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Justice7541

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Everything posted by Justice7541

  1. Just run through him and keep going, the startup on it is super slow.
  2. Well I won't force you to play me if you don't want to, but I think anything would be better than the average "mash meaty DP with Kanji" netplayer.
  3. Probably still be better than the average player I get stuck with in lobbies.
  4. I think susano is dodging me and forcing me to play with 2-3 bars instead of a 4-bar. Lame.
  5. Pretty good setup I've been using lately: Any combo ending in 236B > 236D meaty, jump forward to: - Low to ground airdash j.A(2) land 2A (high, high, low) - Low to ground airdash j.A(1) j.2B(whiff) 2A (high, low) - Land 2A (low) - Mid-height airdash j.A(1) j.2B 2A (high, high, low) - Mid-height airdash j.A(1) j.B(whiff) 2A (high, low) Ending in 236B has much better frame advantage than 236B~A, meaning your airdash mixup will be airtight if you do it right. You also get much better damage than if you do a combo ending in 214C meaty setup. The downside is that you generally need to do SB dogespin or Koromaru will be in recovery if the opponent successfully blocks the mixup, and he won't recover in time to assist in an extended combo even if you do get the hit (the best I was able to get was 2A 2B 236A~A 2C etc.). Also, it's a bit hard to confirm the pickup if they get hit by the 236D itself. Also, corner mixup string: 2A 2B 2C 236B 236C+D jump back, airdash forward j.A/B or land 2A Doing 2C 236B in corner puts Koro behind them so 236C+D will push them towards you. The back jump will keep you on the same side (this can be pretty confusing in of itself if they haven't seen this before) then you can either air(back)dash early for a crossup, late airdash for a non-crossup,or land for a low.
  6. You need to bait it. Unfortunately since it's projectile invul you can't rely on note active frames to trade with it, but on the plus side it's also really slow so a lot of stuff can easily recover in time to block it, provided you aren't fooled by the long startup and end up pressing buttons too early. In general you don't have to call out a DP that hard, there are strings that can be used to bait out mashing while continuing pressure if they don't press anything. The easy one is something like doing a blocked 2B, jumping forward and immediately blocking, then pressing j.B on the way down. Of course they can react to your bait attempt with various other things but at the very least it'll make them more hesitant to mash DP every chance they get.
  7. Ken's definitely up there on the tier list. Not gonna bother with exact placements but I'd say he's pretty close to the top, just under Yu and Yosuke. Not that it matters, I was just imagining the Arcsys dev going "okay so Ken can use his dog to combo off a throw, but WHAT IF he could ALSO combo off it WITHOUT the dog?"
  8. I do 2B(1) 236B~A 236B~A myself, better oki. Sometimes it may be better to drop the first Gigantic since the height does weird things on some characters.
  9. So lately I've been thinking that Ken's frames are just too stupidly good for no apparent reason. Obviously he's gonna be able to do stuff that ordinary characters can't thanks to having a puppet (like combo off throw) but seriously: - 236B is + on block even without dog - 236X~B is + on block even without dog - He can combo off his CH DP meterless and it's actually legit damage with oki - He can combo his ground throw without even using the dog, and off his airthrow on CH There's literally no reason why he needs any of these things considering he's a puppet char.
  10. j.C a lot and play standard footsies. Rise doesn't have a "get in free" tool but she's not exactly slow either.
  11. If you go to a player's P-Card and press R2, it'll flag them as a bad player. You can just flag everyone who skips the intro and just never play them again. That's what I do.
  12. Might as well get this one started: - Her DP can hit you at 236A/B range so don't rely on distance to compensate for bad pressure. Either bait her DP or make your pressure airtight, Rise's DP takes super long to start up if you don't trigger the counter so you can easily do something like 5B hop to bait it. Make sure you get rid of Koro and then roll through it when you see the shield activate because she can super cancel into Risette Field to make it safe if you block it. - Rise's 5D looks like a laser but it actually only hits once. If Koro is in front of you it will hit him first and the laser hitbox will go away (the animation will continue but it won't actually do anything) so you can just run in for free. Watch out for 2D though since that one will generally hit Ken first (it goes high to low) unless you have Koro jump with 214X. - I'm not sure if Rise really has a good way to punish Ken's DP on block if you have meter to super cancel. She can probably do run up Risette Live or something though. Other than that it's not an exceptional matchup, Ken's relatively slow DP doesn't really hurt him as much here and he's got the range and pressure to bully RIse as hard as anyone else.
  13. Good shit. Shitty players like that giving Kens a bad name. He was dodging me hard in lobbies too, guess he knows the score.
  14. Sounds like a lolworthy video. Got a direct link?
  15. Hopefully we can advertise this one a bit better this time and get better turnout (it being the same time as a CT tourney probably didn't help either). I'll see if team New York is down for it again, maybe this time we can actually bring an extra setup or two. Do you need both monitors and consoles or just one or the other?
  16. Pretty sure this is just a super obvious troll.
  17. He can definitely move after it, I didn't really care enough to test. Not sure if it's just raw recovery or a cancel property or what.
  18. How do i delete a double post lol
  19. Rise is just fine. Damage is pretty low overall but she has a strong setplay game. I think overall you're going to be feeling the "imbalances" a lot more if you play one of the really bad characters (Liz, Labrys, etc.) but if you play anyone else it feels a lot more even overall. Even when I go up against Yu I don't get as much of the "welp he picked top tier, might as well just forfeit now" sense that I did back when I played something like Yukiko vs. Yu in P4A1.
  20. I'd much rather deal with Yu in this game than Yu in the last game. Some are definitely better than others but overall the tiers seem a lot closer than in the last game where it was pretty much Yu + Chie + Aigis on top and everyone else was crap.
  21. I'm guessing that's supposed to say 2B(1) 236A.
  22. I found the stream archives for the last two tourneys I got bodied in. http://www.twitch.tv/radioinfluencedotcom/c/5328595 @ start onwards http://www.twitch.tv/radioinfluencedotcom/c/5328612 @ 5:00 onwards http://www.twitch.tv/nycfurby/b/581816494 @ 23:00. Any constructive feedback other than "lrn2block lol" and "stop dropping shit scrub" would be great. I already know I do 5B > 236X too much, I've been working on that lately.
  23. That doesn't sound like a very good reason to kick someone. If they're really spamming bad AOAs just blow them up for it until they stop.
  24. Alternately, if you don't have a 5f normal you have to just wait until he goes for Assimilation (which will be gold) and tech it. You can also try shielding 66B and mashing out but he can Assimilation on reaction to the shield to counterthrow your mash (and it won't be gold if 66B is shielded) so it's still a 50/50 situation.
  25. A safejump is basically a technique where you do a move that will simultaneously enable you to hit an opponent meaty on wakeup or block their reversal if they use one. It basically works like: 1) Knock down the opponent. 2) Perform a meaty falling normal (j.A, j.B, or j.2B for Narukami I believe) as close to the ground as possible and then hold back. 3a) If the opponent DPs, your attack will go through their invulnerability frames and you will land and block the DP. 3b) If the opponent does not DP, your attack will meaty as normal and you will be highly + as a bonus. Obviously doesn't work on characters with unblockable counters (i.e. Minazuki, Kanji) or really fast DPs (i.e. Yosuke).
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