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Red

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Everything posted by Red

  1. As soon as the throw hits you have to OMC, that way you can press D while they're on their way down so you can 2A as long as Adachi recovers. Try hitting the OMC right after the throw (make sure they trip). The harder part for me comes to the 5B after Mandala. I can't get it -_- 5B>5C>Sweep>Sb Gunshot is a useful (but very weak because of 5C) blockstring. In Neutral you have to be wary of 5B because if it whiffs you're in a lot of trouble. Try to use 5AA as approach (it pushes your opponent). If you see that they respect you too much you can always cancel your blockstring to stance into a command throw but unless it's CH you're not gonna get a lot from it. J.C is the best normal Adachi has for Air Approach as it's hitbox is huge and you can get good damage of it if you land it close enough to the ground. 2.D is a nice fullscreen move but it can be easily blocked and they get a card from you which is a big deal for Adachi. 5D is also a good way to get in if you space it properly and they don't react in time to break it. It is also pretty useful for people who mash a lot while teching (I've landed a lot of those after people teching). I think that's all I got for now.
  2. That's weird. Since day 1 I only complained a bit about it feeling a bit slower than P4A but that sounds like prioration bugs.
  3. PSN: SaoPaulo1963 Location: Spain Day I want to play : Today? Maybe on 4PM EST if someone is available or 6PM EST. If no one can i guess Thursday or Friday.
  4. SPOILERS
  5. The only way you can combo into a grab is with a Spin State. EX stance puts them on said spinning state so the Command Grab can get them. In short, you're doing 236BB (grab to sideswap throwaway). You need to do 236AB>A (EX version)
  6. How to put this... It's kind of weird. See at first I thought it was only height based but it's actually based on where Adachi hits them. If you hit them with the shoulder instead of the full charge it usually ends up as the slide state instead of the grab. It's kinda weird to explain it. But yeah it's definitely worth learning.
  7. You could try the slide route to Cross Slash so you can get 4K meterless
  8. Have you tried using sweep before gunshot? It should reach about 2.5 that way Also how do you get 4K+ off the sweep? I thought that the loop to Heat Riser didn't do more than 3.4 or so.
  9. Now that the NA version is here can someone makes sure there is no way to get rid of the first attack bonus sp on training mode?
  10. Why? I mean SB atom smasher is not that good as a combo ender. You're way better using heat riser. If what you want is a way of killing them after a Heat Riser try doing 5AAA>B Riser>Dash to 5B>Loop. It should do about 3K or so
  11. To be fair you can only really extend from Heat Riser after a non-slam 5C. However you're completely right. If you can use the meter, use it. The defense boosts is especially useful vs Shadow Characters!
  12. https://www.youtube.com/watch?v=E792fcVUJP0 My own little CMV. Notations later
  13. This was supposed to be a surprise I figured out the other day but someone at gfaqs dropped the ball so: https://www.youtube.com/watch?v=E792fcVUJP0 SB Stance is not only proyectile invuln. It has far more uses. Please watch the little cmv I did that highlights it! Things I've tested SB Stance on: Aki's DP, Narukami's, Mitsuru's, Narukami's cross slash, Yukari's Arrow Super, Ken's DP and Junpei's It only has a downside but I'm not telling yet.
  14. It's okay. You probably did it with another Adachi that also had the HR Buff or just didn't notice.
  15. I'm not sure what's giving you so much trouble, it's fairly easy. Once 2B hits you go J.C so Adachi can hit the ground sooner, dash to your opponent. and 5B them to loop. Perhaps you're not instantly going to J.C after hiting 2B?
  16. It does. Here's proof of it: http://youtu.be/7yjxmpU_iG8
  17. In the video you mention they use 5C to lauch the opponent further in the air. This is not necessary but It does help a lot. Basically what you want to do is to delay the J.C to about when they start falling back so the tackle hits high enough for Adachi not to grab them. I've tried this only on Akihiko but basically you want to get as much height as you can. The delay on the J.C has been working so far on that. I'll edit my post if I find anything else useful
  18. You can do a lot of fancy stuff with it but I think the proyectile invuln takes a bit to kick-in so it's pretty hard to use it properly on reaction.
  19. How tight is Minazuki's warp to his 5A? Can you like dash to them in time to land the 5A without a counter hit or is it heavily distance based? I'd like to know what's the max range I can follow a warp with the 5A since I've been finding it a little bit inconsistent.
  20. I just found out that SB Stance eats proyectiles but the Ram attack doesn't. I hope someone can make an interesting use of this.
  21. I'm also interested but my schedule is tighter. I should be available as the same time as Donut-Sama but I can't promise anything. Please make sure to post the timelines of the matches! PSN: SaoPaulo1963(Adachi/Minazuki)
