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Everything posted by Red
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That combo is on crouching opponents only / doing Fatal Counter routes. If you were already trying it like that but still didn't get it I recommend delaying the JC after the 2B a little bit. As I said, you won't get it on standing opponents unless it's a fatal counter combo. Moved this to the proper character subforum.
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This is a rather strange MU since both of you want to do similar things. As my experience with it is fairly limited all insight is welcome and appreciated. Some notes before editing the post with more detail. It's pretty basic but again, I've not played the MU that much. Marie's 2B has almost no head invuln, so j.C is really strong in this MU (what a shock) If she does hit you that's a lot of damage so watch out. Don't try to react 2B to her J.C if she's upclose, you're just gonna get counterhit. In a J.C war, she wins (from my experience) and you get persona broken unless you were above her when you did J.C. j.B might be better here. Marie's Card Super deals a lot of damage that you shouldn't underestimate. If Marie does J.C randomly, CH 2B is around 4K damage meterless. You shouldn't get greedy with it because of her J2.D if you're upclose though. Attempts at sending presents from fullscreen can get caught with 2D, or just 5D and run towards her while watching for the presents that came out. If you have 75 meter she shouldn't try to send presents. SB Atom Smasher is stupid. I think SB Smasher punishes her Awakening Super. Not sure about it. If you IB the first hit of her Run Amok move (bag slam) you can DP the second hit. You can't upback from it, you'll get hit. If you block her J.C before it starts moving towards you it's actually minus and you can mash her (?) She also has good stagger pressure, and her throw leads to good damage in the corner. If you have more insight on it please share! I'll edit sometime later with punishes and other things. Should have more time next week to do so.
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Didn't see that one. My bad!
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I say this in every tournament but can you state if it's region only or everyone can join? From the title, I assume anyone can join. You might want to make it NA only if you care about lag and all.
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Notice broken links? Help me fix them in here
Red replied to shtkn's topic in Site Feedback and Suggestions
Fix all links when possible. I've already edited the first two videos (vs Amane) -
Just a quick heads up to remind people that this is tomorrow. 7PM GMT for EU players. So far we have 12 confirmed players for the EU bracket, which will go up to 14 sometime soon if everything goes fine. If you're european and like the game, please join in the challonge to support the game and have a good time!
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Okay thanks Bloo I'll go grab some players.
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So could you give more details on the time of the tournament? I know a few people who would like to join but they're waiting to see the time the tournament starts to make sure they can join.
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>No Horizontal Range. >No Horizontal Range. >J.C Okay let me put this here I get that you probably meant "as an air to air", but please. Also his DP is not Akihiko's and has more horizontal range than you'd expect. It has 0 vertical range which makes it free to jump cancels as I said. As for what you're fuzzy jumping / short hopping over, that must be some wild reads or you mean that you use it in certain scenarios or specific times, because those are pretty easy to blow up if used randomly. Like I said, it shouldn't be something you mash all of the time.
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Although I agree with most of what you've said I'd like you to elaborate some points: Adachi's DP is actually "not that bad", because she has to get relatively close for mixup. Yes, it's slow, trashy and free to jump cancels, but it works a lot if you're not careful with it. Of course, Adachi shouldn't DP at max range if he doesn't want to die. On the fuzzy jump part, why are you talking about it like Mitsuru is the only one who can fuzzy jump/short hop? And most importantly, what are you even using Fuzzy Jump against?. Adachi goes a lot for the command grab, yes, but his pressure is solid and he doesn't go for the regular throw that much. (500 damage, whatever). I'd like you to elaborate here, because it sounds like you're spamming 171CD in this MU and getting away with it for free. Other than that I'd say that j.A is, as you said, quite good at dealing with J.C. I'd just keep in mind that although the range contests J.C quite well, the reward for Adachi winning the trade is massive when compared to Mitsuru's. Amazing corner carry + very good meterless damage. So yeah, it's a great spacing tool, just be wary of how you use it.
