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Drake Aldan

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Everything posted by Drake Aldan

  1. I stopped myself from saying anything, but now that this has come up twice, I'll step in. I think this is a typo or mistake in the combo topic- I've never seen this done before. I would rather safejump after 236AA anyways, so I don't think you are missing out on much.
  2. It's the 2D that's causing you problems. 2D > 236ABA will cause the opponent to recover faster than you do.
  3. Alright. Some other time!
  4. Is this still happening?
  5. With Mandala up, unblockable Ziodyne resets are great midscreen, but they're terrible, if not useless, in the corner. A better thing to do is spin state reset (costs 75 meter, thank you based Canine). http://youtu.be/uCrFDaCmyN4 Simply combo into Heat Riser B however you like (no 5C(4) routes though!), then 2C > 236ABA. (You can 2C > 2AC > jC if you want. Remember that the jC has to be delayed so that they don't recover before you tackle them.) Run over and hit them with 5B when they stop spinning then 236BB into the combo of your choosing. Coming out of spin state, your only options are block and burst (no DP, no jump, no attack, no nothing). No blocking because of rage; no bursting because of silence. Unlike unblockable Ziodyne which can be countered in some instances, you can't counter this at all. It's all guaranteed. Think of it as your reward for pushing them to the corner.
  6. The 236AA > IAD jC safejump is very effective. It gives Adachi one more blockstring from a 5A or other stray hit, and damage, punishes, etc. if the opponent disrespects it. I highly recommend learning, using and abusing it. http://youtu.be/PWk505Y9bPQ A simple drill. Bind Furious Action to a button, then record mashing it for 2400 frames (until record time runs out). Go back and clear your buttons if you need to, then position reset into a corner and start by blocking and punishing the Furious Action. I used CH 5C > IAD > jC > 5B > 5C > 236AA. (Adding hits to this makes the safejump not safe anymore, by the way.) Once you reach the other side, combo into 236BB to switch positions and start again. If you can outlast the recording you've probably mastered it. You need to wait until you recover from the tackle to start inputting the IAD, or you'll jump instead (or dash 5C instead). Hitting jC after inputting the IAD can't be done too early, either (or it won't come out). You have to hold 4 during the jC's animation, as well (you can let go to confirm into 5AA combos). Executing this consistently is going to be key.
  7. ahhh, probably won't make it today... Next week! Did Mango come by? Sometimes people mash AOA for no particular reason. Then they land a hit into nothing or launch into nothing. Just tryin' to guide the new kids.
  8. Well, if it's an issue, I guess we could just meet randomly like this, I suppose. How should I be using this? Neutral jump jC? Back jump jC? Hop around like the Margaret I played last night and jC like a chicken with its head cut off? Spacing in the air seems foreign to me. What are the fundamentals for this sort of thing? I feel really uncomfortable jumping without knowingly, preemptively jumping over something to make it whiff. There were?! I landed a few 2Bs, but most of the time you were moving too fast for me to 2B you out of the air (I remember whiffing it a lot)... Where would 5A fit in?
  9. I guess the thing is, by the time I was ready to play again, after getting to a point where I could move, I really couldn't... think of much to do. Any mistakes were magnified, simple drops or oops that would not have meant much in other matches meant dying here. Do you accept friend requests? :3 ... can Adachi have a neutral game? No, really. I don't seem to have safe ways to play neutral, which is why I turtle and block so much. Most other people just open themselves up for me and I don't really have to hit buttons, but when I do have to hit buttons (like in this case) I don't really have safe buttons to hit.
  10. I'm never one to run from a beating. I'll need to look over the replays and frame data later (I never learned this matchup in Arena, either)- but if you'll give me puzzle hints, then, - Is it a three-way mixup, on wakeup or blockstrings with Orgia? Sweep, jB, crossup jC? - I feel suffocated, a lot of the time. I noticed that you would fullscreen 2B in Orgia... well, sometimes, but I noticed too late. It felt like I would get clipped and suddenly eat 3-4k. - It also feels like I should be hyper-aggressive at times, to keep you from breathing down my neck. Like I should sometimes disrespect instant jB, but I could never tell exactly when. - I thought maybe that the trick is that you need to stand block vs Orgia, and look for lows, instead of the other way around... but sweep doesn't seem within my reactions to block. - I really noticed that my dice rolls weren't great ROI... I couldn't afford to drop combos or make small mistakes, either. - Non-Orgia Aigis doesn't feel too "useless"... - jB has a wonky hitbox that... hits behind Aigis? I could have swore I was blocking some of those. Is it something stupid, like "those high hits won't hit you if you crouch" or something? - Is there anything glaring I'm missing?
