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halfgorilla

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  1. I would say execution-wise i-no is still harder than eddie - but gameplan wise eddie is still harder than i-no. To play i-no maximally you need to have the j.D FDCs. Those are actually pretty difficult to pull off consistently, it takes a lot of practice to work for all the situations you use them. Also, the IAD j.k combos on every character - which takes a lot of practice for the weird characters. Zato's combos and mixups are not very hard. What's hard is coordinating Zato and eddie in the neutral to get your knockdown/pressure/mixups started. That is significantly easier strategy-wise for I-no to do.
  2. I used to think Sakura was pretty great too, but like Orrax I've found it's easily adaptable and you need precious meter to do anything with it. But if everyone's reason for thinking Baiken is top tier are the counters I'll take that as an answer.
  3. Alright I need to ask - I've been playing Baiken forever, and while I think she's a solid character (especially in this version) I don't see any broken things about her that allow her to be anywhere near Zappa tier or S tier on your guys' tier lists. Could some of tell me why you rate her so highly?
  4. Word. If you can't get a safe jump in then I'm confused why anybody with a reversal would tolerate a jump in like this. What situations do you find yourself using it?
  5. Are there any semi-damaging combos that give oki setups that make use of the 6D, j.2C charge mixup (2A or throw or j.2C)? Most of my bnbs end in knockdowns (usually 66C) that don't allow me enough time to get in a 6D without risk of the opponent using a reversal (and in this game reversals lead to serious damage!).
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