Jump to content
Dustloop Forums

TheHitmarkersPro

Members
  • Posts

    350
  • Joined

  • Last visited

Everything posted by TheHitmarkersPro

  1. Shadow Narukami Midscreen-to-Corner throw Combo for 4.4k C+D > SB > 214B > 214A > j.236C/D(Cancel) > 5C > 214AB > 214C > B+D(1) > 236236B > 214214C > 236236AB You can *probably* add sweep > 236CD after the 214AB, but i'm not good with the zio cancels, if anyone can try it, feel free.
  2. You should definitely watch for doing 214D in blockstrings/neutral, if you do it, make sure you can OMC on block. You got hit by fatals off it a few times, and although the opp really didn't take advantage of it, you can get killed by some chars fatals. Also I would try not to always hang in the air if they don't tech right away, it gets predictable. 214C gives safejump iirc so you could use that midscreen, 214C > 5D can work midscreen if the opp doesn't jump as well for some random pressure. I noticed a few times when you lost, you got punished with 50+ meter when you could have OMC'd and stuff. Don't throw in the towel especially when you've got meter to burn, especially with Yu. And also, specifically for Minazuki's teleports, you could just DP them with Yu if you can't react w/2B. Last thing I have to say is you should be wary of AoAs, you got hit by like 5+ AoAs in one of your matches vs aigis. tbh the guy you played in the last video was pretty damn bad js
  3. I actually didn't think of that to be honest. I guess they could, but if they tech as soon as they can, it still works.
  4. Ok, so after some testing last night, I think I may have found a way to use 5D for pretty tight corner oki. If you do a combo that ends in sweep > 214c, you'll get meaty 5D oki if they tech right away. I tested to see if you can beat the 5D with A mashing, and 5D beat Chie, Yu, and Yosuke's 5a and 2a. It's possible to DP it, but it seemed really tight even to DP(using Yu's DP). Some combos i was able to do off it into 5d reset were: 2A > 2B > 5B > 5DD > IAD/FJC j.B > 5A or 5AA > 5C > 5B > 2B > Sweep > 214C > 5D 214A > 5DD > 5B > 2B > 5C > 5B > Sweep > 214C > 5D I didn't get to test it online last night, but if anyone wants something to try out, here you go. Mixup off of this is nowhere near as strong as p4a1, but it might be worth using or atleast trying. Midscreen this doesn't work as you can jump out or just 5A it.
  5. Has anyone been experimenting with Yu's 5D for oki? I can't seem to find anything good for it at all besides corner 2C BDC, which is a bit finnicky and you need to time it a bit.
  6. GGs to anyone i played(and got bodied by) in the tartarus lobby last night. I seriously need to learn the matchups and stop being stiff as hell when i play
  7. P4A V P4au, I guess it's because I've played that game enough to know who can do what and such. I'll just chalk it up to me being extremely tense, especially against the new character matchups.
  8. Does anyone else feel like they have cement legs when they're trying to move around in neutral? I... don't know why but I just find myself getting stuck and just moving really weirdly a lot of the time and it's a huge reason why I keep losing matches. I even went on the first arena to see if I was just having a bad day, but I was able to move around fine there and put up a good neutral in a few matches i played. This happens when using pretty much everyone. Am I just like going insane here :o
  9. Thanks.
  10. Who does the jump loop work on? And is there a particular trick to hitting the j.B, because i'm having a lot of trouble doing it, even on CH. Specific combo i'm trying to do is from the combo thread and it's 5AA> 5B> 5C> j.B> j.C> dash 5B> 5C> 5B> 2AB> 236B~delay B~C > 214A~A
  11. True, never really factored those in. It's also easier to get 100 meter than to wait on a burst. Pretty sure j.C still fatals and leads into massive damage with Kanji js. I feel a lot more comfortable doing OMB 214B routes than doing SB combos with yu though. They're both really good though for similar reasons. On a side note, am I the only one who just feels like they have no hands in this game?
  12. Personally I think normal Yu is better, especially since his OMB combos(which are easier for the most part as well tbh) do comparable damage to some of his SB combos as well as being able to double over that burst defensively. Shadow Yu does look really fun to mess around with, but for a competitive/serious game I'd probably pick regular Yu.
  13. Am I the only one that thinks the new 5D is awful aside from no more sweep > 5D? They increased the recovery on it, and you have really little time to do a mixup with it as oki. Also OMB > 5D routes are really iffy for me now with the changes, they were my favourite last game for easy 6.5k+ :/ But I am loving sweep > 214C > 5A > etc enders, it's easy corner damage. What are your favourite changes to Narukami?
