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Orrax

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  1. This thread is for posting your Minazuki for the purpose of garnering critiques from your fellow Minazuki players (or anyone, really). So, expect criticism. Anyway, here's some footage of my Minazuki from a local tourney. I realize my Minazuki could use a fair amount of work, so any comments and critiques are appreciated: Rath (Margaret) vs Orrax (Minazuki): http://www.youtube.com/watch?v=YjjRPo_otmo#t=2257 Irrelevant Alex (Mitsuru) vs Orrax (Minazuki/Chie): http://www.youtube.com/watch?v=nQ3uPgr5m8M#t=93 I'm still learning a lot of matchups, and I have no idea what to do with Minazuki against Mitsuru yet (which is why I switched characters, but I still lost). Mitsuru has always been one of my personal worst matchups.
  2. I'll try to go through these and make some more specific comments when I have time, but after watching through them once: In general, I think you're winning because you are winning the neutral game. Which is very good! But I think the reason that you're having trouble against Axl, Millia, and Eddie is simply that you're dropping too many combos. Axl, Millia, and Eddie tend to win the neutral game against Sol even if your neutral game is strong. The way Sol beats those characters is that they don't have the best answers to Sol's game in close (especially Eddie), so you CANNOT let them out once you get in. Every time you drop a combo, you let them out. Go for easier combos if you have to, but don't let them get away. I know I'm not the best person to tell people to stop dropping combos, because I drop plenty. But keeping momentum is crucial against Axl, Millia, and Eddie because they have a definite edge against Sol when it comes to neutral, so not dropping combos becomes even more important than usual. Also, I thought your oki was good overall, but I don't know why you sometimes jump over an opponent and then air-dash backwards into them. Is there some tech you're going for? I'm asking because I've never found a good use for it. And that Millia player was amazing, which is exactly what I've come to expect of Sym.
  3. Chie's shadow version is probably the only shadow version who is better than the normal version. I think shadow Mitsuru is better, but I think that's more because Mitsuru's a better character. So, no, I don't think you're off base at all.
  4. I'm of the opinion that 2 bars is almost unplayable, and that anything worse isn't even worth bothering with. GGs people, and thanks to TheNinja-Mekena for waiting while I fixed my buttons.
  5. I tried to learn some Japanese before I went to Japan, and I used this site: http://www.guidetojapanese.org/learn/. I didn't really learn that much from it, though, except how to read hiragana and katakana.
  6. All anti-air means is that you're using something to hit people in the air. Certain properties make moves better anti-airs than others (speed, hit box, head invulnerability, etc.), but it's not the properties of the move that make it an "anti-air" -- it's how the move is being used (that is, to beat people in the air) that defines it as "anti-air."
  7. GGs all. I need to stop dropping game-winning combos.
  8. It's hard.
  9. Yeah, I was just about to post that. Sick combo.
  10. I don't play pad in UNIEL, but I think the problem has more to do with the game's command interpreter than with playing pad or stick. If you hit the button even one frame before you finish the input (so it might look like ), the game won't read it. Also, if a diagonal is missing (so, ), again, the game won't read it. As always, having clean inputs is best, so make sure you're hitting the diagonal and not hitting the button too soon. For the second and third follow-ups, you can fudge it a little because the B follow up is the same as the A follow up. So, you can hit A and then immediately hit B, which should help against getting inputs, because you'll likely get , which will give the follow up. You can also just double tap A, but I find the other method easier. Double tapping A can work for getting the first hit to come out as well, so something like will still get MS. Also, I find that a lot of my dropped inputs in this game are from trying to do things to fast. Slowing my motions downs helps me be more consistent.
