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Red

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Everything posted by Red

  1. You could join me and Princegarret if you want.
  2. I don't mind at all but we need to be three :v
  3. Those were pretty good games! Your connection felt great, we should play more. I'm the Adachi you fought in Dubstep's room. Good games!
  4. Wish I wasn't EU so I could get beaten trained by Anne too :v
  5. What timeline do you guys play in? I always get screwed up with Timezones :/
  6. I would if you take my scrubby Adachi We'd need one more tho.
  7. It's supposed to be a rock paper scissors guess. Guess wrong and you're back to square one. Guess right and you'll get a FC
  8. GGs Nerd! I won't be able to join in this time, we got our own show down the road! And remember: DP>Garudyne
  9. Relative to how much you respect your opponent and/or how close you're to Awakening. If you know you can kill with it OMC'ing is the choice to go I believe. If you're not confident you can always save it for Mandala. If you're say 40% health you can 5C>DP>Mandala for desperation install. However I find myself saving the meter for Fullscreen/Fast Punish with Atom Smasher if I have doubts about killing potential
  10. We don't have that many OMC combos so I was experimenting with it the other day and I found some good punish OMC combos that do both high damage and good corner carry. They are all based on hitting 236BB. It's possible on 236AA if it's a CH (Don't try it if it isn't) but they're made with the slide being the B one. 236BB>OMC(Before grab)>Opponent Slides>Dash (there's a lot of time here you get like 1/3rd of the stage)>5B>5C>2C>Hop/Cross Slash/ Slide routes. Deals good damage, can be further improved with Awakening and/or with more meter The big boy comes here: MIDSCREEN FC 5C>IAD>J.C>5B>Sweep>236BB>OMC>Dash>5B>5C>2C>hopJC> split routes: 236BB>5B>2B>2C>2D (don't remember the damage) 5B>2B>2C>2D (5.124K no Riser) (6.398 dmg with GW) More examples: MIDSCREEN FC 5C>IAD>J.C>5B>Sweep>236BB>OMC>Dash>5B>5C>2C>2D>236ABA>GW(D)> 5893 dmg Non Riser 6343 with Riser SB Evil Smile>236BB>OMC>5B>5C>2C>2D>236ABA>GW(D) 5K damage (fear still counts for the GW) SB Evil Smile>236BB>OMC>236ABA>GW(D) Trollier version but deals 4.520 dmg (150 meter) CH/FC 236BB>OMC>5B>5C>2C>HOP>J.C>5B>2B>2C>236ABA>GW(d) Top I've done with it is 7.4 so far with Riser + Mandala.
  11. I thought It'd be a good idea to share some light on this match-up as it might frustrate a lot of people due to Adachi's lack of (Strong) long range vs her and the must that is being on her face all of the time First let's analyze our tools to see what we can/cannot use: Evil Smile = Just no. You're going to eat arrows for this. Gunshot + Grab = Use this as a pressure tool once you get in. Mix them up and try to do Heat Riser when you have the chance Mandala/Ghastly Wail = Situational. Her strong keep away is going to prevent you from using Mandala because you either use it on her face or you managed to space it with 2C (Which is honestly really weird). GW is only gonna be used if you manage to do a combo. Now let's talk more in general on the match-up Round start: Most Yukari players jump on round start. 2C is a good tool for it since it will allow you to continue your pressure. If you're not feeling confident enough to take the risk either just block or jump to backdash. Neutral game: Blocking is your main priority. If you block for too much she'll have to rush you (remember her 5A is a low) which is exactly what you want, since you'll be closer to her. If you are extremely desperate to get in, your 5D can help you, but only if done after a successful DP>5C. She can break this on reaction, so don't do it. Cross Slash is a good anti Zoning tool but you must be jumping very high for it to actually be useful if she's firing arrows (otherwise you'll get hit + persona card + not doing damage to her) If you jump high enough and use 2D after she fired her arrow move you'll hit her for 2.4K which is neat. However this still risks a persona card. J.C is a double-edged sword here. Used right it'll allow you to cover space and get in but you're risking getting hit by Isis for good damage + persona card. It's rather easy for Yukari's projectiles to break J.C if you keep spamming it, so I'd recommend doing it only while really close. Don't