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Everything posted by Kurokun
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One thing I've got going for me so far is that the AX player I play against doesn't convert for big damage often with AA attempts.
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You can also use a j.H against the 63214S attempt for a CH and then follow up with a combo for KD as an option to counter it.
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Against the 63214S cross up move at match start, a neutral jump straight up then 4 or 6 plus HS for air throw should be able to catch AX as he moves diagonally upwards through the air.
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I think so anyway. Just time your jump as you see AX rearing back then starts to throw the chain forward. If your jump starts late you will get hit. If you plan on attacking, using a j.H can score a hit and set up for a combo opportunity provided you are only going up against a [4]6S. However if there are followups, '8' has the potential to AA you and mess up your aerial advance while '2' can be countered with a j.H for a CH because the followup is more ground-centric, but it can hit you in the air if you are not careful. You could also bait the followups if you d.jump instead of attacking right away then either attack afterwards or AD away, though if you decide to aerial evade, you might be prone to AA attacks while trying to land so be wary of that. Also, DI's 2D has the potential to beat out [4]6S at match start provided your timing is good, but in the event it isn't you can hope to trade hits or 2D ends up getting beaten, lol.
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As far as IADing to get in on AX, its best to do that when you have fish summon after KD as oki, then you can do whatever mixup you want with the IAD j.2S stuffs because your aerial offense is covered by the fish. If you are trying to IAD in without fish cover, AX will hit you out of your IAD attempt and could possibly AA you into an air combo. Instead of IADing in with j.2S you can instead use dash/double jump tactics like dash jump>dj.2S and land on AX as fish summon is covering you. One thing that could happen is that AX throws out something but misses, then you punish accordingly. Or you end up landing right on AX with the j.2S and proceed with a mixup. IIRC AX can't really punish/counter you from that angle too well. Once you get into close range, work for the KD>oki>mixup and repeat (hopefully) for victory.
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At least it isn't a fight for Tech Romancer color. Cause that would be serious business, LOL.
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I miss playing the JA matchup with one of my friends. Those were some good times, lol.
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Best opener option against AX? Probably best to block then react accordingly but there are options if you want to counter and take the initiative instead. Things I've seen a friend use as AX to start a match include: 5P, 3P, f.S, 2H, [4]6S, 63214S, and [4]6H-cancel. Against AX's 5P you can use DI's 5K to counter against it then do IceSpike for KD. 2S>IceSpike works as well if you can anticipate the 5P. And if you are feeling extra confident, 2D KD>special cancel to fish summon for oki also works though it can be tricky to pull off. IceSpike can work for a CH to combo for KD at the start of the round if you react to the 5P attempt quick enough. woki's note about using 5P against f.S sounds good too, though you have to react as it happens. Its something that I wanna try out the next time I play this matchup. I usually end up blocking the f.S then react accordingly afterwards. If you can spot the 63214S attempt, you can either air throw it or use j.H to get a CH and follow up with a combo to KD. For 3P, you can use IceSpike or 5H>IceSpike for KD, in the case of using 5H you can get hit though if your timing or spacing is off. Otherwise you can use this chance to run away if needed. 2H is punishable in its recovery so a jump in j.H may be good here then a followup combo to KD or you can jump and AD away as an option. [4]6S, block then react but watch out for the followup attacks though. [4]6H can be punished by a jump in j.H to whatever if it isn't cancelled or if you are quick enough a dash in attack to combo could interrupt the unblockable attack instead. If it's cancelled though you might be prone to a counterattack scenario. The idea is to get you to run away or to jump in attack otherwise you get hit by the unblockable attack. The move is cancelled then AX does something else. He can use 5P if you IAD back, 2S if you decide to jump in which then leads to aerial combo, or even something else entirely. Its been a long while since I've played this matchup last. Hopefully some of this stuff works for you guys, lol.
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For the instances in which 2K doesn't work, use 2P instead as an alternate starter for the throw followup combo. As for f.S stuffs, you may not want to go for the full extent of hits because it might push your opponent out of range for the IceSpike. Instead you use less f.S hits so the IceSpike is still able to hit afterwards. You should be able to dash immediately after throw ends and followup with 2P/2K, just practice it to get a feeling for the timing.
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Fixed? lol. I actually use a control pad though. You?
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http://www.dustloop.com/forums/showpost.php?p=313145&postcount=20 Didn't you read Nehle's post? lol.