  11. Yeah, it's the Whiff Punish/Range Punish. 236AA > 236236A > 662C > 2AC > jC > 665B > 2B > 2C Definitely worth learning. Even without meter, 236AA leads directly into IAD jC safejump, so it's a good tool to have. Well, as long as you use it for covering ground or whiff punishing, and not randomly throwing it out so it gets blocked and 5A punished ._.
  12. Prolly won't make the regular sesh due to a round robin Adachi tournament (yep...) I'll check in if you guys are still up after everything rolls over.
  13. Going for Atom Smasher CD and not having the execution or meter will lead to you doing Evil Smile instead. You've been warned. Supposedly some characters are hard or impossible to land slide state on. Sho bros fall under that, I believe.
  14. Here are my initial thoughts on the Narukami matchup. As my own experience is limited, this writeup is meant to serve as merely a collection of ideas and possibilities for you to take into consideration with your own play. Enclosed numbers such as "⑦" refer to punishment combos; check the "General Punish List" for a transcription and demonstration. Underlined text is hyperlinked; click to view a video demonstration. Collapsed: General Punish List: ① http://youtu.be/16KM46L6YiI 5B > 5C > 2AB > 214A or 236BB ② http://youtu.be/tIoKxDt34FE CH 5B > 5C > 2AB > 214A or 236BB CH 5B > 2AB > 214AB > 665B > 2C > 2AC > jC > 5B > 2B > 2C (> 2D in corner) CH 5B > 2AB > 236236B > run forward > 2C > 2AC > jC > 5B > 2B > 2C (> 2D in corner) ③ http://youtu.be/cwHyOa00Kaw CH 2B > jC whiff > 5B > 2C > 2AC > jC > 5B > 2B > 2C (> 2D in corner) ④ http://youtu.be/8Z9jiKf_sO4 2AB > 214AB > 665B > 2C > 2AC > jC > 5B > 2B > 2C (> 2D in corner) 2AB > 236236B > run forward > 2C > 2AC > jC > 5B > 2B > 2C (> 2D in corner) ⑤ http://youtu.be/GxsJ8KW4Tzs 5C > 2AB > 214A or 236BB ⑥ http://youtu.be/kSRBEYRbaC0 CH 5C > IAD > jC > 665B > 5C > 2AB > 214A or 236BB ⑦ http://youtu.be/1FtbjHkkJ_Y CH 5C > 2AB > 214AB > 665B > 2C > 2AC > jC > 5B > 2B > 2C (> 2D in corner) CH 5C > 2AB > 236236B > run forward > 2C > 2AC > jC > 5B > 2B > 2C (> 2D in corner) ⑧ http://youtu.be/BC4SEnRFHkw FC 5C > IAD > jC > 665B > 5C > 2AB > 214AB > 665B > 2C > 2AC > jC > 5B > 2B > 2C (> 2D in corner) FC 5C > IAD > jC > 665B > 5C > 2AB > 236236B > run forward > 2C > 2AC > jC > 5B > 2B > 2C (> 2D in corner) ⑨ http://youtu.be/ILfFJmsAmmE 236AA or 236BB > 236236A > 662C > 2AC > jC > 665B > 2B > 2C --- "Good reads!" is the name of the game with Narukami. He has a variety of tools for multiple situations and no real glaring weaknesses- so the intent here will be studying your opponent carefully, then calling them out hard when the time is right. Always be aware of your surroundings and don't make rash decisions, or Narukami can simply sit back and punish your mistakes. 5A/2A - Narukami's pressure tools. It's important to note that when left uncanceled, both attacks are negative on block- so carefully watch your opponent's habits, and then 2A or 5A interrupt them back when the time is right. (Do not mash if you do not have a good read, as you will probably be frame trapped for your trouble.) You may DP if you need to breathe (for a more flexible but more risky option), but remember that you'll be kicking Narukami back out to neutral where you'll have to deal with his 5B and Zio, so think carefully about this choice. 5B - Relatively fast, amazing range, recovers quickly, has somewhat of a vertical hitbox... 5B can be a pain to deal with, as Narukami can harass you with it fairly safely. Get a read, and then preemptively sweep under the blade to make Narukami change his habits. Doing this will force Narukami to use 2B more often in neutral, which will open him up to actual whiff punishment. 