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Siefer

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Everything posted by Siefer

  1. If you block Aigis' DP, I think the best you can get is a dash 2B CH combo. Maybe you can do dash air hit 5C FC instead though, I haven't tested that. EDIT: Nope, you can get a dash 5C FC if your close, but not if you are farther away. 2B CH is the most reliable. EDIT 2: Hm, looks like it's either really difficult or not possible to get 2B CH if you block at max (or near max) distance either.
  2. As of right now, I'm planning on heading to Roku's tourny, but I live north of you, so that doesn't really work out. I think Andy said he was going, and he's coming up from the south, maybe he can help you.
  3. I felt that your decision making was getting better, however, I also feel that the Chie player was giving you way too much respect. I'm also not sure how well the Chie player knew the match-up, Chie can just do double DP on wakeup to beat 214D. Also, the chair super is unsafe without an OMC, which Chie didn't punish. You were playing less scared later though, which is good.
  4. RPS = Rock/Paper/Scissors. Once Kanji (or any good grappler) knocks you down, they force you to guess what you're going to do next in order to escape it. I don't recommend using AoA to confront a Chie approach.
  5. This match was awful. In the 2nd round, it was clear that he was fishing for j.214Bs, I would have just chilled and waited for the CH 2B. That wakeup 214D you did was a risky decision, the only thing it will beat is 5A/5B and command throw, but wakeup DP does that too. If he had done walk up DP instead, he would have beaten your 214D. The Kanji mirror isn't boring, it's just stupid. It's just RPS from both sides aside from mid-range neutral game.
  6. Some of your decisions at neutral are a little wild (random AoA?). You need to confirm better off of your hits, and stop panicking and throwing out wild DPs/214214Cs. The biggest thing that stood out to me though is that after you got knockdown, you played scared and didn't put Chie into RPS. You can't do that with Kanji and expect to succeed.
  7. If your goal is simply punishing and baiting the DP, you can just jump over Yosuke and then 5B on landing. That will result in a FC. This obviously doesn't stop jump outs though. EDIT: I assumed people would realize this, but I'll just say this to be safe: If Yosuke delays the DP (for example, after you've thrown or swept him and he's waking up), he will catch your 5B. If you read this, you can just jump over him again and j.B, which will result in another fatal (if you're in red axe).
  8. I'll come over this Saturday for games if you want Ril.
  9. It was nice meeting and playing people again. Maybe I'll stop by again for NEC.
  10. Well, I'm sorry to burst your bubble, but you're doing it wrong then. Aki can't mash jab if you do it correctly, which isn't hard at all. Every character can DP out of a meaty, but Yu's generic oki set up allows enough time that you can literally watch and wait for the DP to come out and punish accordingly, and if they don't do it, you can just continue your oki...
  11. Uh...are you sure you're doing it right? Aki can't mash jab there...
  12. Fuck netplay, fuck ranked, shit is too laggy. GGs Toan.
  13. @Agni: If you're not having fun, you should just quit. If you want to get better, you have to accept those losses and try to learn from them. If you're losing to auto-combo mashers, it signifies to me that: -Your (or your opponent's) connection is really bad. Stop netplaying, play offline. -You don't understand your character's tools, leading to poor or random decisions at neutral, which puts you on the defensive and increases the odds of being rolled by the majority of the cast. -You're having trouble confirming off of your punishes or random hits. -You don't understand your options on defense/offense and how to deal with certain scenarios yet. -A combination of some or all of the above. I would take some time off of netplay, go into training mode, and really explore your character at a basic level. Look at some hitboxes, look up some properties of the move (can this be jump-canceled? What can I chain into from this? Is it airtight? etc.), and try to get an idea of when you would want to use what. After this, you can work some basic combos and/or setups (depending on your character) into your game (it's really important to know at least a basic punish combo...) and then take it back online. Save the matches that you lost and review what exactly led to your loss. Stop shifting responsibility off of yourself (Mitsuru, DPs, etc.) and critically analyze what exactly is going on. Do you need to work on your defense? Your decisions at certain ranges? Your offense? All of these? Break it down and then begin coming up with solutions...or in the worst case, avoid situations that would put you into those bad spots to begin with. If you do this enough times, you'll get to at the very worst, an average level of play.