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HERE COMES DAREDEVIL! LOL. If the both of us were a part of the same local GGAC scene, I could envision a DI vs DI match taking place to determine who could use the Suigintou Dizzy color. It is unfortunate that the game doesn't allow for same character color matchups but it would be interesting to see that in action though. But if you really wanna go through with it..... How about we do this at EVO 2K9? lol. This of course will depend on ability/availability to attend the event and the setting for the match which most likely would be in casuals, hopefully with other Dizzy players in attendance watching the matchup take place. There is an alternate method we could use to determine who can use the Suigintou Dizzy color if you are interested. I'll share the method later unless someone already knows what I'm talking about and posts it ahead of time. This is some serious business right here, lol.
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This is something you just have to keep practicing at until you can do it just by 'feel' unfortunately. Once you hit the IAD you have to transition to do a j.2S immediately like Stag.S said. The followup AD j.2S isn't too bad since DI is already airborne but it is only possible to do that if you hit the IAD j.2S correctly. Once you've got the hang of it, you still have to be able to execute it according to the situation. More often than not you'll probably do this via a fish oki for a mixup. I remember practicing the IAD j.2S>AD j.2S by doing IceSpike FRCs first that either were made to whiff or be blocked instead then followup with the IAD j.2S>AD j.2S sequence. I was bored, lol. Executing the sequence via pad is fun though.
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Slash HS FTW! Suigintou is serious business, lol. Sometimes, I also like to use EX K as well.
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I meant to say something along the lines of "DI's abilities within a matchup puts her at C-Rank" when I typed out that weirdly worded part, lol. Looking at DI's specials moveset, which mainly consists of projectiles, it suggests that she is a char that plays a 'zoning' game. In a matchup, this means she plays best at controlling space with projectile summons while maintaining distance. Against most chars, she can keep them at bay with zoning to an extent, but some chars can get around that easily by means of mobility or by ranged attacks that can nullify her summon tactics. The scenario in a matchup in which DI will suffer the most is when she is put on the defensive at close range because of the few options she has while under pressure to get out coupled along with having a low defense modifier that makes her succeptable to high damage. I think DI's potential is within her okizeme setups and mixups off of a KD, mainly due to the variations of followup options she has. This is probably the one scenario in which DI can go on the offensive and still be somewhat 'safe' in the process. Also in some cases, her setups can nullify possible counter attacks and create opportunities for more damage potential. The likely result from oki to mixup is another KD that resets into another oki to mixup and repeats until the opponents' char is defeated. DI's oki and followup variability gives her a chance against chars that have abusable BS crap at their disposal by giving DI access to a situation that she can exploit in her favor. In relation to the other chars and their abilities, I still think DI is at C-Rank, mainly because of the potential of her oki setups and mixups. While tier lists reference a char's base potential, it ultimately comes down to player ability to utilize that char's potential to the fullest extent and to their advantage. And finally, Welcome back from China! Nehle and lol.
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IIRC, the character assessments/descriptions were opinions taken from a Japanese BBS/blog and posted long before the reference in the May 08 issue of Tougeki Damashi which lists the 'current' tier listing at the top of the page. Granted, the assessment/description puts her at D-Rank in regard to her overall ability, the tier lists put her at C-Rank instead. Yes, it is still a low (possibly average or slightly lower) ranking, but it doesn't seem as bad when compared to her SLASH incarnation which probably was her worst outing. DI's abilities in AC are improved to some extent since SLASH and for the most part are better as well, though there are a few faults. One thing against DI in AC are matchups that have her at a disadvantage from the get-go and that she really has to work for a favorable scenario in order to be effective. In terms of a base ability assessment, I probably would be inclined to agree with what is listed (save overall ranking, lol) but is the assessment list truly definitive in covering all bases? Regardless of what the assessment list ranks her at, player skill/ability can possibly compensate for any shortcomings she may have. Since the assessment/description ranking differs from the tier list ranking (both don't seem to corrolate to each other, probably because of differing criteria to determine the overall result) it could be argued to where DI is truely at on the tier list. IMO, I think DI is at C-Rank because of her matchups which is a likely result of her abilities at work, pending player influence. Compared to the other chars, it isn't that bad of a placement, but it isn't that good of one either, lol.
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You use the same color that I use, lol. The points that zaeris touched upon are good things to start working on. Also, refer to the Okizeme and Combo threads for examples to practice in training mode and utilize in matchups.
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I have that part on 'lock' here in the 808, lol. Last time I checked a tier list, AC was/is at C-Tier.
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At the onset of the discussion, I was wondering which of the j.H versions (regular jump in or IAD) Tech Romancer was talking about. I ended up going into training mode to check/test things out regarding both versions and arrived at the same conclusion as your post. It looks like though SL's IAD j.H attempt -could- be countered by DI's j.H for a CH into a KD combo or whatever if spotted early enough. However, the IAD is pretty fast and likely to be part of SL's pressure tactics. Also the risk of getting hit by a CH j.H from SL into a high damage combo is present should you not succeed. It probably would be better to block then counter/escape the resulting mixup instead, lol.