2B - A wicked anti-air. Try to curtail any jC use in this matchup unless it is of the IAD or safe-jump kind, as Narukami can anti-air you quite easily. Using j2D as an anti-anti-air here takes very specific spacing and you must structure your jumps carefully to make the mixup seamless. If you have been dissuading use of 5B with low profile, Narukami may start using 2B instead, which will counterhit your sweep. However, 2B when whiffed (which is what will happen if they are expecting you to slide forward and sweep) leaves Narukami open for quite some time. You'll need good reactions, but try throwing a 5C, 236AA, or 214B their way. (Hitting Narukami during his recovery should result in a counterhit.) jB - Two-hit overhead jumping attack. The downward hitbox is not actually that great, so don't always try to block this standing. Narukami may sail over your head more often than not if his aim is sloppy. Stay crouching, force them to delay their jB, and then 2B them anyway. jB is often used in safe jump setups, so be wary if Narukami charges in with a jB on your wakeup. 5C - Usually one of the end points to Narukami blockstrings. Beware, as the heavy blockstun forces you to deal with whatever Narukami cancels into next and limits your options (e.g. if Narukami does 5C > Raging Lion A, you will not be able to jump out of it.) If your opponent has a habit of freezing after getting 5C blocked, you can actually go for a 5C or SB Atom Smasher punish- but don't make doing that a habit. Dash cancels - Both 5C and 2C are dash cancelable, and Narukami may use the dash to restart his blockstrings. It's important to note that the dash cancels always leave Narukami at disadvantage- so watch your opponent carefully and see what they do. If they are always restarting their blockstring, simply interrupt them. If they are truly varying their tactics, it may be hard to defend. AOA - Massively unsafe, but no counterhit recovery. Punish with ④ or whatever you'd like. Watch out for it when you're cornered. Big Gamble (Furious Action/DP) - A literal Shoryuken-type move, and yet another reason why you shouldn't jump in on Narukami. It is not Air Unblockable anymore, but it will still chew through your jC quite easily. If you bait it out, quickly dash behind Narukami and punish with ⑧. (This will work because Narukami recovers crouching, though you may have to omit the 2D ender in the corner.) Dashing behind Narukami will prevent him from being able to hit you by canceling his recovery into a super. Consistently punishing Narukami's DP for 4k will really make him rethink about when he will attempt to escape your pressure, which will give you a much needed advantage when you are on the offensive. Zio (236C/D) - Narukami's projectile. The C and SB versions are the ones most commonly used. Zio checks your forward movement, and how you deal with it will determine whether or not you are in good condition to fight Narukami on the inside when you do get in. You have a number of options: Preemptively jump/airdash Roll (may not be the best idea at midrange) Low profile with sweep 2D (not recommended) They all have their pros and cons. Ultimately, however, your goal is not to intercept and counter Zio, but to simply get close enough to force Narukami to take to the air or start using 5B/2B. Otherwise, you should be content to either sit back and instant block Zio for meter. Narukami can use Zio in the air, which will seal your jumping approach. Other methods are still available for use, however. If you have the meter, Atom Smasher C/CD is always an option. Try to execute before the projectile hits you, or otherwise make the projectile whiff (i.e. by neutral jumping). Swift Strike (214C/D) - A long-range low. Swift Strike, like Zio, can be used to check your grounded movement. The C version can normally be punished with ② (Narukami recovers crouching, so this works). However, it is important to note that at a certain spacing 5B will completely