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Kikuichimonji

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About Kikuichimonji

  • Birthday 09/21/1988

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    St. Louis, Missouri
  • PSN
    MagmaFisher

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  1. We still are around! We no longer meet up at GameHaven. Instead, we meet every Thursday at Moonbase Market in Soulard. We even have a monthly tournament with stream and occasional pot bonuses. Most of the people are focused on Guilty Gear or UNIST. However, people still show up for DBFZ and I think Blazblue Tag might be a big deal. https://smash.gg/tournament/apollo-7/details We're still looking for new players. Regardless of your fighting game experience, if you want to get your feet wet, we'd be happy to have you. We have a Discord server! If you want to check in and say hi, here's an open invite: http://discord.stlfgc.com/
  2. I've been trying to get something going with CoMo people (George, SuperFX) for a while now but we've had some scheduling setbacks before. We've got a group of players who are definitely willing to travel. About 8 STL players are going to Combo Breaker this weekend, and 5 of us made the last MaxOut. If you're doing any events in Columbia I could round up some people probably. I'll make sure to post the next tournament date here too. My house has extra couches and a guest room so we can accommodate if need be as well.
  3. Welcome to the Dustloop STL anime thread. Gateway to the Dust. We exist! We play pretty regularly; I'd say 1-2 times a week. Currently Rev2 is the most popular game but there's at least a few people in all the Aksys titles and Koihime Enbu. Tasty Steve, AKA, Mr. K, and others all have been part of the STL anime community. St. Louis has lots of people with years of experience and passion for the game. If you're capable of basic friendly social interaction and want to play games with us, we're happy to have you. I've got this thread set up to notify me of replies, but honestly Twitter is the best way to reach me. We aren't active on Dustloop much anymore. Twitter and Facebook are currently the most active as of this post. Here's some useful links: STL scene's Twitter account: https://twitter.com/stlfgc This account is mostly for events and player promotions. A few people have access to it and we're still fine-tuning exactly how this will work but I think it's definitely worth a follow. My Twitter: https://twitter.com/STLMrK I tweet puns and Rev2 stuff a lot. If you have any questions about the game or events I'm usually good about responding because my phone has physically fused to my thumbs at this point. Our FaceBook group: tinyurl.com/stlgg The Facebook group is closed in order to prevent Facebook spam, but it's mildly active! We also have a FaceBook messenger chat that's pretty popping if you want your phone beeping 17 times at 3 AM.
  4. Leo advantage Confidence in my matchup experience: very high Players I've played against: MacBlunts, LoliZero, Daymendou, Grant Slayer is a very evasive character who relies heavily on counter-hits and high meter confirms in order to do significant damage. In other words, he requires specific situations to convert into high damage. Slayer is weakest in situations where he is forced to anticipate the opponent's options. Leo does not need meter to do damage, he only needs good positioning. As a general rule, what makes this matchup positive for Leo is that while Slayer can contest the spaces Leo likes to control, Leo will do significantly more damage and run much stronger oki off meterless confirms than Slayer can. An interesting part of this matchup is that Slayer can basically escape most of Leo's offense if he's willing to BDC K Dandy YRC, BDC jump, and BDC bite. Leo has to make tough and timing-specific callouts (like backturned super on a guess) in order to stop Slayer from avoiding the 50/50's. However, ultimately this really doesn't matter because Slayer can't actually threaten Leo with anything worthwhile from this defensive position. Running away against Leo only allows Slayer to determine when the engagement happens, not necessarily how it plays out. As long as Leo is not over-eager to chase Slayer, Leo can methodically advance forward and force Slayer to the corner. Slayer can escape canned 50/50's better than any character in the game. If Leo gives up the idea of mixing up Slayer, he can instead focus on chasing him and putting him in defensive situations where Leo will get the better off the trade. Leo's dashing 5P 5K gatling makes an excellent meaty string against Slayer because if Slayer does BDC Mappa, Leo can get a full 5K cl.S 5H combo. Slayer can beat this with BDC bite, but that option will lose to delayed Leo 6K. Once Slayer inevitably