  11. A few mid-screen power charge combos off of 5A that I've been messing with: 5AA > 5C > 2B > 5B > 2A+B > 236236A > 5C > 2C dc > 5B > 5C > 2B > 5B > 2A+B = 2857 5AA > 5C > 2B > 5B > 2A+B > 236236A > 5C > 2C dc > 5B > 5C hc > 236B > 236B = 3157 5AA > 5C > 2B > 5B > 2A+B > 236236A > 5C > 2C dc > 5B > 5C hc > 236B > 236B > 236D = 3967 5AA > 5C > 2B > 5B > 2A+B > 236236A > 5C > 2C dc > 5B > 5C hc > 236B > 236B > 214C > 236236D = 5053 5AA > 5C > 2B > 5B > 2A+B > 236236A > 66 5C > 236B > 236B > 236D > 214214C > 236236D = 7067 Also, for this combo: "[50% required] 5B > 2B > 236A > 236A > 236236A > 66 5C > 2C dc > 5B > 5C hc > j2B > j236B > 236B [3340/-41%]" If you're in the corner, you can replace A power charge with B power charge and it ups the damage: 5B > 2B > 236A > 236A > 236236B > 5C > 2C > 5B > 5C hc > j2B > j236B > 236B = 3403 (not worth 50% imho when the meter-less 5B starter is just as good) 5B > 2B > 236A > 236A > 236236B > 5C > 2C > 5B > 5C hc > j2B > j236B > 236B > 236D = 4483 5B > 2B > 236A > 236A > 236236B > 5C > 2C > 5B > 5C hc > j2B > j236B > 236B > 214B > 214D > 236236D = 6146 5B > 2B > 236A > 236A > 236236B > 5C hc > j2B > j236B > 236B > 236D > 214214C > 236236D = 8331 A couple of mid-screen throw OMC starters: C+D OMC > 5C > 2C dc > 5C > 2B > 5B > 2A+B = 2390 C+D OMC > 5C > 2C dc > 5B > 5C hc > j2B > j236B > 236B = 2669 C+D OMC > 5C > 2C dc > 5B > 5C hc > j2B > j236B > 236B > 236D = 3281 C+D OMC > 5C > 2C dc > 5B > 5C hc > j2B > j236B > 236B > 214C > 236236D = 4176 C+D OMC > 5C > 236B > 236B > 236D > 214214 C > 236236D = 5417 These are probably not optimized; I'm still pretty new to what Chie can do in this game. The combos for 150 meter are shortened because meteors seems to be really inconsistent when the combo has gone on too long. All of these were tested on Persona Sho.
  12. GGs to ranked, including but not limited to the plethora of Linne players prowling the alleys of ranked at night, some of which appear to make highly frequent use of assault j.C on oki.
  13. What about it in specific is confusing you? This and this might help, though.
  14. Is that Linne only?
  15. GGs all. Tough night for me.
  16. GGs to Ranked. One day I will deal effectively with Hilda. One day. Also, wow, the competition was fierce today. I was working hard for every win.
  17. Since I'd have to drive from Tucson and I have class on Fridays, Friday or Saturday are really the only possibilities for me. Speaking of which, I will be in Phoenix this weekend if you do decide to host. Also, Adachi is looking pretty fun from the few vids we've got thus far. I will likely give him a try when the game comes out.
  18. At the beginning of a match, I often do either Mortal Slide, assault j.B, or nothing. Sometimes I may do 5C, and sometimes I may do B Grim Reaper, but the latter I only do if I'm sure they're hitting buttons. That said, A Grim Reaper is pretty safe, assuming it comes out in time. I've been trying to use it more lately as a spacing too -- it seems useful, but the slow start up is something to be wary of. Every now and then I will run in if I'm sure they're respecting me. Of course, this changes if I have meter. If I've got 100 meter, I usually start with B Grim Reaper, and if it is blocked or it whiffs I do 236C and go from the frame advantage there.
  19. GGs everyone.
  20. I'm not that great at this game, but here's my impressions of a few match-ups that have been mentioned here or in the other thread. I'd very much like to hear other people's opinions. Vs. Waldstein is weird, but you can outrange him with Mortal Slide. Once you have meter or CS, max range B grim reaper seems pretty annoying for him to deal with, since you can anticipate and punish approaches. His jump ins are crazy though -- the only AA I usually have success with is ex reaper. I've found assimation to be really strong in this matchup because of its throw invulnerability, so it tends to beat Waldstein's own command grab. Basically, I've had the most success in this matchup by backing off and zoning with mortal slide and reaper, and then only moving in once I've scored a hit. 3C seems like a strong neutral tool, but it gives Waldstein advantage if he blocks it. I think this match is even. Vs. Carmine has some of the safest oki in the game, and his pressure is fantastic. The only way I've really found to deal with it is patient blocking, which should win the GRD battle, and then chain shift --> see what he did and maybe reversal. He dies really fast once you catch him, though, so don't let him escape. His command grab reversal has some invulnerability, but it's a throw so your own command grab should win. His other reversal isn't, as far as I know, a proper reversal in terms of invulnerability, but it's fast and gets him out of a lot of situations. A true meaty should beat it, but I haven't really tested. I think Gordeau has the advantage in this match. Vs. Linne, I'm not sure. Keeping her out is definitely essential, and I usually find Mortal Slide good for this. Try to stay just outside of Kuuga range but just inside Mortal Slide range. I've seen a lot of Linne players try to run in after blocking Mortal Slide, so doing B reaper afterward can catch approaches, but try to have either CS or meter to make it safe. If she gets in, you have to play patient. Her mixup is not strong unless you're online, so it's possible to block for a while and create an opening with either shield or chain shift, or both. 2C seems like a pretty good anti-air in this match, but be wary of Kuuga. Again, I think this is in Gordeau's favor. Vs. Orie is a battle of momentum. Her lunge attack is always minus, but if it's spaced properly it can be hard or even impossible to punish. 