fatewalker
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k i'll add you. Erik- naw man i got my ass mixed up. need more Bang practice. and Noel dosn't try to anti air she just does it. ;P
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not like theone i just fought.... i am still raging.
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so yea i don't like Bang..... got my 3rd loss of the night from a Bang Player. i was so confused.
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so far based off my limited experience.
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ha ha! new thread! with blaze blue out we needed a new thread. lets start a new topic: match ups! so far the match up threads on this site have posted strates manly against scrubby players. i want to see what we have to say on the topic. starting with what characters we feel are the good/bad matches for the characters we play and why. Noel's bad matches: Ragna 6/4- the Upper really kills her offense. sure she has some moves that beat out his but this match is allot of Ragna doing what he wants and allot of Noel trying to punish him. Arakune 6/4- Arakune is just freaken good. he has great pressure and runaway and deals damage.... Noel has trouble comboing him to boot. on the other had she has 2 to 3 ways out of his corner pressure. Jin- not sure if this is a bad match up yet. his uppers are good but whiff on moves like 2B and 3C..... good match ups: Tager 6/4- Sledge going through projectiles is no big deal when you don't spam Drives. he's easily punished for big damage and the match can be won easily from 5B's range (out side of A Buster's range). Rachel 6/4ish...- so far Rachel hasn't given me any issues. her only way to deal with noels pressure is 2C, and that just isn't enough. Rachel mix up and pressure is insane for short periods of time. after that she's forced to run away. plus the average damage output seems to be in Noels favor. Rachel eats big damage combos. Hakumen 6/4- Haku is too slow to deal with Noel. he's easy to punish and her mix up makes counters scary business. His damage out put can be great, but hers is consistently great.
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pretty sure its 5-5 aswell.
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i havn't had any recent vids in almost a year..... i'll try to get some soon.
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Our Dizzy’s are complete opposites. Good shit bro! I think I can take some lessons from you. I also play I-no a lot. The only advice I have is if she uses Chemical love on a fish try to IAD CH j.HS her into a bubble loop. It works wonders.
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IB j.HS then Throw. Roah still has to respect Dizzy's Oki game. also a whiffed Upper is a free combo. that thing has hella recovery.
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played alot of Zappa lately. Zappa's main goal in normal mode is to get a summon out. the Ghost/Dog for lockdown, the Sword for Rush down, and eventually Raoh for beat down. the normals to watch out for are 5K, 6P, f.S, 2HS, and 5D. he can cancel his 5D in to the Centipedes.....Pretty much everything zappa touches you with in normal mode goes into centipedes. a CH 2HS will most likly lead into a dizzied Dizzy and Raoh.... zappa's goal is to trade centipedes with an attack. He gets 3 orbs, and no ghost. He will frustrate you in normal mode with his insanely good back dash, far slash, and a safe 6p. He will try to frustrate you into getting hit by the centipedes or trading with them, both in zappa's advantage. Vs. Sword: In tournaments Zappa want them orbs. The sword is the orb getter. Anytime he summons the sword, make sure you aren’t getting hit by either Sword Swipe or Bloody Upper. Players seem to always use the two for spacing and not only does it net damage, it gets them orbs for free. If they use the extension off of Sword Rush, and you happen to block it at a relatively close range, punish that shit. most characters seem to have a fairly good option on block. 'Good' Zappa’s most likely won't use the extension much, but never know what they'll do under tournament pressure. Vs. Ghosts: Against the ghosts, obviously you don't want to become haunted, as it pretty much doubles their options when it comes to pressure. If they get ghosts at a distance, be ready for SJ cross over with HS (Where the ghost explodes). It can be tricky to block at times, and usually ends in a free air combo. And while you don't want to get hit low, do not eat that overhead with the ghosts if possible (I know it's a lot to keep track of, but Zappa players tend to do the free standing overhead on Oki if they have all three ghosts out opposed to two or one). If a Zappa player tosses one of the ghosts straight up (236P), while at a distance from you, dash in if there's room, but break stop. It's a standard bait to bring you in close and they're usually waiting with a combo option. Vs. Dog: the Dog is scary as it controls space well and can covers Zappa’s openings. the Dog is also able to do unblockables with it's Dive Attack combined with 2K or 2D, and the Dogs Bite attack. the Dog has 2 actions, the second action is usually a variant of the first. and example is the Dog Bite, normally unblockable it becomes a Lv6 move when blocked as a second input. the Dog also has an ability to make throw set ups go into the dog bite. so be wear of tic throws. the key to defeating the dog is to separate Zappa and the Dog. remember a Dog from full screen away is no threat. let them come to you. Vs. Raoh: . Raohs game is mostly based of poking and scoring counter hits. Good Raohs will always cover themselves with Darkness Anthem. most likely trying to land the upper straight up, 2s(low), or 5D(high) into the upper, or a j.HS. The nasty is that j.HS doesn't have to be CH to go into his loop.
