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Actionhank

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About Actionhank

  • Birthday 06/27/1988

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    H8N D8N
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    Akshunhank
  1. Yes. I find back or neutral jumping works best on shorter characters but I'll do a test and confirm what's optimal. I find taller characters easier to neutral or forward jump, but lk-drill has to input immediately to avoid throw punishes. Also for some odd reason, BB hood has been my personal demon when doing this overhead. I've found it to work once from a neutral jump but the inputs had to be unusually fast.
  2. Currently all I've seen is using OMB to extend damage from an air throw (not sure if it was a counter throw or not). So: Airthrow, OMB, 2B, 2D, [6B], 2AB, A or B coup (I think both work). LordKnight did this at the most recent Local Battles tournament for reference.
  3. Hey I saw the Marvel vids went up, any idea when KOF will be uploaded? Thanks again.
  4. It was nice meeting everyone. Glad you have a lot of players interested in KOF! Next time Kyle plans on coming down I'll be sure to accompany him, the road trip was a good time. Shoutouts to Andrew keeping me on edge in KOF, your Duo Lon and Saeki were doing work. UmadAstaroth is a beast, your Hulk is so scary. 1 throw and done, ugh I didn't know what to do! Good shit man, see you at Final Round. Finally, yes PLAY VAMPIRE SAVIOR. Seriously go download final burn alpha and start playing, its a good game. Almost forgot, nice seeing you again Tad, Q Bee mirrors were a ton of fun and it was good kicking it with you all weekend.
  5. Wanted to add that I tried Aulbath's Guard Cancel vs. Morrigan's air fireballs. None of them are punishable with GC. She floats too high in all instances.
  6. Good question, depends on both the character and player, but primarily the character. Essentially you want to avoid over-using dash mp/mk against any character with a solid guard cancel. The fact that the animation is long and always two hits allows your opponent to easily see their opportunity to GC you, versus doing dash lights. That's not to say that dash lights can't be GC'd as well, but certain characters have a harder time in certain instances. As far as I know, the characters that can easily GC dash pressure are Demitri, Morrigan, Zabel, Victor and Lillith. Bishamon can too, but I seem to remember Kyle calling his DP a bit unreliable. Felicia can GC your dash mp/mk and punish every time, however, as stated before you can bait her GC with a dash lp/lk, wait and tech hit and/or punish depending on spacing. I currently know nothing about QBee's GC in terms of beating dash pressure, the angle is fairly high, but it still may hit. Zabel players like to do ES GC's cause his regular version doesn't always hit, and I think it doesn't go as far. ES will always hit though, and give him a mixup opportunity afterward. Demitri and Morrigan I find the hardest to pin down with dash pressure, any button could be GC'd for a punish at any time, and it is difficult to bait and punish effectively. Finally, a lot of it comes down to spacing and what situation you are in. If you need to push them into the corner for a bubble set-up, you'll find yourself doing dash mp to get things started, and then dash lights to keep the pressure and make it difficult to tech hit. Dash Mp as a meaty is especially good if you vary your timing, because they may have to block two hits, or just one and it has high frame advantage. Another extremely annoying tactic is to stagger lp's and lk's repeatedly, especially in the corner. Often times your opponent will be afraid to GC you because they don't have a read on your rhythm, and you aren't giving them any 2-hitters to work with. At the same time this can punish tech hit attempts as they will get interrupted by another lp/lk. Despite all this its best to go with the flow and keep an eye on your own patterns. Do you find yourself being GCd constantly? Well, you're probably running the same block string, so mix it up!
  7. I have some match up advice I could throw in if you'd like to add to your post Korey. Mostly it's just from what I have experienced, with a few insights coming from Japanese videos. Felicia - I'm positive this is 5-5. Felicia has a number of tools to maneuver around gas and sonic wave, and she also has some options to escape bubble traps (not many though). She can blow through these options with her super, including ES versions, so be wary of just tossing out gas/sonar. Fish has to be very careful about spacing projectiles due to her jump arc and wall climb. If she jumps from a high angle from her wall climb it is very likely that you will either trade or lose to her in the air. However, if she gets below you for any reason while you meet her in the air, j. st - j. fp chain should beat her. Her guard cancel is decent, but not Demitri good. If you stagger strings with jab and lk enough you can bait and block her GC's. Also when attempting to bubble trap in the corner, keep her GC in mind and apply that same strategy. If you bait her into doing one, you'll most likely end up blocking her follow up hits, and force her into the bubble by sheer proximity. This does require a quick readjustment in spacing though. Also, stay out of the corner. You will be eating a lot of overheads, sweeps, OS throws, and even dark force mix-ups if you stay too long. Morrigan - I feel like this should slightly be in Fish's favor, but not for the typical reasons. Morrigan can escape bubble traps very easily if she opts to burn meter on a Valkyrie Turn (super where she exits the screen and comes back with a drill). This has invulnerability on start up, and as long as they time their drill attack correctly, they can reposition her away from the corner. She has a decent dark cancel, but smart players can preemptively DP your dash attempts and shut down your offense. Her ground fireball is terrible vs. fish, simply dash under them and punish her if she's still in recovery, or jump them. Her air FB can be somewhat annoying, especially the ES version. I haven't attempted this yet, but I believe that you may be able to GC the last hit of her ES fireball and punish her (even with Fish's horrible GC). The main goal against her is to try and stay ahead of her in the meter game. Once she is out of meter to burn on Valkyrie Turns, it's pretty simple to bubble her, just don't forget about her GC options and quick anti-airs if you attempt a meaty/jump in set up. Oh, and if she uses missile super, do an immediate jump lk to get hit by one of the higher-angled rockets. This will cause you to get knocked down, and as long as you don't roll, you'll avoid the rest of the chip damage. BB Hood - Such a slippery character! She's very hard to pin down with dash pressure, and can get around projectiles easily with her double jumps. Her ES rockets can trade and sometimes beat gas start-up, even full screen. Bubble traps are fairly effective against her if you do them after a knock down. Her only option out of a meaty cr. mk set-up is to GC it. Her GC isn't great however, and may not even give her time to punish in this case. Be wary of using Dark Force when she has meter, if you go up too high on the screen you can eat a Huntsman super, and you don't want that (each hit would be unscaled in this case). Tech hit often, and watch her angles on her jumps. BB Hoods like to jump and chicken block a lot, as it's one of her only good air to air options. Try and do full jump chains if she double-jumps or starts high in the air, and unblockable st. lp if you land before her. Essentially both characters can get good ground momentum started against each other, but BB Hood is able to escape and reset spacing much easier than Fish. That's all I really have for now, if there's anything you want to add or change feel free, just trying to spruce up this rather barren thread.
  8. Ha, alright I figured nobody used that anymore. Anji woes are starting to get to me, mainly because I suck ass at guardpoints. Also combos.
  9. Hey, I never post here. I'll be at Bar Battles. Anyone with LIVE add me, I'll play CS with you, but I'm usually never on. I'll give you some info for the OP later Eric.
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