whiff, and you will have to spend meter in order to punish. In this position, even though Narukami is -9, 5C will be beaten by Narukami's 5B. You may be able to use your gunshot (or sweep) to check this. The C version also leads to a safe jump setup for Narukami (check this topic to see the rest of the documented ones). Block, don't DP, don't try for a Gold Burst- but if you have the meter, you can call this out with either Atom Smasher CD or Ghastly Wail D. Regarding Narukami's safe jumps in general, if you are unsure, Atom Smasher CD will usually work due to its high speed (and it is safe if you guess wrong). Just try not to get hit while you are buffering. The D version hits three times (remember to guard low throughout) and has Fatal Recovery. (Be aware of players who may try to use OMC or super to cover themselves.) Punish with ⑥, ⑦, or ⑧. Be aware that you will probably IAD over Narukami's head and cross yourself up if you choose to use that route, so remember to microdash 5B in the other direction. Technically, the D version has a safe jump against your DP as well. Raging Lion (214A/B) - Narukami's command overhead. Combos on counterhit, stops you from throwing him out of his pressure, and a high-damage component of corner combos. The A version must be instant blocked to be punished. You get a 5A punish, but Narukami recovers crouching, giving you some more damage. If you are not quick enough to instant block it, don't worry, as Narukami is still at heavy disadvantage right in your face. The B version is +0 on block, but it's so absurdly telegraphed that it should be easy to intercept with 2B, or an instant block for advantage. Be aware, however, that Narukami can feint his attack to get you to overcommit. Heroic Bravery (236A/B) - A command dash, followed by either a strike or throw. Narukami's command grabs, both B and SB versions, are both fairly slow and have no invincibility. This means they can be interrupted if you choose to do so. You can also choose to up-back or neutral jump upon hearing Narukami start his command grab (he will normally yell, "Closing in!" or something of that nature). If you start to jump to avoid the command grab, however, Narukami may start mixing in dash cancel 2B to catch you. With some practice, you should be able to tell the difference between a dash cancel and a command grab. Interrupting will beat both options as well, but may leave you open to frame traps and delayed 236A. (Or perhaps not?) Narukami must be relatively close, or have you in the corner, for the command grabs to actually hit. Shiden Issen (236236A/B) - "Aku Soku Zan!" Narukami's new super. It has absolutely no invincibility, so it's unlikely you'll be blocking this. Fatal Recovery- punish with ⑧. Ziodyne (236236C/D) - The original fullscreen super. (In case you were wondering, Narukami's Ziodyne will override yours every time.) The C version is very unsafe, being 2D punishable from anywhere on the screen. The D version you will probably have to be close to do anything about (⑨ is probably your best bet). Always instant block for free meter and watch for Narukami using OMC to begin mixups. Cross Slash (Awakened 214214C/D) - Unsafe, but no counterhit recovery. Try for ⑨, keeping in mind your spacing and pushback on block. Watch for OMC. Thunder God Dance (Awakened 214214AB) - If you block this Narukami must be betting the farm. ⑥ or ⑦ will do.
  15. I'll sign up. Is there a challonge link?
  16. Yeah, that's his thing. He forces you to walk back instead of crouch when you want to bait DP, and then he throws the kick in for good measure. Not like he doesn't pay for it, since his gives up 10% blue health (950 points) instead of the regular 5%. They should just allow you to see ping readings in milliseconds and be done with it. ... Like that'll ever happen in any console game...