  14. j.C won't seem to hit Sho because Izanagi is still on the ground when you do the move and it misses hit hitbox, and 5DD tends to completely miss a few characters, i've tried delaying it but couldnt get it off. On the chars it works on w/o delay, its a hell of a lot easier than the other stuff edit: instead of doing j.C, on Sho & Mitsuru you can do 2B > 5C > 2C > B Lion for 6229
  15. Wow, I didn't know about either of these :o Having a DP should help her a LOT, and hopefully the new paths are on par with what we have now. Knowing a bit is better than nothing, thanks
  16. I wish people played Izayoi so we could see her changes. Kind of frustrating, because I'm trying to learn her but if something's getting removed/altered, i'd like to know so I don't get used to it >.>
  17. You never know. I want to import it, but not knowing until the last minute with this nonsense and still no NA release date really bugs me. If I have enough money to import and it's region-free, I'll definitely join in.
  18. 8/28? Do we even know if the JP version is region free yet?
  19. I found a pseudo-punish for raw Circus Bear that i use against my friend who mains Teddie. Since he always comes down from the same spot he starts the super, you can airgrab him and since he's still in counter state it's untechable. Also, when he's getting items out fullscreen, harass him with 236C and you can get hits or break his persona. Letting him get items out puts him at an advantage and makes his moves even safer than they already are.
  20. I heard that it's possible to use the second move the of the 5AAA auto combos with 6A on some characters, is this true? I've never seen it mentioned anywhere else.
  21. No problem. Yu's OMB is very valuable for damage because a simple 5C confirm with omb can excute into 6.5k+ damage. Personally I don't use j.D unless my combo ends in the corner with j.2A, otherwise i'd stick to 5D imo. Yu's DP is good, but very punishable. Use it sparingly, and it also is a good combo ender in the air. A good idea for blockstrings is to end them with jump cancellable normals so you can always jump and backdash away out of hit range. Always keep the opponent in check with Yu, force them into the corner and pressure them. Anyways here's an example of a good OMB damage combo i took off the wiki that's pretty practical on netplay and I personally use this if i can get the hitconfirm, granted the connection is half decent. Good luck with your Narukami :P (Midscreen-to-corner, if you use 214CD longer range) 5C > 214D (OMB) > 5D > 2A+B > 214B > 214A > 5DD > 5B > 5C > j.B > j.BB > j.B > j.C > j.B+D - 5648 [ > Ziodyne 6559]
  22. You're not capitalizing off any of your sweeps, and you tend to let your opponent get away with otherwise risky stuff (ex - chie doing raw 236C and landing in punish range, kanji throwing out random j.214a/b). Most of your match against Kanji you just let him j.B you without punish, try 2B AAing him so he won't try to go for it as much. You also just... uh.. stopped attacking in the middle of strings. I'm not sure what happened but here's an example ( gameplan was incredibly predictable, most of the time you would go for the same string (5A >5B > 2B > 2A+B) and if blocked go into j.214A/B and back into neutral. Some of the stuff is just game knowledge, like against Kanji, j.214A/B will not hit you if crouching, or knowing how Chie's 236a/b hits with a low and high. You also threw out random OMBs that didn't hit into anything a couple times (https://www.youtube.com/watch?v=TtNcPr2Af3E&list=UUD2ypaVjrmPtJuKTLD-XSAA#t=2m03s). Your mixup game wasn't really too hot either, try throwing in a 2A instead of a 5A sometimes to punish your opponent for not blocking low, and jump cancelling normals into j.B > 2A > etc or empty jump > 2a > etc. It wouldn't hurt to throw out an AoA on crouching opponents sometimes, because they do catch people and confirm into good damage midscreen. DO NOT use DP in blockstrings( ), it's pointless and gives the opponent a free CH combo on recovery especially against Kanji(or atleast a half decent kanji). Avoid throwing out too many random specials like 214C/D and j.214A/B, it isn't a terrible thing to do with meter to OMC if blocked but they are punishable, especially 214D in particular. Stuff to work on in my opinion: Capitalizing off 5D oki opportunities (corner j.214B, Air hit AOA, sweep, corner throw, etc.) Anti air Mixups, use j.B and 2A more in strings Combos and proper OMB/OMC usage Relying less on raw j.214A/B and 214c/D
×
×
  • Create New...