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Gravelneed

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About Gravelneed

  • Birthday 09/15/1983

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  • Location
    Philadelphia, PA
  • PSN
    Embryoko

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  1. https://www.youtube.com/watch?v=lr94VAP5o8k&#t=43m40s After seeing these Arakune matches, I think he's stable enough to still be viable
  2. Finally I get to see Kubo's Ken
  3. Made some vids. These are probably fairly known already, but I thought I'd share anyway. Instant Overhead into Crossup: http://youtu.be/_4frFTTTKKA (Mostly)Unburstable Taunt Loop: http://youtu.be/DkutgDvW5YE
  4. Made some vids. These are fairly known already afaik, but I thought I'd share anyway. Instant Overhead into Crossup: http://youtu.be/_4frFTTTKKA (Mostly)Unburstable Taunt Loop: http://youtu.be/DkutgDvW5YE
  5. Arakune 1.1 CMV http://youtu.be/KE9H4jkNq6w
  6. What's the best way to stop or punish Azrael's Growler dp for curse corner oki? After 6D ender while buffering C/D curse bugs, PQA(214A) doesn't teleport behind him fast enough for a crossup. He can still buffer Growler forward and hit from behind putting Arakune in the corner.
  7. BBCP 量産型アラクネのスパモ (ver 1.10)
  8. Figured I'd add myself to the player index. Even when I move later this year, I won't be too far from PA. Alias: Gravel Location: Philadelphia, PA Characters: AH3: Dorothy, Yoriko, Catherine VF5FS: Akira, Taka-Arashi BBCP: Arakune, Kokonoe, Tager GG: Zappa CC: Catherine, Cait-Sith, Cthylla, Bravo KOF: Almost entire cast UMVC3: Tron/Haggar/She-Hulk SG: Cerebella/Double Contact Info: Gravel on Mizuumi IRC, Twitter: @Gravelneed Other Games: Hack and Slash/Beat Em Ups, Old SNK games, Shmups, anything related to Shin Megami Tensei Extra notes:: Fighting Game Lore Lord
  9. Well I guess in Victory Cry it doesn't matter too much with losing health as Junpei has the fastest blue health regen in the game iirc. Also watching those Sorashido matches confirmed some things for me: -Home Run super with hard slide follow up can link into the reverse Home Run super(where persona throws fireball) - Junpei can reflect Naoto's r-action shot with All-Out-Attack. This might mean you could use AoA freely on her without much to worry about if opponent likes to respond with r-action frequently. -Max range 5B can activate Yosuke's DP without hitting Junpei. Now I'm just wondering if fireball super has a followup hit to make opponent slide on the ground.
  10. Since you guys are ending your corner combos into curse with slow cloud, I think I need some proper notations or vid examples of these for me to use. I usually keep it fairly simple to lower risk of dropping online.
  11. Yeah, after I get curse in corner I usually buffer [3]BCD bugs to catch no techs and rolls before they can happen. Then I get some damage when BCD bugs hit then do J236[CD] ]CD[ dash back 6D wait for tech. I musta been doing 2C too early on no tech because I would get blue beat. I'll practice on waiting a bit longer on the 2C for the combo to reset.
  12. I'm not sure if I'm liking those changes for the patch. Also, after a combo in the corner that gives you curse, what's the best way to deal with opponents who don't tech at all?
  13. 2 Junpei matches in a row vs Mitsuru/Narukami. Junpei matches throughout almost the entire set
  14. The thing I'm wondering is: How strong is the reflect fireball? For example; Naoto shoots all 5 rounds and you reflect the 1st bullet. Will the fireball go through all of the bullets or will its durability run out before it hits her?
  15. IIRC They actually had to patch Junpei's reflect ability. Older footage shows reflecting projectiles still counted as a strike on the baseball meter. I initially thought this ruined a big portion of his neutral game and looked to other characters to play. Now that I've seen it fixed in these recent sets, I'm much more optimistic about Junpei as a whole and want to play him even more. Lately I've been thinking: "Can Shadow Junpei work well at all?". I think to be a good Shadow character you need to have a few things to make up for having no burst: - Effective ways to open the opponent up - Fast full screen super for Shadow Rage punishes into a full combo - Ability to chain same/different supers together without specials moves in between(so opponent cant burst) S.Naoto/S.Narukami/S.Kuma are the only ones that fill these requirements pretty well from what I've seen. I'm wondering if Junpei could do the same. Victory Cry health/SP regen would be nice to have. It builds slowly but every bit helps. Tricky mixups aren't really his thing so I'll move on to full screen punishes. His SB awakening seems perfect for this. Problem is if he can loop supers or not as I'm pretty sure SB awakening super only does the multiple wallbounce thing and not a sliding hard knockdown. Any ideas on S.Junpei stuff would be appreciated.
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