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I have a lot of advice for this MU but for now I'll keep it short and simple. Her anti-air is not good at dealing with J.C. If you space it wrong you'll still get hit but she can't deal with J.C properly You can sweep under her 5A in a reliable way, but if you mess up she gets a crouching confirm. You might also make her become wary of it so don't be predictable with the way you use sweep. As mentioned, Mitsuru's 5a is a bit slow and Blockstring>Gun>Blockstring can give good results, but I do not recommend relying on this that much unless you want to get DP'd. You can play around this by blocking after toying with her a bit but I'm not a big fan of it. As mentioned, watch for SB Droit. If you ever block her DP, don't get greedy and punish with 5A>2C>hop J.C. I've gotten bufu'd quite a lot trying to punish with 2B. This is more reliable, not nearly as much damage, but better in netplay. Her 2D is a very annoying normal to deal with. Don't fly around like an idiot unless you want to get hooked off the skies. Basically, J.C, hit buttons that she can't do that much about, avoid playing at mid-range or fullscreen, etc. I didn't mention her 5A and throw game because they're basically key points you should know about. If people have trouble with them I'll explain more about it but I think this is good for now. I'll edit some other time with more. I've played a lot of the MU and I think that it should be even or slight Adachi favor? We're gonna keep hating on her 5A anyway.
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Update to 1.05 on a USA version from France?
Red replied to Wdm_hiken's topic in Guilty Gear Online Play
Both Japanese and NA versions of the game are 1.10. All I know about EU is that it's a few patches behind due to horrible management from the publishers. If i remember right you can't even buy the DLC characters? You also can only play with people who are stuck on that version. About the update, you *should* need an NA account for it to be updated. I downloaded it from the store with an NA account and I have no problem with it so far. Again I'm not sure if it's a requirement (it does look like it is) but you shouldn't lose anything for trying it and creating an account in NA. And hey, if you do it, less work to do when Revelator comes out! EDIT: I misread it too looks like you've already tried it? That sounds weird, the game should update itself to the latest version. -
[P4AU2.0] Tohru Adachi Video Thread [Updated: 03/14/15]
Red replied to Chickzama's topic in Tohru Adachi
All links have been fixed minus the last two posts Rurouni made. I can't recover those so if you have them it'd be of great help. I'll work on formatting the first post later. Might even remove the thread and create it from scratch, just not at the moment. EDIT... -
Notice broken links? Help me fix them in here
Red replied to shtkn's topic in Site Feedback and Suggestions
Please fix all links on these two threads: -
Just wanted to say that Minazuki's Moon Smasher can be OMC'd even if you block the first hit, so he can get out safely. Dunno what made you say otherwise.
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I agree with pretty much everything Grover said in that post (whah, over a year ago already). I'd argue that Narukami's 2B is a bit better at dealing with Adachi's J.C than he says it is and that Air Zio could be dangerous against 2D/J2.D, but that's based on my experience so it might be wrong. Still worth mentioning. Adachi doesn't have to take that many risks from my point of view. Command grab is always a risk, so I'm not counting that. Neutral is ok, Yu's 5B can be annoying but I don't get the feel of "I can't play against this character in neutral". That'd be Margaret, but this isn't the right thread. I think the MU is a little bit more even than you think, FightGrill, but then again this is based on my personal experience. I'd also disagree that 50 meter shuts down air Zio. If you try to read him and it goes wrong, C Smasher has a LOT of recovery (Fatal), and you're likely to get hit if you mess up. D Smasher can be more useful but there's more time to react to it. SB Smasher is the god with this. As I've mentioned, J2.D can be more helpful, but you need to make sure you're above/below him so you don't get hit by Zio. There are few chances the persona will get tagged with the projectile. Punishing trying to break the persona after a 2D with C Smasher just seems funny to me. It's way better to just try to run up and use gun. I could be wrong since I just never thought of doing this, but I wouldn't say it's a good idea. I'd NEVER recommend using 236AB (SB Stance, the invuln move) to make ANYTHING whiff and punish. You're not invuln frame one, and there are a lot of chances you'll get hit. And if they don't do anything that move basically screams "Please hit me!" If you're looking to get out when persona broken, you should Guard Cancel Assault out, rather than relying on that move. So yeah I think the MU is a bit better than "Narukami stomps Adachi". I might be too optimistic about it though.