attempt to break Isis. That's just asking for trouble. Focus on getting in with as many persona cards as you can because you're gonna get a lot of cards taken from you. Close up game Go ham. Bait her DP. Mix your sweep-gunshot blockstring with the Stance-Grab mixup. Just keep her blocking until she messes up. If you get back to neutral/long you're losing again because of your lack of fullscreen stuff. Make the time you spend on the offense count Dealing with Yukari: Her DP Learn to bait it. You'll get good damage of it. However, you'll end up getting hit by it sometime. Watch the Yukari carefully. I've noticed a lot of Yukari players going for Grab after Air tech for knockdown so be prepared to tech it (you can even get your own throw on her if you know this beforehand). Be also aware that she can just mash J.A if you decide to go for Air throw. Teching properly will avoid both. Her arrows/air bomb Block. As long as you're not in the air the bomb's got nothing on you. Be aware that her arrows can inflict silence or panic so play calm to avoid getting destroyed. Magarula Mixup Don't be on the air when Yukari is awakened. You'll eat Magarula thanks to Air Unblockable bomb. Be on the ground and block low. She has 4 options here: -Run up low. -Run up AOA. -Jump-in overhead (watch for lows on her landing). -"AOA feint". This one is kinda tricky. Yukari can approach you on the ground, air toss a bomb, then go for a 5A. The toss bomb animation is the same as the AOA one on the beginning, so it might get you sometimes. Just know that AOA has longer startup / flashes on white. Still an option, so watch for it. There are other options to escape this if you have 50 meter (not counting mashing smashers). You can both Roll Cancel and Guard Cancel Magarula. The roll cancel CAN'T be done if she does the SB version of Magarula, because you'll roll into the other tornado if you're on the one that's not close to Yukari. Yukari also has the option to bait this by setting an orb in front of you so you'll get hit on the end of the roll cancel Guard cancel can also be baited, because if Yukari blocks it, you'll end up getting hit by the tornado once the guard frames are over. Get a feeling of what the Yukari player does and adapt to it. I recommend not taking the same option twice in a row getting out of Magarula. I'll update later with good combos/punishes. Updated on 03/17/2015 I'd say it's an even MU if not 6-4 for us, but I have not played that many Yukaris, so I might be too optimistic about this. The really annoying thing about her is that she's the one leading the match most of the time and you're the one that has to find a way in. You goal is to keep Magatsu Izanagi and block a lot.
  12. Are we actually doing this? This topic started back on September and TC has yet to update whatever he wanted to update.
  13. Replacing Kanji/Minazuki as subs for the one and only Bropei.
  14. IMO A or between A and B
  15. I'm slowly trying to learn Junpei and the one thing that I've run across multiple times so far is how to get the CL on his B+D after a 2C. I can't get it consistently.
  16. 1- Slide route is height based. Players in general feel like it's a good combo route if not a little bit too hard to do Online when a simple hop loop will deal around the same damage (Slide adds 400-600 more damage at the risk of dropping in the middle of the combo, or even worse, switching out of the corner) It can be done midscreen but It's better in the corner. An example of Slide route is this: 2AB>SBGun>5B>5C>2C>hop>Delay J5C for a bit>236BB>5b>2b>2c>2d. The 2D is a bit inconsistent. 2-Try dashing after B Riser in order to get the 2C. You should allow them to fall a bit more with this so the J5C doesn't whiff EDIT: Try doing the slide RIGHT after J5C hits.
  17. On the swamp of Netplay known as EU.
  18. Oh yeah It's crappy. Still OMC'ing the Air one is not so bad.
  19. But Megidola OMB gets you 4K meterless :v so I guess it's actuall useful.
  20. http://youtu.be/UhzwPAdnfWE
  21. We're gonna need you to create a playlist or something. This videos might become useful for MU threads.
  22. That's the Slide Route. You're doing the wrong stance. It's actually 236BB as weird as it sounds. It's kind of hard to do because sometimes you get the grab backwards but it pays off a lot IMO.
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