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Everything posted by CrimsonDisaster
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Official Austin Topic, 4th Edition full of fun and happy times! ;o
CrimsonDisaster replied to PozerWolf's topic in South
el oh el -
Official Austin Topic, 4th Edition full of fun and happy times! ;o
CrimsonDisaster replied to PozerWolf's topic in South
asdf and I are probably the top 2 but we don't even play it! -
Official Austin Topic, 4th Edition full of fun and happy times! ;o
CrimsonDisaster replied to PozerWolf's topic in South
yeaaaaaaah -
Official Austin Topic, 4th Edition full of fun and happy times! ;o
CrimsonDisaster replied to PozerWolf's topic in South
The only possibly "butchered" names I can think of: Naruga Karuga - Nargacuga (which is accurate tbh) Volganos - Lavasioth (ugh) Yamatsukami - Yama Tsukami (BIG DIFFERENCE) As for "new Rathian variation," no. Other than that, all of the not-Capcom corporately-sponsored DLC event quest items (JUMP, Famitsu, 1000 Gavas, etc.) are dummied out- still obtainable, though. -
Official Austin Topic, 4th Edition full of fun and happy times! ;o
CrimsonDisaster replied to PozerWolf's topic in South
oop aww no 2G oop aww -
Official Austin Topic, 4th Edition full of fun and happy times! ;o
CrimsonDisaster replied to PozerWolf's topic in South
I'd play MH with you but you have 2G and I have Unite so... Darren: Should have asked me to play Melty lolololol. -
Official Austin Topic, 4th Edition full of fun and happy times! ;o
CrimsonDisaster replied to PozerWolf's topic in South
good to see Death Smiles and GG are back, good riddance to TvC -
Official Austin Topic, 4th Edition full of fun and happy times! ;o
CrimsonDisaster replied to PozerWolf's topic in South
is this REALLY full of fun and happy times???? -
Shining REBELION (sic) has different bullets from Reizei
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knockdown, set assist over them, high/low pilebunker mixup.
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I main the guy who can jump.
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Yui is widely considered to be a strong character atm. Possibly one of the strongest.
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fubarduck and IkarugaDC channels on youtube have a few matches. We pretty much only record whenever one of those guys is around with their respective equipment.
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if only this were true
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Game is mad fun. My Pekomaru loop is almost complete.
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No overheads after 5C[m]. Vary your pressure more before doing 5C[m] if you can't open someone up. Your spacing/timing is probably a bit off if you can't get the itsuuA. 5B tsubame -> etc. is an easier post-wallbounce followup. You could also try 2C itsuuA.
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ugh - if you IB the 2nd hit of ice car (there is no followup, it has to come out if he does B/C/D ice car), you get guaranteed dash (5A) 6A punish. No reason to try to counter-hit someone who isn't trying to attack. Someone has mentioned that you can get CH 2C(1) > 3C into combo but I can't recreate that just yet. All of that really doesn't matter because there isn't a lot of reason for Jin to be doing random ice car anyways. - you can go through Jin 5D up close with your own 5D for big damage. Generally this happens if you IB some stuff and he goes for scrubby Jin pressure (2A 2B 5C 5D xN oh yeahhhhh) - Noel's pokes get owned by Jin's so you have to take some stupid risks to get in, but once you're in you can just run your frame traps and baits no problem. As for Jin's "lines of defense," he doesn't need to be a huge scrub when he can just 2B all of Noel's normals into a combo or into pressure. Noel doesn't get the option to just inch her way in most of the time. Why would Jin just sit there and try to zone with mediocre zoning tools when he can just force his way in and rush Noel down?
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set your training mode to have the dummy recover from stuns before you start handing out strats ;( 22C can be teched, you don't get a year to fly around after it.