agrees that he has to block, Leo can pepper in some oki. In this matchup, Leo's 2D is actually a very strong normal because of its high number of active frames. The most important interactions is that it will consistently crush Slayer's 2H as well as stop poorly spaced Dandy Steps. Slayer 2H is a low attack designed to beat low attacks from other characters. Unfortunately for Slayer, Leo 2D does the same thing but better. If this was the only thing that Leo's 2D beat, then this wouldn't be a big deal, but Leo's 2D will also beat Slayer's 2D and sometimes can beat his 6P depending on timing and spacing. Slayer also cannot punish Leo's 2D on block for significant damage unless it is spaced very poorly or on IB. On the flip side, Slayer's 6P will beat almost all of Leo's normals and can CH them at almost any range, leading to a 50% damage combo even midscreen. The only normals that will consistently beat Slayer's 6P are Leo's 2K and 2S. Whiffing 2S is a mostly safe counter to Slayer's 6P, except that you'll lose clean to Slayer's 2H. Anti-airing Slayer can be a huge pain. His j.H has a bit hitbox as well has his j.D. Many Slayer players will use Slayer's j.2K to essentially float above Leo and attempt to mess with Leo's anti-air timings. If Leo is backturned, he can whiff bt.P as many times as necessary until Slayer commits and gets hit. If Leo is front-facing, he can whiff a 6P and block any followup against Slayer j.2K weirdness. The most consistent answer to Slayer is of course H Eisen Sturm, but it shouldn't be a go-to option by any means. Slayer can't really run any consistent offense on Leo. If Leo just does wakeup 4H, Leo's 5H/throw will beat most of Slayer's Dandy Step shenanigans. H Eisen will consistently beat Slayer's close-range options like Helter Skelter, and Slayer can't mess up Leo's Eisen inputs by crossing him up. Slayer's 5K or 2K > K Mappa string is extremely unsafe against Leo on IB because Leo's jab leads into a full rekka confirm. Leo's S fireball is incredible in this matchup for controlling Slayer's movement. At neutral, S fireball YRC is essentially unpunishable on reaction while also punishing most all of Slayer's Dandy Step tricks at neutral. Slayer can YRC to stay safe but he can't even turn it into an advantageous situation then. Slayer still has to block and Leo can assert pressure. Without YRC, Leo S fireball is still strong but the threat of Slayer IAD j.H is scary. Leo's backturned offense is very good against Slayer because Slayer's only actual reversal without super is BDC bite. Leo's bt.P is throw invincible and Bloodsucking Universe is a throw. If you use a meaty timing then bite can actually beat Leo bt.P by throwing Leo during recovery, but if Leo is willing to play a little loose with his move timings occasionally he can make BDC bite a big risk, which is actually pretty atypical. Dashing through Slayer is also not that risky. The worst that will usually happen is a throw. Slayer can do strong damage with throw RRC, but the throw itself is risky for Slayer to attempt with Leo's throw-invincible normals. This is a matchup where even though Leo should have a slight advantage, Slayer can win quickly with high damage off mistakes Leo makes at neutral. Even if Leo is playing perfectly, Slayer can still win with hard calls executed correctly, but Leo's kit makes him very well suited to fight Slayer even on Slayer's terms.
  5. Crouching gives 1f more hitstun. Moves give 1f more hitstun than blockstun on grounded opponents. Leo's 6K is +6 on crouching hit. 5P is a 1f link but there's a 3f input buffer on Xrd which makes this combo extremely practical.
  6. Leo's anti airs are good. Leo 6P, 2H, and bt.P can anti air anything Sin does. Vulture Seize can be used to beat these but 6P can still win with proper positioning. At the very least, H Eisen and bt.D can catch it, or I believe you can situationally IB and punish. Full screen H fireball if he's just throwing Driver from full screen, it forces a response from him. You will have to respect Beak Driver a bunch, but making Sin eat at neutral will force openings. Sin doesn't have serious mixup outside of instant j.H overhead and hit/throw stuff. Use a ton of IB - if you IB Elk Hunt he's -2 so he has to spend a ton of calories to make him safer, or he has to block. If you stop him from doing Leap he has to work really hard to do anything besides make you take a bit of chip. I recently played Deklined in 3 different sets in a small Kansas City tournament so I'm pretty confident my matchup analysis is pretty strong. The hardest part of the matchup is that you absolutely have to take an eventual risk, like countering Hawk Baker, and that is terrifying but if it works you're golden. Also if Sin ever gets to very low calories, he's a pretty terrible character until he eats.