  22. Oh yeah I forgot. Has anyone mentioned that Player Match record have also gone away?
  23. TL;DR: Don't get grabbed, don't get FC, don't mash like a dumbass on wakeup, space him properly and bait his DP / FR moves to do big damage. Post Edited to give an overall Kanji MU impression. Good tools in this MU: J.C, 5C, Gunshot, 2B, 2D. Moves to watch out for in this MU: Kanji's grabs, tech traps, his DP and "Gotcha!", the persona anti-air grab. Overall: Kanji does not seem to have a proper answer against Adachi's 5C/J.C/Gun. It allows Adachi to pressure Kanji from a safe distance where he has to take a risk to get away from. You should be the one in control, but things can get really wrong really quick, so play carefully. Main Goal of this MU: Stay away from his RPS, and if you ever get caught, be wary of what to do. First of all, let's explain the Kanji RPS that makes anyone hate every Kanji player. It's very important to know that, from his RPS game, you cannot burst starting from 5AAA (upward punch to smackdown) After any knockdown (Usually from either 5AAA>Man Dive or just a regular grab), Kanji has two options: -Use 5D/J.5D/2D depending on distance to approach you under the lightning so he can either mash/bait/grab and start it over again. This is the option he uses when he feels like going for a safer approach. -Use Cruel Attack to get close on you. This is the most common option. From here he can do a lot of stuff such as: Use 5A to try and catch you either mashing or jumping. This will lead to 5AAA>Mandive for a re-start of the RPS. Doesn't end here but we'll cover it later. Straight up command grab you for big damage and RPS restart. As this is probably the option you fear most, he's also likely to use D Grab so the invuln screws up your DP, which will add 950 more damage to the grab. ONLY DP IF YOU'RE 200% SURE HE'S GOING TO C/SB GRAB YOU OR YOU'RE DEAD. DP. This might lead you to think you can't mash on wakeup so he can grab you more easily, as you'll be less likely to mash. Not that many Kanjis do it but it's still an option. These are the main options. He can also try to predict a jump with Gotcha! or 2B, but as I said, jump startup will get you caught by 5A so you shouldn't really be jumping mindlessly. Anyway, if you "somehow" end up blocking 5A, you need to know that 5AA>5B can lead to trouble if you're not used to block Kanji. From here he can either Sweep for a low + cruel attack or charged 5B to SB Grab tick throw. You need to know about this to get away from it properly. Remember that he can't cancel to cruel attack if you block the sweep, you have to punish him hard for it. Of course, these aren't all the options he has. He can also go back to 5A after a charged 5B. So how do you avoid all of this? Well, try not to get caught, because you either mash succesfully out of his RPS or you get CH'd/Grabbed/Tossed around to death. This is a full breakdown of your Wake Up options vs Kanji (remember he can always choose not to do anything so he baits you). Remember, aside from SB Atom Smasher, no one is "truly" safe. -DP: Beats his mashing and C/SB Grabs. Gets beaten by D Grab and his own DP. Makes you lose an additional 950 Health + CH. Sooo if you're in the corner you lose about 5K if he had the idea to go D grab. Just don“t. -Atom Smasher: C Ver is fast but if he blocks it you give him a FC combo, which he loves. D version has a bit of invuln on start and will probably be the one you use the most. SB is the safest one since it's + on block, however both C and SB will get beaten by his D grab -Magatsu Mandala: Kind of like Smasher, but SB isn't + on block here. A version will beat most of his options (not D grab) While B version will avoid the D grab, but you CAN be grabbed on startup so use wisely against C/SB grabs. -Heat Riser: You shouldn't really think of this as a wakeup option. -Ghastly Wail: Well I guess if you're desperate you could try using this to get back at neutral? Gets beaten by D grab -5A/5B: Only if he's very respectful / you get a feeling of reversal baits. -2B: Long Startup. It will beat his D grab (thanks to being airborne) and if you're lucky you could get a combo if you land fast enough. -5C/5D/2D/Megidola/: Lol -Evil Smile/Stance/Gunshot : Might as well try wake up Instakill at this point. You can also try to mash short hop on wakeup, but again, 5A. You can get a pretty good punish on him if you succesfully guess a command grab with this option though. However, Kanji's stuff does not end with his RPS game. He's more than that. There are other things you should be careful about, such as his fatal counter combos / air tech traps / attemts to yolo dive etc. Both J.C and 2C are Fatal Counter Starters for Kanji. If you ever get Fatal Countered, I recommend bursting quick(unless you prefer to save your burst for some other reason, such as a fancy OMB combo or you get the "Burst bait" feeling) because he's getting 5K minimum + a huge amount of meter + the possibility to end in a tech trap that can kill you. Or yet another RPS start with Added Cruel Attack. Other Kanji blockstrings that you should be familiar with are the ones that use 2C. He pretty much has the same options as with charged 5B, but you should also be aware that he sometimes may attempt Cruel Attack>Yolo Dive to call you out on jumping/stupid mashing. Use your 2B here if you ever get in this situation. This post is still missing info about dealing with Air Cruel Attack as well as Primal Force, but I've really not seen those moves that much at neutral. Just know that he might toss them at random, and that Air Cruel Attack is not that negative on block (I think It's +?) so act like he had an advantage if you ever have to block it. Your best tools here are, as always, SB Gunshot/Regular Gunshot, 5C and J.C. You need to space Kanji properly, and remember that he can DP at anytime for paralysis. I recommend cutting your use of 5B here, as having it whiffed will get you in a lot of trouble with his D grab. However, be also careful while approaching him on air. He can use all versions of Gotcha! to try and bring you down to the ground for RPS or he can meet you in the air with J.B for a counterhit that leads to 5AAA>Mandive. This can only happen if he jumps higher than you though. Finally, always remember that he can just play mindgames with you. One of the most common ones is grab>delay added cruel attack>grab. Always pay attention to what Kanji is doing, and, if possible, punish him breaking his persona, since you'll have a bit of time in which you won't have to worry about basically anything aside from chair/mandive. As long as you can space him and be the one leading the match, you'll be able to win. He shouldn't really be mandiving around since 2B is a pretty beefy starter for Adachi. Collapsed: Kanji Shitlord netplay tactics compilation (in progress): The classic = Anything>Delayed added cruel attack>grab The reset #1 = Corner grab > 2B > SB Gotcha / Dive for a tech trap. The reset #2 = Combo>236236AB>5A>Gotcha /Dive tech trap. The reset #3 Return of Yomi = Chair>OMC>delayed grab. POST IN PROGRESS, VIDS REMAIN.
  24. I'm checking with Amaterasu04 but it seems like lobby win/played games have gone away I'm talking about lobby mode.
  25. It should also fix it for people who don't find netplay matches. Took a while for me to figure out. 376 MB is the size of the patch.
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