3C can beat her lunge, but I haven't been able to do it consistently. 2C is again a good anti-air, and can even work as a poke since the first hit is pretty quick. Her hop kick move is a good frame trap, but it's minus on block. Her overhead isn't that fast, but it can be hard to see. Her super that keeps you blocking for a while has a long start up, so it's possible to dash through it sometimes. She also doesn't have a reversal without meter, so she can really struggle with Gordeau's oki. I've had a lot of success with 66C oki. I think this is probably a slight advantage for Gordeau. Vs. Hilda requires patience. Once you're in, she's in trouble, but she can make it hard to get there. Her pressure seems good, but it's not that hard to just block and shield and get GRD until you've got CS -> EX Reaper. Know where her gaps are, CS them, and see what she did. If she hit a button, EX Reaper. If she sets out that orb that shoots a bunch of arrows, it's probably not a good idea to mess with it. Sometimes you can run past it, but most of the time in my experience the best thing to do is shield block it and get some GRD. A lot of Hildas like to do dive kick to avoid Gordeau's command grab -- use frame traps to beat it (like 5A 5B slight delay 5C xx Mortal Slide or something). Her only reversal option, iirc, is Veil Off, so be sure to watch for it if she's got meter. Advantage Gordeau. Vs. Yuzuriha is another patience battle. She's got range, but not a lot else. Be patient at range, try to win the GRD war for CS, and wait for a chance to move in. Once you're in, she dies pretty fast. I'm pretty sure her counter can be thrown, so command grab is very useful in this match. Her reversal options are pretty bad, but still be careful when she has meter. Advantage Gordeau. Vs. Vatista is yet another patience fight. Her zoning is really good -- you won't win a zoning war. That said, you can still catch her out of stuff with Mortal Slide and Grim Reaper. If she sets a crystal, it's possible to out-range the explosion with Mortal Slide. You can also slide under her slow, mid-height orb projectile on reaction. Once you get in, her flash kick is very strong, but also very easy to punish if it's baited. If you have meter/CS, you may want to back off out of flash kick range and instead rely on Mortal Slide and Grim Reaper shenanigans to give you some block stun to work with. I usually bait a bit more against Vatista than against most other characters. I think this match-up might be even. Vs. Gordeau, what do I do? He has reaper and a command grab and a slide attack.
  21. GGs all. I fought a few really good players today (including probably the best Byakuya player I've run into). I feel like, in some ways at least, my game is slowly progressing. I'm still making way, WAY too many execution errors, though. I need to spend more time in training mode grinding things out.
  22. GGs all.
  23. \m/ Thrash \m/ I'll just try to answer the ones that Elochai didn't already explain. +R and AC can range from very different to very similar. For example, Sol plays pretty similar in both games, but Baiken is so different that I feel like I can't play her at all in +R anymore. It's really going to depend on the character you pick. Potemkin is pretty different, but I don't think Bridget changed very much. Again, the combo question is character dependent. Sol is exactly what you said, while others are more just muscle memory. I wouldn't really consider Faust's combos as "free jazz," for example, but I don't really play Faust so maybe someone else will correct me. That said, training mode muscle memory is always going to be crucial, even for "free jazz" characters like Sol. Sidewinder loops take practice, but applying them is very situation dependent. I'd also like to reiterate what Elochai said about the tiers. The gaps are not very big. You can pick bottom tier and still win tournaments.
  24. The Ohiro combo looks good -- I think the corner carry might be even better than what's shown in that vid. As for the other link, I'm not entirely sure if that would have whiffed before or not. Air-dashing into the corner with j.S is usually vulnerable to VV, but Mugen did the VV before j.S even came out. I think I remember some similar whiffs when I used to play endless Sol mirrors in #Reload, but I think the opponent needed to be higher up for VV to whiff. The hitbox for VV might have gotten a little smaller.
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