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Synthesis

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Everything posted by Synthesis

  1. I'd pay some serious cash for you to be 17 again, too. In all seriousness, I'm learning KoF for funsies. >:3 I actually have combos and although I'll never hit confirm them (EVER) I'll still know how to if the situation arises.
  2. But it's Labrys. When we have only 2 Labrys players, saying he's the best one isn't saying much. xD
  3. And the good people who were there knocked each other out. There was no reason Tubazo/Dejixal should have made it that far. No offense guys. ^_^
  4. 2C CH can be confirmed into SB.Agi. It's not a 5C fatal combo, but it can be used if 5C can't.
  5. Truer words have never been spoken. Except for these: "Get it gurl. Get it get it gurl."
  6. The only Tucson peeps who will be there next week are myself and AIAB Jammy. D= They're going to California for a SF tournament.
  7. Justin, that hurts my feelings. ;-;
  8. You can do it with 214214D if I remember correctly. I don't remember the exact setup, but I did 4B 214214D with Firebreak. Super freeze keeps them pinned where they are while fan keeps moving, forcing a hit or a block, into the unblockable Maragidyne. Hella telegraphed, though so mix it up with something else.
  9. Thanks! I'm just considering what can be done in certain situations. And I'm done with my character ADD in this game: Liz is god awful and I can't play her anymore. Yukiko is pretty much everything I want in a character, but I was just trying to get some information so I don't need to spend a million hours experimenting. xD I'm pretty sure I'm just going to do lame shit when I play her. Seems to be the best way to land hits. And Fire Boost.
  10. Hey peeps. Just picked up Yukiko. Some questions: After 236B knockdown into 3D ]B[ 6B stuff, what do you guys do against people letting themselves get hit by agi? I've been playing a bunch of people and they've been responding to me sending out 3D by letting the fireball hit them, mitigating the damage I can do and setting any kind of mixup attempt off that setup to 0. I've tried dashing up and using 5A to combo them after, but if they see me dash up to them, they choose not to let the agi hit them and instead block it. What do I do to punish this? And after 3D ]B[ 6B, what are my branching paths afterwards? What do they beat? Why does the opponent get hit? What are good anti-roll setups in the corner? What is the optimal punish with these setups? What are her branching points in pressure? Which ones are the most solid? What do her branching points beat? etc... If you guys have the answers to this, it would be greatly appreciated. I don't want to experiment with this if someone else already has.
  11. I would, but I no longer have a stick to play on. And for reference, the stick I was using was an iKan Real Arcade stick. I got it for free. Damn thing had less than a mm between blocking high and low.
  12. I'll get back to you. In the mean time, I just destroyed the stick I was using out of anger of misinputs. The damn thing was the size of a PSP and I couldn't get any 214214 or 236236 motions out of it. Then one of the buttons died. So I smashed it to pieces. In hindsight this is probably better for me.
  13. Are you at least 18? Why don't you ever come to AZ?
  14. Yeah, but I didn't actually try to hit confirm them until today. Seems really weird to time, but then I realized I can just buffer the Maragi and if it hits, I get a combo, if it doesn't, nothing comes out, and if they block it, I get sweet sweet maragi plus frames.
  15. To be honest, I didn't get better at dealing with Kanji. I just stopped caring if I was being gay or not. xD I don't like to play like a faggot, so I like to run in and be like "mhmmmm delicious rushdown" but I can't risk that with this matchup, so I'm just gonna run away and throw stuff. And I learned how to convert. >.> 2B CH combos hurt so badly.
  16. Good games Rath. ^_^ Your rage for Yukiko fuels me and makes me strive to be better. >:3 But that other Kanji.... I don't know what to do because it seems he doesn't even know what he's doing. And I'm glad you learned about your D moves and j.B: I need to learn a way around those. They're killing me. But if I can get you in the corner, I'm a happy camper. I'm not irritated about these matches at all! Except for that random Kanji. You showed solid play improvements! =D You didn't just mash F-Action at any waking moment (took a couple of punishes, but it happened! =D)
  17. Her moves being bad because she has invigorate is the stupidest balancing decision I've ever heard. They realize she has to use that meter to zone/combo/pressure/oki and EVERYTHING, right? And that she gains 0 meter for landing hits. And we have a meter gain cooldown for using meter. If anything, these nerfs to meter gain and reliability already made up for the fact that we gain meter passively. And the fact we don't have a reliable reversal super (everyone else in the cast has one). So they gave us something interesting, but nerfed us straight to hell to "balance" it out. I call bullshit. There's no reason a character like Chie should have 5A staggers and 2B dash cancels as well as an amazing AoA and great reversal options, meanwhile Liz gets nothing but passive meter gain and high damage. Talk about balancing. xD
  18. The thing with Liz is that she has 0 mixup. My assessment of her thus far: Mixup: F - Has 0 high/lows, crossups etc... mixup is in 5D/2C or other random stuff, which is still awful. Pressure: E - Pressure is non-existent midscreen. In the corner, it's extremely beatable, although harder than midscreen. Block low all the time. Defense: F - Lowest health in the game, 0 defensive options. F-Action is useful but can be broken. Guard cancelling is out of the question. 2B is your best defensive move, but you need the time to use it. Damage: SSS - Highest average damage in the game, with ridiculously high meterless damage off optimal hits. Full health combos aren't uncommon. Zoning: C - Extremely high whiff recovery and overall recovery makes zoning against certain characters unreliable. Plenty of the cast can punish her full screen on block for some of her zoning tools. Oki: D - All of her oki options cover less options than they beat. Amazing reads are necessary to land a hit here. Even SB.Agi oki is easily beaten. The only reason this isn't E is because of her tech traps, which will only work for so long, but then you gain access to 214C corner oki, which is good. Abare: A - Converts extremely well. Only reason it isn't S is because of random Zio hits and certain moves that aren't picked up very easily (214A air unblockable). Overall, I see her as a very weak character, but I love her so. D=
  19. No, I agree. =D I don't know matchups outside of 1 or 2, and as such I have to fiddle around with what I can get away with in those matchups. I stated in the Naoto matchup thread that I've never played a Naoto that F-Actioned a lot. That changed in this tournament. I have never played a Yu before, and I played a Kanji once before (got wrecked. Wasn't used to those command throw spacings). Because of this, I play very homogenous to figure out what I can or cannot do. And I'm literally the only Elizabeth in Arizona, so yeah. They have no idea what I can do either. xD No one here is good at all yet. In fact, I'd even go as far as to say they're awful. Which is why I'm picking up other characters until people get out of the scrubby phase of hitting buttons for the sake of hitting buttons. Hence, I've picked up Yukiko. Elizabeth relies too much on having amazing reads to get her damage output etc... I can't read opponents if they're making suboptimal choices while under pressure, so I'd rather force them to block with Agi. >:3 Thanks guys! ^_^
  20. Right? But when have I ever been about working with less effort? And sorry about the comparison. Dive is much worse than Agneyastra, but the concept is the same: they're both used to get in, although Agneyastra is amazing and dive is mediocre.
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