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archling

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Everything posted by archling

  1. That's because Aikouka plays super safe and conservative. It's up to you for how you want to play. Do you want to take risks and go for the 2D overhead into 28D knowing that you can be punished? You can get huge returns by taking equally huge risks.
  2. - Do not get stuck between Carl and Nirvana Generally a bad idea as any hit from Carl leads to a ground loop and potentially the clap trap. Don't make it easy for Carl! - Oh, no! I'm stuck in the ground loop! If you have meter, use her dead angle--counter assault (6A+B while blocking). Ground loop lasts for about 13-14 hits which translates into 3 repetitions or so. After that, everything is reset, and Carl gets to mix you up with high/low hits. Keep in mind, you are not knocked down at the end of the ground loop, so now's your chance to get out!!! Remember, any hit leads to another 3 reps of the ground loop, or a knockdown into the clap trap. The last thing to watch out for is that Carl can choose to reset to mixups any time he wants by waiting until your current hit stun is over then going into high/low. - Drive juggle is hard to connect on Carl! Because of Carl's small hit box, he needs to be very close and very low for 5D 6B 5C 6B 5C 236D juggle to successfully connect. If Carl is not close and low enough, he can tech before the first 6B connects. If you're not confident, ending the juggle early with 236D/28D or doing an air combo is probably a better idea as Carl has the least life among the cast, so relatively speaking, you're not killing him any slower by doing lower damage combos. - Oh, no! Clap trap! If your opponent has perfect execution, go get a drink; this round is over. Alternatively, you can grab break the first grab and immediately burst. If you know your opponent can't execute the loop perfectly for whatever reason (heh, lag), then just wait until Carl messes up and tech! If Carl grabs you too low (about level with nirvana), grab break because the Nirvana will whiff. If this is done in the corner, and you're on the outside (Carl in the corner), then grab break because the break will push you out of Nirvana's range. - Apply pressure! Well, this is really a given.
  3. God, it's hell fighting a good Rachel.
  4. This is quite old, but... http://www.youtube.com/watch?v=o9GcHrdnpt4 Manakan vs Seo, and GUCCI vs Shadow! <3 GUCCI!
  5. j.C counts as a projectile and thus cancels swords. I'll confirm this tonight.
  6. This is actually my favourite matchup simply because of the dynamics behind it. V-13 is trying her best to keep Noel out, and Noel is trying her best to get close. Depending on where the players are, the advantage swings from player to player in a single match (lots of cool combacks and stuff). When Noel is far from V-13, you really have to be patient and block well or you'll eat 4k meterless combos. One of V-13's most common combo at a distance is throwing two ground swords, then two overhead swordsfollowed by a saw that hits low. When Noel is in 5D range, use it! At this range, V-13 will probably either use 2D or 6D. From most games I've played, 5D will either beat V-13 outright, or you'll trade. If you trade, you still get a counter hit so you can still follow up with 5D 6C 214A.
  7. Depends on how far you are. Sometimes, you may be close enough to hit 5A 6A. A few other notes vs. Jin: - 4D beats out ice car. - Jin doesn't have a lot of mix ups, so it's safe to block low most of the time and watch for the throw. Only his jump ins hit high, so block high when he's in the air or anti air with 6A. - If you do block the ice car, watch out for the RC or you'll eat a counter hit. I'll add more when I think of more stuff.
  8. Just block and punish with 2A 2B. You get a chain to 3C, 22C since he's in crouching state too.
  9. Lol too scrub for you

  10. Pui, do you have the game yet? =p GO BACK TO WORK

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