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quick Q: was the teir list that was originally printed in the May 2008 issue of Tougeki Damashi magazine set up like we have it here or was it done like a match up chart? if it was a match up chart can some on post a scan of it please? thanx.
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- crazy larry
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i am interested.
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you all should com to Colorados tournie!!!! http://dustloop.com/forums/showthread.php?t=5004
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run away for the first part of the match. Potemkin has to get close to you to do damage, but you don't have to be close to deal damage to him. The key to defeating Potemkin is by zoning him and staying safe. Remember that pot can Flick projectiles back at you. So very your use of them. Don’t get greedy with your rush down, stay safe. Potemkin has to many options to destroy you if you get to close. It’s not so much the offensive end to focus on in this match as much as it is the Defensive. No mater how favorable the match up is for you once Pot knocks you down you are fucked unless you can defend against him. From mid range OKi pot will go for either 6HS Slide head or just a meaty Slide head. Dizzy can block(IB isn't needed) and forward dash over Slid Head. once he lands his Heat Knuckle combo is where to real mix up comes in. he has a high low mix up off of 5K and 6K, mix up off of j.S as a perfect meaty or whiff Buster, and a verity of Buster set ups. Learn to not panic and block his mix ups. 5P, 2P, 5K, and 2S, are the most common ways to tick into a buster. DO NOT JUMP OUT OF A POT BUSTER SET UP!!! Back Dash them. Also it’s not a bad idea to Dead Angle to tick. The scariest Buster set up is a Buster with no tick or a 6HS FRC buster…. Watch for this. Do whatever it takes to keep Potemkin off of you. if you can get him away from you then you are free to zone again. i find that HS~K/S/HS fish are the best way to aproch Pot. if he tries to flick the Laser the fish is likly to take the it. allowing you to airdash in on him. use ad.2S>ad.P>ad.S and f.S to beat out Hammer fall. a low ad.2S will beat out Slide head as anit air but not his 6P! so don't dash at him with out cover.
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no as soon as you dash your good. if you stop to block or attack before 3K's recovery you will get hit.
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i just think he should work on his input.... TK Bubbles should be 2147 not 632147.....
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baiting Burts and DAA. now i usally bait Burst with a 2K tick and throw and bait DAA with 2D, but 2D won't duck some DAA like Venome's and won't recover fast enough for others like Ky's. so i was woundering what other ways ther are to bait thes Skills besides the Fish and what i listed.
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i like fighting baiken. she's just.... annoying. random tactic: a jump in j.2S or low ad.2S will bait every counter.
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DO NOT DRY SUMMON!!!!!!!!!! ever.... CH Fefiner.
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yes but it still stands that a full screen Summon can lead to over half your life....
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hasn't this worked since #R? lol good find anyway.
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this could just be me but 6P beats most of Maikens IAD strings except a far j.S. and full screen summons can lead to a counter hit IAD Matt......
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favorit thing about this match up for me. Dashing over 3K for a 2HS CH combo! yes!!!
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Slayer is one of the scariest characters to fight in this game. His Mix up is very strong, his combos do a lot of damage and land him a knock down. All this adds up to give him an intimidation factor. To beat Slayer you most get over your intimidation first. IMO Dizzy has the advantage in this match because of Range, Speed, and her runaway game. don't be afraid to run away from Slayer since there is little he can do about it except block. Watch out for 2HS! He throws that move out more then any other at mid range. Dizzy has the awesome ability to dash over lows. make us of this against Slayers 2HS. outside of 2HS range, Slayer only has 3 ways to come in and start his mix-up, 6HS, Mappa, and IAD/jump in j.S/j.HS. Slayer is one of the most punishable characters in the game. His rush down is weak and mobility sucks. Only be scared of his mix up on Oki. Outside of Oki any Mix up he tries is an invitation to hit him. Every Dandy Step is a big window for you to land a combo. you just have to know what to do. Block and punish Pile Bunker, Cross Wise Heel, and Under Presser. Cross Wise Heel leads to a good CH 2HS bubble loop since Slayer is in CH state on recovery. Watch out for the FRC on K dandy though. His Dust and Dust faint is too good to block, attack or back dash. 6K outside of Oki is very easy to attack and score a counter hit, again CH 2HS time. It’s Late During Dandy Step or under pressure is very easy to attack during it’s start up. Mappa Faint is very telegraphed learn its animation and punish it. On Oki is when you have to defend. Watch him carefully and polish up on your blocking. Be aware of his Command grab! If you can survive his Oki and punish his Rush Down then your in good shape. If you get hit by a combo from Slayer stay calm. It’s going to hurt. Only Burst during a Special move(I.e. Pile Bunker) or j.2K’s animation. When rushing Slayer down watch his tension. If he spots a move that can be Big Van Uppered he’ll do it. you can bait BBU with a well spaced Fish, but he can punish with Mappa Punch. Also if he as 50% tension be wary of doing any move that can give him a counter hit Dead on Time. Istant back dash after 2D is a good way to escape DoT and BBU. If you know his weakness and keep him off of you Slayer is relatively easy to beat. Just defend well and don’t get intimidated.