  7. Not currently no Sent from my LG-H811 using Tapatalk
  8. Anything frame advantaged > dash up throw is honestly pretty legitimate depending on spacing. Tick throws in GG in general aren't hard 50/50 tools because they can be mashed on/counter-thrown, so you don't want to rely on them as part of a 50/50 because the reward just doesn't match up to the risk. Generally, if I throw someone, it's because I think the throw is "free" and they're spending a lot of effort on dealing with the rest of my offense, so I want to rattle them. Even something like empty jump on a safe jump > throw is moderately useful as Leo because of low air dash j.P/j.K beating throw and also he has 6K. 236H YRC throw is very difficult to contest on reaction. Then once they get used to counter-throwing, you can usually just 6K and get a full CH combo. Generally Leo should prefer the frame trap over the throw, however, because if you "guess wrong" that usually means they are blocking you while you have frame advantage.
  9. I've never heard of Leo not being backturned after successful bt.D.
  10. You combo from the bt.D into a knockdown. You can do counter > dash bt.S Bt.H on everyone, but that's hardly optimal. You can hit 22 to cancel Brynhildr but it has some recovery to out so be careful. Sent from my LG-H811 using Tapatalk
  11. Cl.S > 5P, cl.S > jc j.k, cl.S > f.S (not chained) if you're outside of the opponent's 2P range, cl.S 2S(whiff or block) > f.S, 5K >2P All of these beat 2P mash for significant reward. Remember to confirm into a crouching specific combo. Leo's 5K has low invincibility during its first few active frames, but it's slower than his jab so you can't rely on it to beat the opponent's 2P. Sent from my LG-H811 using Tapatalk
  12. In general it's better to choose options from cl.S instead off f.S. You can't reliably 6K after f.S. You can hit confirm at the cl.S. You want to avoid autopilot strings involving 5H because of the risks that move requires on block but you can just substitute 6K usually. If they want to IB 2P, 1st rekka > 2P is a combo on CH, so cancel 6K to rekka and combo off the CH. The trick to not getting interrupted with Leo is EXTREME string variability. If they want to IB mash buttons, just stop at 5K, cl.S, or 2S and it's trivial to stop the opponent's interrupt with f.S, 5K, or dashing 5/2P Against Slayer, just IB and throw if you see him disappear and you'll limit him a ton.
  13. It's a bad matchup but I don't think it's worse than 4-6, at least at the level I'm playing at. I've gone even or better against every Sin I've played in an extended set, including well known players. Throwing an H fireball from max full screen seems to be a great way to approach the neutral. Bull bash doesn't reach that far, although I guess I could get hit by running Bull Bash. Sent from my LG-H811 using Tapatalk
  14. Yes. It's removed in Revelator, though. There's one for Leo explaining the input somewhere. Basically you input Eisen Sturm with [2]7 H + button, and you get FD unless they attacked. Sent from my LG-H811 using Tapatalk
  15. Vs Venom: 0:25 Commentators talk about Leo's 5K beating Venom's 2S,but I've had mixed results with that. I really like jump forward j.K or f.S as round starters vs Venom. I basically accept that most of his starters will beat most of mine, but I don't want to run away and create space for him, so I usually take a risk and swing somehow or at least neutral jump over a f.S and work from there.You recovered from f.S in time to block here, but I think you swung here anyway. Leo's 6P doesn't work unless you do it pretty early. You could probably have used Leo's f.S ~P guard point, but it's pretty hard to use on reaction to jumps.0:30 that j.D was not spaced to be safe. This throw he gets is a punish unless you cancel your recovery to Eisen Sturm.0:36 You react to his mixup with a fuzzy jump. I personally like to do H Eisen Sturm if they do loose air dash pressure like he did. Leo doesn't really get much out of chicken blocking because he can't uppercut afterwards, so usually I just go for a throw if I get the IB.I just want to point out that FDing Venom's cl.S can really limit his options for Carcass Raid blockstrings.0:40 Good block on the TK Mad Struggle.0:47 I think you did the second rekka to get out of the corner? Regardless, reversal throw actually punishes Leo's second rekka in 1.1 unless you go for third rekka. I would have recommended backdash in this situation, or don't do the second rekka and go for a blockstring with 2P 5K > stuff.0:57 When you get 5H CH > whiff 236S, you usually recover