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That just means your opponents aren't as good as you think they are. Ragna 6A is way better than any DP in this game when it comes to anti-air. By and large, DPs are easy to IB and are too slow/not invincible enough to treat them as your first AA option. If you're going to try to offer matchup advice in a matchup you don't understand in a game you clearly don't understand... don't. You can air IB all of Jin's DPs and it's not even all that difficult. Plus Jin's 5C is a better anti-air against Ragna than his DPs anyways. Also how the hell are people taking 75% damage off CH 5C > 5D, mash out of that ice and stop getting purple thrown or something, geez.
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Random testing just for my own reference- corner tsubame (623D)... (combo) ... jB djC [D] -D- falling C staff2 6C tsubame 6C 3C ... 6C, 2B > 2C ... - 2820 ... haku (236A) > chun (236B), 5B ... - 2885 ... j7C XX kote (623/421D), land, haku > chun, 5B ... - 2925 ... 6C, haku > chun, 5B ... - 3014 ... j7C XX kote (623D), land, haku > hatsu > richiiA, ippatsuA, ??? ... - ???????? You can of course sub your preferred enders and oki setups there, but this was just some basic testing/reference. ...and of course, I dunno why you'd be landing clean DPs by themselves on cornered opponents. You can also do stupid stuff like tsubame, j7C kote falling C, haku chun, 5B jBC kote, falling C, 3C/daisangan or some other ender. Kinda pointless but maybe there's a better ender hiding in there (maybe 2B > 2C jC [D]... instead of the second haku chun?) -edited to fit LK's notation a bit better
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I'm tempted to rep Litchi at quals as well but we shall see. Quals are hype, let's do this.
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I agree, 2B gives a lot of "mental frame advantage" on people who wanted to try to run/slide in and get hit by 2B instead. Mental frames are pretty important for a character like Litchi~
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Playing this matchup very casually, I see it as pretty even tbh. Jin up close has a funky stagger/frame trap game, a crappy overhead, and BB throws... so you block low and FD/IB as the situation calls for it, and you look for throws. FD helps open up bigger gaps to get out by forcing Jin to make up for the pushback, IB helps open up gaps because IB is so strong in BB. Chicken blocking isn't too bad in BB either; not great but it works. The system gives Litchi plenty to work with, and having Tsubame with staff and Hatsu without gives her some panic buttons; of course they can be baited, but that's not a matchup thing anymore. Litchi range advantage is more than "lol I can poke him from halfscreen and he can't poke me (except with 5D and fireballs)," it gives you control of the match in otherwise neutral situations because Jin has to take the risks to figure out a way through your midrange pokes. It's not impossible to learn to see things like, say, Jin whiff 5D and punish with like 5/3C into combo or even ittsuuC if you were REALLY looking for it. If he just jumps and airdashes from midrange, you can usually jump and jC him on reaction or something, or at least move and change the spacing in your favor. Or if you plant the staff, you can throw it at him. etc. etc. However if Jin jumps over a poke, it's hard for Litchi to keep him out. That's when you just need to step up your blocking and patience, really. Keep in mind that Jin still has to take some fairly big risks to navigate through midrange and get into a range where he can run his safer offense. But unless you make it HURT each time he takes a risk and it doesn't pay off, he can just keep bulldogging his way in until you slip up. Once he gets in, he has the advantage. That's just how it is, Litchi isn't supposed to be the best at every range. Suck it up and step up your defense if it comes to that. No sense whining about how a midrange character isn't as good up-close as a mid-to-close range character. Sure there are some specifics that have been mentioned, but I don't think Litchi/Jin is a particularly special matchup. Plenty of characters have scarier/more varied close-range games than Jin, plenty of characters have better approaches against Litchi (Jin has triple ice, but it's not like Litchi is the only one who has to deal with it). Litchi doesn't even really have to do any particularly special combos on Jin either. It's a pretty normal matchup that can go either way.
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All of our good players here IB Hell's Fang and punish (which can pretty much be done on reaction, shrug), or they IB the hit before and DP the Hell's Fang. It really isn't that hard and it forces Ragna to do a lot of wacky/weird pressure strings.
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RC'd HF on block is a hell of a lot better than not RC-ing it and getting punished 'cuz they IB'd.
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