  14. If Akihiko is recklessly doing AoA against you that often without meter to make it safe...you really don't need optimal punishes to deal with him...
  15. Only 7 characters in the game leave you at +17 or less off of an AoA: -Yosuke: Can 214C punish unless he's max or near max range. -Yukiko: Same, but you can't even punish with 5B if she does it at max range. -Kanji: 5B is too slow anyway in this case. -Teddie: Again, needs to be max or near max range for grab to whiff. -Mitsuru: Same situation as Yukiko, if she's doing it max range, you can't punish with 5B anyway. -Akihiko: Same situation as Yukiko, although you have a little more leniency with 5B in this case (he needs to be max range only for 5B to whiff). -Labrys/Shadow Labrys: Same situation as Yukiko. This looks pretty situational in my eyes... EDIT: That being said, CH 5B-214C does technically offer an (immaterial) damage increase, so in situations where you can't 2B, you have enough time to do a 5B, and you're not going for the kill (unless you can't do CH 5B-2B-236B~j.214B-236236A-whatever as a punish, I haven't tested that), it is the "optimal" punish. This is still pretty limited though in its applications.
  16. This is actually fairly situational as a punish. Given the opportunity, 2B/Cs offer the better damage and wakeup setups, but there aren't too many times when the best you can punish with is a 5B and they are on the ground. Outside of those very situational circumstances, I usually only see this happening as a pure accident (they wanted to use 5B as a tick, somehow it counter-hit, they got it to combo instead...). I guess if you didn't know that though, it's good to know...
  17. Yea, we knew that 214C can be combo'd off of a CH 5B.
  18. The only thing that happens in Northern Jersey to my knowledge is local battles, which you already know about. I guess you could try to get casuals with Mcnugget and Achzthen.
  19. Thanks for the help Urichinan! I wasn't canceling the j.214B fast enough and that's what was causing it to drop.
  20. The biter uses this setup a lot actually (with 236CD). Unfortunately, at least in my testing, you can forward tech out of it. If your character has an air DP, you can also air DP out of it (Yu/Mitsuru). EDIT: How are you getting it to work against neutral tech with 236D? The dummy always techs safely out of it for me, and I'm canceling the 236D as soon as possible off of the 2nd A...
  21. Hi, I have a question on a combo. I am trying to do this combo: 5AA > 214A+B > 214214C(2C > 5C) > Dash > 2A > 5B > (2C Hits) > j.B > j.214B > (5C Hits) 214214 > Titanomachia End > ]B[ The opponent always seems to tech out after the j.B for me though and never gets hit by the j.214B. I've tried doing it later and earlier with the same result, so I think it's a spacing issue, but I still can't quite figure it out, even with the video (which is a great idea btw). Any help on this would be most appreciated, thanks!
  22. You can actually space yourself where you can hit her out of 2B with a j.B as long as the chair is smacking her arm. Uh, otherwise, yea, anywhere else in front of Mitsuru isn't a good idea...
  23. @Koozebanian: I just tested this, and you're right. The hop thing is actually pretty useful to know.
  24. @Tari: Yea, I just tested that, I could get Mitsuru to do Air DP to go right over the sweep (if it were grounded, it would have hit Labrys). That being said, you can create a true meaty situation with 5A/2A (couldn't roll out of it), but in order to do that, you have to be really close to them on sweep, so a 5B-2AB-22X for example at point blank. A more practical application would be say 5A-2AB-22X, anything that would allow you to hit with 5A-2A without having to move, and you're allowed a little more range on this than the 5B. This should be able to work with up to 3 2As too (i.e. 2A-2A-2A-2AB-22X...), you just have to omit the 5B because it pushes them back too far for 5A/2A to hit without moving. I could be wrong on this, but I couldn't roll out of those attempts. You can also do this off of j.B (j.B-5A-2AB-22X, or j.B-2A-2AB-22X) if you're not too far away.
  25. Yes, I knew that you could roll through it, but I assumed roll had invincibility on frame 1 (I read just now it does not), so what Tari is saying is right, it'll catch them trying to jump out (first 3 frames), but rolls would beat it. Well, on the plus side, if you read roll, you can punish their recovery with a 5B CH...likewise, unless you're close to them, you can also make their DP attempts whiff entirely, including Mitsuru's. Labrys oki still not very good...
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