in time to combo a dashing 5K cl.S (jc) > j.K (jc) > j.K j.H j.236H. Instead you just take the knockdown and go for meaty 6K.1:02 I really disagree with this decision to do three rekkas then RRC as pressure in this situation because Venom still had burst and Tension. Venom has really weak options against Leo hitting buttons after 1st Rekka. Or you could have done something like f.S > 6K > f.S frame trap. Venom could have just blocked your 3rd Rekka RRC then gone for a Dead Angle to start his own oki. Also, if you were going for 3rd Rekka RRC, you should almost always just immediately H Graviert Wurde (fireball) and work your oki off that. But the 2K 5D you did worked and you managed to make him burst.1:08 You manage to come down with a falling j.S and tag Venom with a full confirm, but I'd recommend using j.K instead of j.S for situations like that. Also, you go for meterless stance oki here, but because Venom has meter, I'd highly recommend H fireball YRC setups here just because it makes Dead Angles harder to use.1:12 You land the hit with the dash through bt.K but you go for a reset with bt.H. Normally that's an ok thing to do if you expect them to block the bt.K, but considering that you were already doing a bt.K and this player hasn't demonstrated his ability to react well to your mixup, I would have confirmed off the bt.K with bt.P bt.K and gone from there. If you were concerned about him bursting after a single hit, you can just do dash through straight into 632146S super, because it's as fast as bt.K and unblockable after the super flash. Or you could have done bt.K bt.P (confirm) > 632146H because if he bursted the super, he gets hit anyway.You drop the combo off the bt.H > bt.S, maybe because you're baiting a burst he doesn't have? Hard for me to tell. You could have ended the round with 632146S. Also, there's that dead angle I was talking about.1:16 This is a weird situation after your fireball YRC. If you had done 236H here, you would have gone under the pool ball and made him FD the opposite way in the air. Just a little opportunity you missed.1:23 you manage to land a Dead Angle during Venom's pressure. I personally would either have FD'd here or gone for H Eisen Sturm RRC. Leo has a really hard time dealing with Venom's midrange projectiles when he can't get out his own fireball, though, so playing cautiously here is definitely best.1:22 I definitely prefer safe jump j.K oki to meaty 6K, partially because it's easier to punish stuff like reversal backdash. Your 6P clashes with Mad Struggle here. I don't think it can beat Mad Struggle from that range, maybe 2H would? The safest thing would be to wait for him to land then force him to block a f.S/5H.1:30 Good choice not to burst here.1:32 I definitely would not have uppercutted here. I would have just FD'd the pool ball, but you definitely needed to move before Venom could set up projectiles so the round was probably lost anyway.1:41 I can't believe you got away with that 236H, he was at prime Venom f.S/2S/2D poking distance.1:44 you drop the link off bt.H > bt.S rekkas. Also, at this screen distance, I would ALWAYS do bt.214S to put Venom in the corner. Leo's low air dash mixups in the corner are pretty strong, and people can't jump away from him as easily. Prioritize corner over a few points of damage when you can. Even if they burst your combo in the corner, you're just midscreen whereas if you do the full rekka series and get a pickup after, you're basically guaranteed to be pushed into the corner when they burst.1:46 You basically deserved to get hit out of that pressure reset off 2nd rekka. Venom's buttons are really fast for their range, so this sort of reset isn't that great unless you have meter to threaten 3rd rekka RRC or bt.D YRC stuff.1:48 Another time you fuzzy jump Venom's corner stuff. Leo really doesn't get much out of it unless you can turn it into an abare situation, and you basically force yourself to burst right after. It might sound risky to do H Eisen here, but this is a prime example of where the move is an excellent option.1:53 I agree with the idea of doing j.D YRC here to get in. But I would have combo'd into either H Eisen Sturm or just into 2D here to preserve your superior screen positioning. You go for another reset off second rekka and Venom responds correctly by throwing you out of it.2:16 I don't agree with the 236H here again. Venom doesn't have to read this option to beat it; all of his normal grounded options will just smack you out of it.2:19 Your bt.P anti-air clashes and you get 5H instead of bt.H, but bt.P > bt.H only