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[P4AU2.0] Tohru Adachi Video Thread [Updated: 03/14/15]
Red replied to Chickzama's topic in Tohru Adachi
https://youtu.be/jrWy6A4ZQ1o First 15 minutes are Adachi getting a good trashing by Shadow Chie. Get used to it, I guess. -
I'd like to use this thread to encourage discussion from both sides as in how to play this matchup properly. Before anything, I'd love it if someone could get this link on YT : http://www.nicovideo.jp/watch/sm26748466 . This link is Damosu (Probably the best JP Adachi) vs AXIS (Ken mod here at Dustloop) at EVO. I feel that it's extremely good information about the matchup (although being at EVO is a whole different mindset, mind you, and this set actually shows a lot about "don't use OS's all the time") so I'd appreciate it if someone could put it on YT for people who don't have a nico account. That match shows a lot of how the MU goes, and in case you can't see it (and until we get someone to upload it), I'd like to point out a few things: If Adachi has 75 meter, Ken usually SHOULD hold/cut his blockstrings short. SB Smasher is no joke, much less with Ken's health.Round start upback seems a pretty safe way to get things started. Ken dies extremely quick if Adachi gets two good hits on him (much more in Awakening). Compared to that, Ken needs more hits to get the work done, but the mixup that comes from the Oki is very scary.Damosu does extremely well at the Ken Okizeme game. He blocked / DP'd out of most of it, getting hit pretty few times. That's important.DP>Magatsu Mandala isn't safe on block. Only the SB version is. AXIS didn't punish this, but don't think it's legit. Damosu even immediately bursted out the one time he did this in the corner.J.C is extremely good at dealing with the dog. However, Damosu did get hit a few times off it with Ken's 2C.Getting the dog down is a good thing to do, but not a priority. Ken REALLY has to be respecting you if he just lets you hit Koromaru for free.Damosu usually bursts after Ken pulls him with the spear move followup. That's a smart thing to do, except when it doesn't work.To punish Ken's DP, do backdash twice and then 2B him. Remember to watch out for the super cancel.It is possible to do 236BB(whiff) on Ken, and it's rather easy (which increases your damage a lot) but Damosu prefers to go for the safer stuffSome other things are also important, but aren't highlighted as much in this small set. A dog-killing combo for Adachi is 5B(all three hits)>2B>jump>J.C. As I've said, Ken shouldn't really be letting you to hit his pet for free, but if he ever just sits back, you can go for this combo. You're probably going to rely more on J.C though.Ken can actually try to challenge J.C with his J.B, but AXIS probably feared to get hit here (EXTREMELY high damage for Adachi if that happens)How you deal with Ken's DP is very important. He gets a lot from it on CH. In these matches, Damosu got huge punishes off it.Koromaru will stop doing his moves if you manage to hit Ken. However, he won't if it's the SB versions of any of them.You're not safe from Koro's 2C anywhere on the screen. Hold that fullscreen 2D/5D/2C gimmick, it doesn't work. If you want to do J2.D, make sure you're above Koromaru's max vertical range or you'll get hit.As I said, aside from the character MU there's a lot going on that match about OS's, dropped combos, miss inputs, and in general a lot of small mistakes that can make games take different outcomes. Both players are at the highest possible stage and it's natural that they're nervous. (Axis dropping that DP followup that could've given him round 2, Damosu's defense falling apart starting from that incredible "lol 171" Dp callout from AXIS, etc etc) I really want people to discuss the matchup and the Damosu vs AXIS video. I feel like both sides could learn a lot from it.
