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FightGrill

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Everything posted by FightGrill

  1. I am not a XRD player, so I won't talk about Bedman or any of those chars specifically, but it's very rarely just "throwing something out and hoping it hits", or maybe it is some form of it, it's mainly intelligent normal uses- if it hits you get a combo, if it misses but is properly spaced you won't get punished unless you've been read, if it's blocked you can start you pressure, it lets you take the match at your pace. In the video you posted, the other player was forced into the corner many times and forced into a setup that at best reset back to neutral with Bedman still having corner advantage, and at worse put them in a combo that reset the situation back to what it was, he shut down the other player, without taking many risks. Japanese players as far as I have seen like to play extremely aggressive, make it so the opponent can not do anything at all, and that's what the Bedman was doing. Effortlessly trying to control the match isn't going to happen unless the skill gap is wide, you will have to put some effort into mixing up your options and not getting predictable. This isn't to say passive, defensive styled play is bad or unusable(But again I do not have much knowledge of xrd so take this with a grain of salt) but having an effective defense also requires an effective offense, so you can punish any mistake, it also requires knowing how and when to pressure.
  2. 2B is great for dealing with J.C, except for meaties and blockstrings, I tested it in training mode, you can 2B -very- late and still beat out J.C (To the point where the Persona is actually out), from my experience, trying to approach Narukami with anything outside of 5C is generally a bad idea, while I might be looking at it from a pessimistic point of view, and the risks I'm talking about is mainly in losing Persona cards from a Narukami playing lame, and as far as I can tell without his Persona Adachi is out of options, outside from universal commands. I probably was too hard on J.2D as it is an option against Air Zio, but it is pretty easy to mistime in a match, more so if you were doing something before hand, but if you are just sitting there waiting for it you can punish it on reaction, however if you do it too early it'll get tagged by the projectile as you said, and if you do it too late Adachi will get hit by it. But as you said you can go above/below the projectile but I believe this'll give Narukami more time to recover unless he's being predictable with his Zio's and you read it. C Smasher after 2D is mainly a gimmick, works great against opponents down backing and then 2A'ing your persona after blocking, and I don't think gunshot can punish that (can it?), it also works great against people who react to it after doing something else and blocks it and 5As, or people who try to break it when you displace your Persona in general. It is a gimmick but one I feel does nothing but help Adachi, either they stop touching your Persona when you have 50 meter, or eat C Smasher, but that's just my personal experience, I haven't seen anyone bait it or counter it outside of not touching the Persona. 236AB, I should of specified its use, it's mainly for when you get a knockdown and you space it right, they do anything on wakeup you hit them, they don't cancel in 5C, or hell even your command grab, or a super, it's not gonna get you out of any sticky situations, but it'll make it harder for the opponent to get out of one. I'm not saying I was right about the matchup, it's just from what I've seen it really isn't good for Adachi, it's def in Narukami's favor IMO, but again I may be mistaken.
  3. This match proves bullying is a serious problem in Persona and the Narukami has to be stopped. On a serious note it seems Narukami can shut down most of what Adachi can do with air Zio, stop any and all J.C spamming with 2B if Adachi manages to get past Zio, and make Adachi take a massive amount of risks just to get an inch. For Adachi the only way to not suffer completely is to prevent Narukami from doing anything from the moment the round starts, pretty much all of Narukami's normals will beat Adachi's out properly spaced, you can't really 2D Air Zio except off of a read because the projectile will either tag you or Narukami will recover fast enough to tag your Persona, and Adachi is in a much worse place with a broken Persona. Facing a Yu who knows how to properly space 5B, and knows about Adachi's gimmicks will lead you to many lost Persona cards, it comes out fast, will stuff your Persona normals before it's active frames, and is better than any of your non-persona normals. The main way to beat 5B is to sweep or gunshot, both require a read to actually use except gunshot which is mainly a "stay away from me" move or to tag his Persona in neutral. Because Narukami can pretty much shut down Adachi's air offensive, Adachi is forced to play a more defensive ground based punish game, then use any punishes to swing the momentum in his favor, and as far as I can tell that's the only way to win this matchup, capitalizing on even the smallest mistakes, this matchup is at Narukami's pace. You need to play slow until he makes a mistake, or you make a read then prevent him from doing anything else, bully him back so to speak. Knowing how to protect Magatsu Izanagi is crucial in this match, if you get Persona broke you are out of options, you could say that for every Adachi matchup but it's really important against Narukami, you -don't- want him to be free to approach you. Using DP against Narukami is really really bad, as far as I can tell. On wakeup he can easily safe jump over you with J.2B for a free punish, although I believe this has to be done late to cross-up the DP. In blockstrings jump cancels will easily avoid DP if you're trying to mash, and Narukami has no real reason to commit to anything dangerous because of your lack of reversals. But it isn't all bad for Adachi, with 50 meter Adachi shuts down air Zio as an option, as Atom Smasher will punish, also he can use 2D almost free because he can punish breaking the Persona with C Atom Smasher, with 25 meter Adachi can use SB Pain in the ass! to punish moves do to its invincibility, if Persona broken, for a hefty cost you can lock Narukami down at range by using SB Gunshot twice in a row, most of the time they'll block instead of continuing to approach if you have the meter for more shots, this isn't really Narukami specific though. Overall I think this matchup is heavily in Narukami's favor, he doesn't have to take any risks, approaching him is costly in Persona cards, probably your most valuable resource next to life, Adachi's options without them are few and far between, and if you want to make an awakening comeback Narukami can just zone you out, even without Zio thanks to the great range of his normals and the reliance on your Persona.
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