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Are these j.H attempts of the regular jump in variety or IAD j.H instead?
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Um, rushdown normal mode ABA WITH fish summon assistance, lol.
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-Sol has a limited pressure tactics via GF FRC. A non FRCed GF is punishable/avoidable, maybe even a GF FRC though you'd have to react quickly. In a neutral situation outside of the corner, IADing back or even a high jump to a.dash back then running away after either action works, just make it count. FRCs require tension so if you are noting your opponents' tension level you should be able to react accordingly. However, a GF FRC will most likely occur after a successful KD as oki, especially in the corner. In this case you will have to defend against what is most likely to happen next, a WT mixup. -Sol has a limited mixup with WT off of GF FRC pressure. If GF FRC is successful in making you block, Sol will usually go for a mixup attempt with WT. It will more than likely be another tick attack to WT or just WT so FDing/IBing the tick attack will make it so the WT attempt will be made to miss. In the case of FD it will create space to avoid the WT just as long as you don't hold it down instead while through IB the blockstun is reduced and escape/avoidance is possible but tricky. WT is likely to whiff if you are crouching as well. Also it is possible to b.dash and counter throw the WT as well for an option. If Sol goes airborne with a j.S for example to mixup, 2S will work as a counter and leads to air combo and out of the mixup. More or less, if you are able to spot the WT attempt and are capable enough to deal with it, there is a chance you can avoid it or counter it accordingly. -Sol's main damage combo will most likely come from a SW loop via WT or 2D>BR RC>SW loop for example. WT is effective after GF FRC as a mixup and after aerial Bursts that are baited and leave you prone to WT upon landing. 2D>BR RC>SW loop will usually occur if Sol has 50% tension to spare. If you spot the WT attempt and avoid/punish it you'll be okay. Don't air Burst unless you know it'll hit cause that is what the Sol player wants is to bait you in using it, especially since it'll make you vulnerable upon landing for WT. As for the 2D>BR RC>SW loop, just watch and make note of your opponent's tension, hopefully you have a Burst stocked or just don't be in a position where 2D can lead to that. -Sol works good at close range, while Dizzy works good from long to mid range with summons. Sol wants to get in close and mix it up and he has pokes that help him do that like f.S which is a pretty good ranged attack he can use to tag you with like at the start of a round, 2P/2K to tick into WT, and 2D which has followup combo potential as well as KD capability. With specials he has VV+KD that beats out a whole lot (VV) and the KD followup to start oki, GV to cover a good amount of range while it hits low and may allow for a followup opportunity if it is a 'clean hit' version, GF FRC as a pressure tool within close to mid range, and WT for setting up a SW loop. Dizzy can zone from max to mid range with fish summons, bubbles, scythes, and deter opponents with air pike (held). Also she can play runaway games besides controlling space with summons. This allows her to control the matchup pace in her favor while keeping Sol at bay with her projectiles until she gets a favorable scenario that allows her to rush in and net a KD so that she can begin oki. 2K is her 'go to' poke as it can hitconfirm to 2H or 2D for KD while her other pokes are best used in conjunction with fish summon for combo/mixup opportunities. Mid range is where Sol can catch Dizzy via an ill timed fish summon with an IAD j.S or even a 'clean hit' GV that leads to air combo but once he's there, Sol will fight to keep it close ranged and in his favor. Controlling the matchup flow so that it works for Dizzy is your goal. -Dizzy's oki has the potential to nullify VV attempts and make them punishable. Once you have KD, especially in the corner, Dizzy can go to work with her oki and hopefully keep control of the matchup. Sol's 'go to' move in most cases to break out of pressure is VV. Against Dizzy's oki its kinda risky because VV will more than likely be baited to whiff and then be punished or nullified through a fish/bubble hit and then punished. There are enough fish summon mixups that will allow this to happen and possibly in turn deteriorate the Sol player's morale because their VV attempts aren't working. Then they are less likely to use it and they become more succeptable to other mixup variants as a result of being punished for using VV. Sol can deal good damage from setups into SW loop and does good at close range but has limited mixup with WT and limited pressure tactics with GF FRC. Dizzy can zone at long range and has good oki for mixups into damage or KD but she takes a whole lot more damage and suffers at close to mid range without summons. Both chars have advantages/disadvantages in some aspects of the matchup but neither char really dominates the other completely IMO. This is why I think DI vs SO is a 5-5 matchup.
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I think the matchup ratio is 5-5.
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Here are some thoughts/strats regarding the Sol matchup.
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Good stuff, especially with the 2H FRC usage and the aircombos. Keep it up! Also, the one match versus where you did a bubble loop for nearly all his lifebar was sick!