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Notice broken links? Help me fix them in here
Red replied to shtkn's topic in Site Feedback and Suggestions
First post of this thread: http://www.dustloop.com/forums/index.php?/forums/topic/10489-p4au20-tohru-adachi-video-thread-updated-031415/&do=findComment&comment=895942 There are a LOT of other links in that thread but I find the first post the most important. Thank you in advance, and I hope it doesn't take you too much time. -
If you want a more in-depth analysis about Akihiko's moves and possible answers Adachi has, please check Drake Aldan's post in the old MU thread. The rest of the post is more about giving a general impression/advice without going into too much detail. There's also a TL;DR at the end of the post. Adachi vs Akihiko is a hard MU to approach for Adachi, because he has very little room for errors. Akihiko is about as explosive as Adachi, but without needing awakening. Whiffing a DP is completely horrible, as you're likely to straight up die or lose your burst, and in the worst possible case, both. (Thanks, 10% blue health) Because of this, one of the most important things in this matchup is to know how to manage your health properly, because unlike other characters, Akihiko does not need a crazy amount of resources to kill you and deny your comeback potential through Magatsu Mandala. You want to be in awakening in this MU, even if it costs you your burst. I will update this post with some self-awakening combos so you have an easier time surviving the two-fisted protein junkie. 2C/5D are basically useless buttons in this MU, outside of combos and resets. Akihiko should be playing a solid ground game and not jumping around. Despite this, Akihiko does have a few weaknesses that Adachi can capitalize on. Adachi's J.C and J2.D game is somewhat effective against Akihiko thanks to his anti-air 2B covering little to no range, and his air to air pokes also cover very little range. Despite this, his 2B's head invuln kicks in fairly quickly, so reckless J.C's are going to get punished hard. Akihiko's DP is also a problem because Adachi does not have that many long range safe pressure options. You'll often risk yourself walking into DP range if you want to open him up. Baiting it all the time is also not a good idea, as you will give up pressure for free or worse, getting hit. If you're afraid of this, use 5C/Gun/2D or upback J.C to pressure him "safely". Akihiko's DP can turn into big damage/silence/UB setups (if you're not paying attention to B Cork), which can be a little annoying. While I'll try to update the post with a more in-depth breakdown of how the MU goes, Anne's breakdown of a FT10 between Musui vs Damosu (top JP Akihiko and Adachi players respectively) is a must-see to get a good reference on this MU as well as some insight on the defensive options in P4U2. You can watch it here: https://youtu.be/HMlKEbSvlVk So basically: Akihiko is very explosive. Adachi either plays carefully or dies quickly. He can be just as explosive as Akihiko, however. Adachi's J.C and J2.D are good in this MU because Akihiko's short range on his anti air. I don't recommend "toying with him" a lot. Those fists hurt, and the head invuln on his 2B kicks in pretty fast. Gun/5C/2D follow the same advice as before. Use it at the risk of getting called out and dying for it. You need to take risks to open him up. If you get called out, it's going to hurt. If you're having a lot of trouble with Akihiko's DP, try to end your blockstrings with 214A/B and play at a distance with him. 5C/2D/J.C are pretty good at this. 5C is especially bad on whiff, so watch for that. Your main problems against Akihiko are going to be: His DP, which is pretty fast, and hurts a lot on counterhit. You might need to change the way you approach him if you get scared. His 2B. Although it has tiny range it's a VERY good 2B, and leads to huge damage on CH. Dying off random confirms. You can't whiff anything on this matchup. Get used to dying because of it. Escaping pressure after he's gotten the momentum. This can be extremely hard, and as I've mentioned before, if you take the wrong way once out you'll probably straight up lose. Overall, my personal opinion is that this MU is slightly Akihiko advantage.The risk-reward is much better for him than for Adachi. That said, the MU is nothing THAT crazy, but definitely a MU that needs a lot of attention and solid play, because you will die off random confirms.
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Discuss the matchup here. Relevant information discussed in old posts will get carried over here.
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Discuss the matchup here. Relevant information discussed in old posts will get carried over here.
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Discuss the matchup here. Relevant information discussed in old posts will get carried over here. Adachi's POV Yukari's POV. Relevant matchup videos / tips / other.
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Discuss the matchup here. Relevant information discussed in old posts will get carried over here.
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Discuss the matchup here. Relevant information discussed in old posts will get carried over here.