.
  11. I recommend testing it though. I don't have access to my console yet so I can't sit down and test it myself yet. Not sure if it's just really fast or it actually has invincibility. I mainly use it to make my opponent whiff meaty pokes in neutral or after 214B > B wallbounce.
  12. https://www.youtube.com/watch?v=24P5_lIAYz8&list=FLYlxDzjDIKEntZXI5NKdTXw This video? According to my friend, you need a modded ps3 to run debug mode. And from my experience, Linne's roll has a little invincibility in the middle. I haven't gotten past a grab either.
  13. From my experience, as long as you play the neutral well. this matchup is pretty straightforward. What to do in neutral: Be unpredictable with your movement patterns and how you approach Amane. If he whiffs any of his long range C moves, you have a huge opportunity to close the gap. At the same time, if he hits you with any of them, you'll be put into a drill setup and be set back to square one except with less health. So with that being said, be patient and approach carefully. Airdash over his 2C and 5C and ground drills and run under or block his j.C moves. Interesting enough, Amane has problems with characters that can just recklessly run at him. Swords are good at long range as if he misses a C move, a low aerial sword or distant ground sword will hit him. Good for poke, just be careful as a bad shot will get you hit by a C move. What not to do: Do not approach him from the air during neutral unless he's not expecting it or he's recovering from a move. His 6A antiair is fairly quick and easily nets him a combo that'll throw you across the screen or into the corner. Don't be too predictable when jumping especially at long range. His 623C antiair grab pulls at full screen and can lead to a 4k combo + drill setup if he has 50 heat to RC it. When on offense: Treat Amane like any other tall character with no reversal. Do be careful while pressuring him however. If there's a big enough gap between moves and you throw a low, his 6B will blow you back and give him a fatal counter combo. It has a fairly hefty startup though (15 frames) and is only foot invulnerable starting frame 5 so as long as you don't do a meaty 2A or low during his wakeup or have a massive gap in your pressure string, you should be fine. When Amane has 100 heat, be very careful. He could easily use his distortion as a reversal on his wakeup or in the middle of your pressure. It's invulnerable frame 1 and has a very quick startup so you can't whiff a move to bait it. With 100 heat, if he hits you, he gets the advantage. If you block, he can RC it and jump out of your pressure. After a knockdown, wait a just a bit after Amane wakes up. If he wakes and up blocks or jumps, continue pressure. If he does a wakeup super in an attempt to RC it and run away, input your 623C reversal during the super flash to hit him out of it and get a free combo. When defending: Amane has no real overhead. Out of all his aerials, only his j.A is an overhead. Barrier his 6D and his level 3 drills. On your wakeup, however, there are some things you need to keep in mind. His j.2B is a very strong move to use on your wakeup if you're in the corner. It's a safejump and it leads to some nasty combos if you get hit with it. So if he uses it, do not use a reversal, just block and respect his pressure until there's a gap allowing you to 623C/D if needed. While midscreen on your wakeup, Amane will either make a drill setup or use his command dash zettou into a j.B to catch your roll. Against his j.B, neutral tech normally and then block afterwards. Against his drill, it is actually possible to roll out if you do a late emergency tech. If he tries to put it on top of you, roll forward, if he puts it slightly in front to read your forward roll, roll backwards or neutral tech. Of course, neutral teching in all the situations is the safest but if the Amane is aiming the ground drill on you often, rolling is a very good option. Note: DO NOT ROLL HIS 6D(Drill that drops from the air and charges his meter), IT BEATS LATE TECHS AND ROLLS AND EVEN IF IT BLUE BEATS THE COMBO, HIS DRILL LEVEL STILL GOES UP WHICH IS HIS MAIN GOAL. He has very few safe setups into this setup as many Amanes will try to make you block the ground drill and then block the 6D. But on the occasion he does catch you into a raw 6D setup, do not roll. Overall I feel this is 6 - 4 Jin's favor. As long as you don't get bopped in neutral, this matchup should feel much easier than some of his others.
  14. Bullet's 2b beats out all of Jin's normals except 6b, 2b and 2a. Also her 2a is only 6 frames on startup, so trying to microdash 5b and 2b even after 6b or 2D can get you mashed out. Keep her mid range and play footsies. 2D, 5D, j.c are all your best friends. 2C is a decent antiair against her because of her vertical approaching aerials and it catches her drives if placed right. Don't get too far from her or else she gets a free heat charge. While defending, remember she's plus on her drives if she has lv1 or lv2 heat and she's +1 on a fully charged 5c. Just respect it and dp her when she tries 3c > D or if you IB a meaty. When on offense, be careful of her 2a mash. Her DP is pretty bad but keep an eye for that too. Other than those 2 factors, you can pretty much roll one her. Play the matchup right and Jin pretty much can bop bullet unless she makes some crazy reads or you make a mistake.
  15. Neutral is pretty hard for Jin. Whiffing anything meaty will get you blown up and catching valk is a feat in its own. From my experience, a lot of valks will wait for you to whiff a move or jump at him. Avoid jumping in during neutral as most of them will eat a wolf 5b stuffing you/trading in almost every situation. To close the gap, run in and try to start pressure with your 5c or 2a. If valk jumps, a well timed 623b or jumping after him with jb or jc will catch him on the way up. If the valk lets his guard down while in wolf form, 214D can catch him from full screen. Defending against valk is pretty much 50/50 guessing. His wolf block strings are airtight so try to IB and make a gap for a quick 623D input to get him off you or barrier to force him to spend a bit more meter to stay on you. Care for wolf command grab, you can mash 2a or dp if you think he's going to do it. If you're blocking his human form mixup, after shoulder tackle or his sweeping kicks, valks tend to wolf out so chase him down with 5b or a dashing 623b. On the offense, just go ham. He has no dp besides his super. Valk's knee attack doesn't have low guardpoint so it's not a move you should be worried about unless you decide to jump in on him during pressure. As long as you don't let him out of your pressure you'll be okay. Matchup is generally in Valk's favor, but the 1.1 patch made it a lot more bearable. Just be patient and take advantage of him if you create an opening or if his wolf meter is low.
  16. From my experience, play footsies and keep an eye out for his counters. Your 2D and j.c do a really good job at keeping him at bay. When you finally go in to pressure, careful of his counters. His 2D is instant startup, but as long as you space the moves in your pressure strings enough to allow for a tick throw you can force him to be more afraid to make those hard reads. Also when pressuring, j.2c is pretty nice. His only viable antiair is 5a as his standing counter has a decent startup and 6a is slow. Also because of how tall he is, j2c can be input just a bit earlier than usual so there's less of a gap between your jump and your attack thus less time for him to antiair So play safely as one fatal counter drive or counter hit 3c could spell the round for you. But otherwise this matchup isn't that bad for Jin
×
×
  • Create New...