combos on CH. At lower heights, bt.PSH is a very reliable and safe knockdown anti-air combo. You would have gotten cl.S instead of 5H and you would have made him block instead of getting thrown.2:27 FD when chip would kill you, etc.3:01 Jump backwards > air dash fowards is a pretty common strategy because it allows you space to react to your opponent's starting option as well as giving you the chance to be aggressive. You've gotta anticipate those types of movements from characters that can snowball heavily off hits, like Millia, Venom, and Elphelt. H Fireball would have tagged him here and been much safer. S fireball when the opponent is currently airborne is pretty risky. It's a great move against grounded Venom, though.3:03 after Venom gets hit by your burst, he goes in with another air dash. I feel like you probably aren't very strong about anti-airing these higher-up air dashes. j.K is a good option to stop this shit without having to reaction 6P, but reaction 6P is still the best and most rewarding/safe option.3:07 Third time's a charm and you land a 6P. On CH, 6P combos to 6H and you can do dashing 5K cl.S (jc) j.K (jc) j.K j.H j.236H. If you'd rather not take that chance, on air dashes in, 6P cl.S combos pretty well on opponents with forward velocity and you can follow with (jc) j.K (jc) j.K j.H j.236H. You lose a good deal of damage on your combos by only using j.S(1) instead of j.K. j.K leads to more damage than j.S(1) or even both hits of j.S, and the only time you should use j.S in these combos is when j.K is too slow or the opponent is too high for j.K to combo. For example, against Faust, often I do 6P cl.S j.S(1) (jc) j.K j.H j.236H just because the first j.K can whiff if he's too high from doing Fausty things.3:10 Venom demonstrates that he can react to the bt.H after bt.K and isn't having any of that shit. At ranges where you can only do bt.H after bt.K, consider doing S fireball YRC, bt.214S to catch buttons for a CH combo, or dashing up to do bt.K again. Many Leos just go for too many max-range bt.H's because it's safe and a good scrub-busting technique because it leads to so much corner damage, but better opponents will just read your options and block your no-mixup mixup.3:17 Good read on the H Eisen.3:22 You land 5K cl.S 5H, but you should have gone for a more damaging confirm because you could have recognized he was crouching. I would have done 5K cl.S 6K 5P 5K cl.S 5H rekkas. It's moot because he bursted, but it shows that you're not looking for these types of conversions, which are a huge part of what make Leo threatening.3:23 The next ten seconds are an example of how impossible it is to get next to Venom without using your H fireball., culminating with you attempting the world's most yolo uppercut Don't try to run at full screen Venom in general, just throw a H fireball and follow it. He can absorb it with a QV, but you can just barely tag him out of that hitbox.3:35 Venom foolishly tries to follow you in the air and pays the price with being knocked down in the corner. Good choice for the 22 cancel > throw.3:38 I would definitely have applied some sort of meaty here, either bt.K or bt.P (bt.P because it leads to more damage if they mash and you can follow it with a second-hit low). Venom gets out of the corner by jumping and coming down with a button, and now you're in Venom hell again.3:54 You could have killed Venom with an OTG dashing 2S after the third rekka. You can't land anything after the OTG, though.4:10 By now I've noticed that one of Venom's adaptations in this set is that he is just jump around all over the place at half screen. You haven't really given him a reason to stop. 4:12 I think you anticipated him teching forward out of the 5S and punishing you for the 5H, which is why you went for the P guard point? You could have converted off CH f.S AA into 6H > 236H for a full combo, but I rarely make that confirm myself.4:14 As a Leo player, you have to be extremely careful about your jumping chains to make sure you have enough time to combo when you land. Off that j.K, you could have converted into a full combo if you had used j.H instead of j.S. But he mashes after the j.S and you get the combo anyway.4:17 You've lost a lot going for these second rekka mixups. He's been challenging them correctly. At least you don't burst the throw combo.4:24 Yayyy you landed a H Eisen Sturm! if you had RRC'd that second hit (you whiffed the first) then you could have converted with something like whiff j.D, 6H 236H (crossup air hit) bt.S 214S 5K cl.S j.K j.236H. At the very least, you would have traded