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Everything posted by A.X.I.S.
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Holy crap we are so back! This is incredible!
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So I finally got to play this match up at CEOtaku. I'll talk about the Ken side of things here. Naoto can't use traps to zone Ken reliably since the dog ignores them (dog doesn't even trigger them) Naoto loses to j.A air to air which is bad for her. Naoto DP can be beaten with low air dash late j.A, or crossing it up with j.B. Be careful about Dog triggering counter ala don't get greedy got shot a lot for this. Oh Naoto can actually DP 5B > 236A/B and punish so be very careful using that.
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I talked about this quite a bit. I think this match up is slig.t advantage for Ken, Ken side of the match up: Attack from outside mitsuru D range with dog and pressure from there. Mitsuru DP hits both sides so cross ups don't work here when avoiding DP. dog beats coup pretty bad. Mitsuru can't swing 5A as a pressure too predictably because Ken sweep beats it and leads too meterless 4K punish. Mitsuru beats Ken in a direct fight so if the dog is dead usually spend meter to pressure or use a combo to stall the dog timer. Ken needs to watch out for 5C because the dog dies fast to it, Ken player should respond with 236B and fatal punish. Mitsuru players tend to use coup as an escape option or a makeshift punish too when being pressured. dog can 2C it really bad or you change the string slightly to bait and punish it
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Hahaha I find this match up funny. It really is not good for liz so I'll go first. Her jump ins outside of Garudyne loses to 5B/2B/2C with no effort. 5B beats her 5B. 5C eats persona alive. (Ken should mash this a lot against liz honest) Her DP is no good for getting out of the mix up stuff. DP can actually get her out of basic stuff (5B > 236 series) but only if he is close enough, A game he doesn't have to play. Ken dominates her in the air too. J.A stops her from having fun, j.B stop a lot stuff too. Last I played this match up I used j.B to blow up 2B with with max range. I really don't know what she is suppose to do about Koromaru since hitting the dog means trouble for her if Ken is in range.
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So info on this match up. I'll ad more details to the first post later. First off this match up feels slightly in Kens Favor. Dog goes under coup and keeps her from dominating ground freely. You can sweep under 5A for a 4K punish. Pressure isn't too bad. She can't really do much to dog when its behind her.
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Don't let your dog eat j.C Don't try to block a j.C, if you do instant block it, if you can air IB it so you can mash him out. after a blocked A or B normal be careful about jumping out, 2C snatches jumps and 5C punishes back dashes. Command grab is also bad, especially on CH. When he is in awakening and he hits you when you have no burst GGs. What you wanna do is be aggressive with j.A in air to air situations if you are close and don't do sleep on his DP. Second hit comes out even on whiff.
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Hey been awhile. I also like to note if Margeret jumps you can actually summon the dog back in and use 5C to get Koro behind her. this way if she lands you can have him 2C her for trying to jump out or have him 5C her for trying to do any other silly business. Situation specific but hey its something useful. Air dash mix up is good if you think she is gonna wake up DP out of a mix up, you can even backdash on landing to make her whiff too.
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I still play the game I just don't play online.
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Pro tip: 2B is a death sentence against a competent Yosuke. But its cool the dog is a problem for him on the ground and that can be used to your advantage. Gameplan: use 5C a lot keep him right out of 5B range and stay on the same lane as him. If he is in the air use j.A to stop him or jump back j.B. On the ground use 5B/2A/5C to deal with him. About glide. Listen to me when I say this. Let the dog crowd on you close and press 2C and PRAY he gets tagged for being greedy. This is the safest answer to him gliding on you. Now on your wake up you have to just get familiar with his jump in's. What horrible things he will do to you off glide you ask? Hahaha glad you asked. j.B land 2A these are the basic jump in choices. Beware of j.2AB since he can do it after j.A or j.B and then go right into moonsault to make it safe. Now lets talk about punishes. Bad kunai's get punished with 5C or 236A/236AB from half to near full screen. If he does j.2C/D and you block he should lose 4/5k because you are gonna 2B him and ruin his day. Other note worthy things: 5B eats his persona. Anti airing this guy is really really hard. j.B makes his life miserable if used right. Burst stupid starters. 5C/2C/garudyne/j.2C or j.2D Also for gods sake don't eat unblockable. Look you can roll it, jump it, have the dog hit it with 5C. Just don't stand still and eat it.
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