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HK_Solenerro

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About HK_Solenerro

  • Birthday 07/26/1996

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    Anime, Movies, Traveling, Soccer

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    North Carolina
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    HK_Solenerro

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  1. I am seeing a lot of Naoto players jump canceling their ground normal's on block and either air barriering or going for overhead mixup. Does anyone else seem like that is a big part of Naoto's overall mixup game or if its just a way to bait DP's, look for counter hits o, or to cover a weakness of some sort.
  2. So based off what I have been able to see It seems like CF wanted to form Kagura into a more proactive character in neutral and mid screen situations (which I personally like). This seems likely due to some of his C normals appearing to be faster and having B Fafnir now give you the ability to combo afterwards mid screen. They also have seemed to made him less heavy handed in the corner off of simple conversions, due to his Fafnir no longer wall sticking for massive amounts of damage and now making B version his go to for corner damage. While he still dishes out decent damage from his conversions it definetly is not as much as CP, but damage is still there for just a bit more work. It seems like in CF the devs decided to give him more well rounded tools overall at the trade off of less damage than what we are used to which is fair in my eyes. Also one thing Im noticing is that many players are opting do do 6B [8]2C for the quick overhead and this seems that at the right distance it can be made hard to punish (video below provides an example). Overall CF Kagura seems to be a nice improvement overall and seems like a welcome change.
  3. Micro Dashing isnt really hard you just need to develop the habit. You can develop the habit if pressuring with micro dashes in CP even though they are not really emphasized for combos (maybe Terumi benefits from micro dash pressure due to his similar rushdown playset).
  4. These seem to be some pretty match viable combos. Wonder what you guys think about this vid from Kimikaze's Naoto Credit goes to Jourdal for uploading this on Youtube
  5. Jourdal posted a day 1 Kagura combo video https://www.youtube.com/watch?v=HyZ5M3CHAEo
  6. Based off of my experience in this matchup the majority of Jin players that I have played like to use projectiles to zone Bullet out and control the mid screen. Use this opportunity to get heat by using Afterburner (214D) its projectile invincible and the heat will improve your movement.
  7. I am currently a LEO main in Xrd but played both Johnny and Jam in AC+R. So I most likely will just put Leo as a sub character and main Johnny and find a way to fit Jam in the rotation.
  8. Hey does anyone know some good pressure strings with Leo that can rack up R.I.S.C. quickly on block. I'm just curious to see what other people might come up with I tried 5P > 5K (2K) > 2S 5P > 5K (2K) > 5S > 236S (for a possible tech trap) 2P > 2K > 5S > 6H (for guard point) but I think there are better ones out there and also include BT pressure strings if you know some. Thanks In Advance
  9. Does anyone know of some good okizeme options for Leo. I am decent at getting in doing my damage and mixing up the opponent but I always am stuck on what I can do to make them respect me on their wake up. The only option I can think of is to throw 46HS or 46S projectile to force them to get up blocking but I think that can be very obvious to bait and for them to react to. So are there any other viable options for oki or will I just need to go back to mixing them up as soon as they are standing again.
  10. This may be obvious but you can RC his mid-air 236H (j236H) just after he stands the opponent back up and then you can go into any of Leo's NON BT stance combos. So you can do an air to ground combo by doing this for example. Anti-Air 6P > cl.S > jc > jK > jS > 236H > (RC) > ANY REGULAR NON BT STANCE COMBO or 5D8 > jH > jH > jK > jS > j236H > (RC) > ANY REGULAR NON BT STANCE COMBO After the RC j236H you will be taken out of BT stance and Leo will be facing the opponent normally from this point you can use any regular forward facing combo. You must RC as soon as he stands the opponent up with j236H to get this. This may be impractical but I am posting it to see if anyone discovers any super damaging set ups with this.
  11. So I have been wondering this since I first saw gameplay of Leo in action. His air combo ender where he brings his opponent back to the ground and then goes into his BT stance that stands the opponent back up does it reset the mix-up to extend combos or is it just meant as a way to stand the opponent up and reset the situation so you both are even on frames. If it is the second can it be used for an okizeme opportunity or to trick your opponent into his counter or possibly RC it to extend the combo with Leo at frame advantage?
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