  17. I thought of making a big thing analyzing jC, but I realized the takeaway was a bit obvious. For the uninformed (and me), the tl;dr before I even wrote anything- Advantage or disadvantage on jC depends on the height it lands at, and Adachi's current downward velocity. IAD jC - OK. Forward jump jC - OK (assuming jC is pressed at the top of the jump, and not something crazy like on the way up). Forward jump, airdash jC - Should probably be delayed (hit "deep"). Neutral jump, airdash jC - Delay. (Don't you do it too early.) Back jump, airdash jC - OK, as long as you wait until you start to drop to airdash. If you're at the spacing where you'd have to dash in to land a followup, it's better to land jC deep and 665B, and just think about using 5A if you're close enough. If jC lands counterhit even though you mistimed it (did it too early to get good advantage on block) you probably get a combo anyway. --- jC can be difficult to anti-air, as you have to react to Adachi's movement in the air- and because the hitbox is so disjointed, waiting until Adachi himself gets close is probably too late. (Waiting until Maggie pops out is most definitely too late.) jC starts up in 13 frames, so it cannot be reacted to and must be pre-empted (opponents must hit their 2B or other anti-air early). The thing is, reacting to Adachi's movement isn't necessarily too hard. Especially so for airdashes, since you're so committed to it. using j2D as an anti-anti-air is gonna be dependent on the matchup. for example, Narukami's 2B reaches pretty damn high, so you have to space him to make it work. If you have to delay your jC to give yourself advantage when you land, you also give the opponent more time to anti-air you. With that in mind, IAD jC, 665B is probably the best usage. Hard to react to, heavy advantage due to the low height (even when Instant Blocked), effective from about 214B range. Adding a microdash before the IAD further increases the range and advantage. Any other type of jC is gonna carry some risk, depending on whether you can j2D mixup or not. --- I don't think this is so easy. Mashed inputs tend to be eaten by 5AA's residual blockstun a lot of the time. If you're specifically timing it, your reactions have to be pretty damn good, otherwise you're eating FC. (To be honest, I never have problems with people mashing 5A through my stance cancel. I usually have problems with people mashing DP through my stance cancel, and that means I never get to use any frame traps...) To each his own, though.
  18. DP into super costs you 16.5% of your health, or 1.5k. That number drains down slowly, but I'm beginning to really think that unless you can make magic happen you should never, ever DP into any super, even for the buffs. DP as an overhead, though... It's 23 frames (if the wiki is right), and pretty damn hard to see, even when you're looking for it. Not that it's unreactable, but it might be good in high-pressure situations where you can hit them with a DP or DP > super and kill with it. (Regarding that, the damage isn't so bad, actually. DP(1) > Heat Riser B > 2C 1.7k DP(2) > Mandala A 1.8k Near corner DP(2) > Atom Smasher D > 2C 2k DP(1) > Heat Riser B > 2C > Mandala A 2.5k Near corner DP(1) > Heat Riser B > 2C > 236ABA > Ghastly Wail D 3.2k And of course, you get some more if your buffs are up.) Sweep > DP would probably be good since I'm normally using a whole lot of Sweep > SB gunshot that naturally forces blocking low, and Adachi gets big damage (3k for 25 meter) off of crouchers with 5AA. Meaty 5A. Meaty 5B for the counterhit > Sweep > SB gunshot combo. (Sometimes the sweep catches them not blocking low.) Sometimes meaty 214C, and sometimes neutral jump jB (to take a page from Street Fighter). Adachi does not have good high/low mixups, so you want to turn it into block/don't block instead. 5AA > 236B > 214C is the main tool for me, a tick throw that's very smooth and hard to defend against (there's not a noticeable delay compared to 5AA, delay, 214C, and it's a little easier for me personally to fire off commands rapidly than stop myself short). Mix with 5AA > 5C to stop mashing and that's your basic 50/50. (though, I haven't had to use this yet in the field.) If they DP through both options just block after 5AA and punish. I'll have to use 5AA > 5B(1) > 5C(1) > 214B more often, testing shows it's truly gapless unless 5B is Instant Blocked (and 5B > 5C is the only gap then). You'll want to be careful using 236C in blockstrings, as Evil Smile can't hit crouchers. Also, Magatsu-Izanagi stays out for a relatively long time (about 2 seconds?) and to make him go back in his hidey-hole you have to whiff 5C or something, which can leave you pretty open if you're too close. You'd have to delay the jC to make followup SB gunshot gapless. I need to use this more often. Pretty sweet. Easy to do, midscreen, and off a common starter, too! I gotta start using this. Looks like only really fast supers (up to 10 frames by my count) or some counter DPs (i.e. Yosuke) beat it, among other fringe options... I'd advise just using 236AA instead of Sweep > 236AA, since omitting the sweep gives hard knockdown looks like, while Sweep > 236AA has them recover in the air which is no bueno.
  19. Let's say you pop Heat Riser early on in the round. You later get 50 meter and you're not in Awakening or anything. What do you spend the 50 meter on? Guard Cancel attacks to keep them in the corner? OMC combos, like above? Save it for Awakening kusoge shenanigans?
  20. Alright. If I'm reading this right, all grounded attacks (to use Persona terms) are "Air Unblockable"? (Unless you use Faultless Defense). So that thing where Narukami anti-airs me with 5B (ha) everybody can do legit? Also, this "Blitz Shield"... It sounds similar to "Guard Impact" from the Soul Calibur games?
  21. So, this R.I.S.C. meter... From what I can tell (based on the responses in this topic anyway), this game really doesn't want you to downback. But then... isn't the tip passed to most new players "why aren't you blocking"? The "classical" advice is, "turtle up, block, slow the pace down as much as you can, and wait for your opportunity." Sometimes if you don't know what you're doing (i.e. matchup unfamiliarity) you might be blocking for quite some time before you find a spot that looks good. But you're telling me that if I do that same thing here, the other guy is just gonna get free counterhits on me when he opens me up? Somebody please tell me that you get meter while you block for Faultless Defense/Guard Cancel attacks, or that blockstrings are short on average, or that the guard meter takes some time to rise... I'm assuming time-outs aren't really a thing either, then?
  22. A GGs to you as well. It takes a very steady hand... Don't touch the sides! Bzzzt! Butterfingas! Where did my health go...
  23. You have to wait until everyone is at the lobby screen and hope nobody presses buttons, then go back into the start menu and turn auto pass off the same way you turned it on. If people keep immediately starting matches you'll be stuck in auto pass hell until you leave the room.
  24. Here's an impromptu analysis, since this character has been annoying me since P4A and I never learned how to deal with it. 5B - 2AB low profiles under it. 5C - Fast, covers hella range, cancelable on both hits, hard to jump over, OMC on block... ugh... At some point or another Elizabeth is gonna force you to block this. She might do three things: 5C > 2C 5C > 5D 5C > 214A What you're going to do is sit back and block. What you're looking for is 5D's startup, which is a grab; you wanna see this coming, and then at the last second when you are sure it's the grab that's coming out, up-back, just jump backwards, and jC Thanatos when you come back down. The other two options you block and then 214A gunshot to Persona break. It looks like this: http://youtu.be/33k4Vc9kDnE It'll take some practice, sure, but we want to say to Liz, "I will take your cards if you do this." You should be OK even if they start blowing meter on OMC shenanigans as long as you remember: block, block, block, and wait for 5D. Jumping at the very last second is what's going to keep you safe. Once Liz's cards are all taken, she's wide open for 13 (real-time) seconds. She doesn't have damage, she doesn't have combos. Get in there and pile on the hurt because 13 seconds is all you get. Shuffle Time (Furious Action/DP) - Recovers fairly fast on whiff. Only counterhit recovery, not fatal like her sister. A techable grab (but not if it lands counterhit). Really annoying, since you get sent all the way to the end of the screen if you get hit. The tricky thing about this DP is how long it takes to activate. If you 214D in anticipation, you'll probably just whiff and she'll throw you anyway (this includes during your stance cancel in blockstrings). You've got a few options: - Backdash late and CH 5B. - Hop and jB. (The timing depends on how early or late you hopped.) - Neutral jump and jC. - 214D late. If you're being patient I don't think you'll have a big problem. Maziodyne (236A/B) - You can punish the A version with Atom Smasher C. You can punish the SB version with Atom Smasher CD. Be aware that when Liz is awakened, the SB version shoots twice, and you need to do Atom Smasher CD after the first one hits to get the punish. Shades are officially on from this point forth.
  25. http://youtu.be/cp4Ha6BmevY 10 mirror matches. Uploaded by request. Some thoughts, while playing: jC seems somewhat difficult to anti-air, due to its absurd hitbox that even hits behind Adachi. The sheer range can throw your timing off, if you get countered that's a free combo. (A free crouching combo if they were trying to keep their hitbox down and 2B, now that I think about it.) I guess I have to experiment with the distances and angles of its use. I shy away from it since I felt like I was getting beaten to the punch when I was doing it, but it felt like massive blockstun, massive advantage when I was fighting against it. Maybe it's a range issue, and I wasn't dashing in before throwing followup 5As (god help you if you whiff 5A in situations like these). 5C sucks as a poke. I don't think I'm gonna put "don't use 5C" in matchup notes anymore. Atom Smasher CD is really good. Just don't cross yourself up and do Ghastly Wail CD instead (d'oh) Good to know the other side of things sometimes.
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