your meter for his burst and getting out of the corner, and you would have made your flash kick safe.4:27 When you go for non-meaty H fireball setups like this, you should anticipate that they'll attempt to jump out. You can stop them with immediate f.S after the YRC or running j.S just to make them block and bring them down to the ground with j.S j.P chains. Your j.K here whiffs unfortunately but you still manage to get him blocking.4:30 I like that you went for the S Fireball YRC stuff and converted when he tried to throw an anticipated Leo 6H. Good presence of mind here by Venom not to immediately burst, because I would have been baiting the shit out of that lol.5:15 You have been trying to hit him with bt.KH a lot, and he has been blocking it 85% of the time. You need to mix up your pressure more here, either with bt.K > bt.K or more staggered strings, like bt.K > dash bt.K or even bt.K > 236H.5:24 I feel like you make a tactical error here when you run out in front of your H fireball YRC. You should use it as a shield in case he tries to chuck balls or normals at you. If you get hit, the fireball goes away, so you need to make sure your investment in the YRC doesn't get wasted. You land a good stagger 2K > 2D, though.5:33 Another bt.KH, another combo you give up in order to go for an obvious low-high string.5:38 If you're going to use a H fireball YRC to convert into a backturned mixup, do a raw 5[H] instead of the 5K. Here you're basically just spending meter to put yourself in a situation where you're -3 and the opponent could have punished you with a throw after 5[H].You manage to close out the round with a double bt.KH string, proving that you CAN in fact win a game of Rock Paper Scissors by throwing rock 17 times in a row.5:53 I would have uppercutted the shit out of that Mad Struggle. Basically I let Venom do whatever he wants on the ground on my wakeup unless it's Mad Struggle. Most do it because it baits throw and is therefore "safe," but it's slow enough to punish on reaction even when TK'd.6:00 You can add a bit of damage to your combo off CH 6K by doing 5K 6P cl.S 5H before rekkas.6:04 He gets hit by both bt.K's. See how he's just anticipating overheads at this point and forcing you to go low? I would push this point until he adapts again.6:07 I really don't like the bt.KSH confirms because they give up a lot of mixup options. bt.KPK is much more successful in my experience and you aren't pushed out as far on block. Also, after bt.H at midrange, look into just doing slightly delayed 632146S to make him block when you have meter advantage like this. Either he gets hit and you win, or he blocks and you're +8 and get to do frontfacing pressure. Or you can do immedate S fireball YRC for a low air dash mixup, it's a really strong option after blocked bt.H.6:14 Good choice on the super followup to the bt.H. At that range, if he had bursted, it would have whiffed and you could punish anyway. If you had gone for a RRC combo, you would have giving him opportunities to burst. You could have combo'd a running 236H after the super for more damage, though.6:17 I like the decision to fireball YRC here.7:01 Blocked bt.K bt.H7:08 I might have bursted here too. Remember to vary the hit of cl.S that you burst, it makes it incredibly hard for Venom to bait because he can't combo off the early hits as well.7:36 I feel like you're going for too much 5H rekkas at this point. You could actually get away with 6H here, or done IAD j.K off the f.S. Mix up your pressure more.8:08 Attempted reset punished again8:15 I don't see the point of doing DAA instead of H Eisen RRC here, but whatever.8:22 Venom's anti-air combos in Xrd are total ass. He can't get anything off 6P without CH or RRC at that range, and even if he gets CH, he only gets 6H. So most Venoms auto-pilot 6P 6H and hope it CH's. You can tech forward and tag him if he tries that without the CH, it's very useful.8:27 and 9:30 He really has your number on these bursts lol. Venom REALLY sucks at punishing bursts on block though. All he gets is <100 damage and a knockdown.9:35 Another bt.K bt.H that doesn't work out.9:50 Good use of running S fireball to clear his balls, but S fireball just can't compete with his volume at some point. If you had done a H fireball after the second S fireball, you would have been in a great position.10:15 When you've got a guaranteed CH 5H like that where he whiffs the sweep, you can do 5H 6H > rekkas at least. You probably could have landed 5H 6H 5P 5K cl.S f.S 5H rekkas even.10:17 bt.K bt.H, but he swings after bt.H and you tag him with bt.S.10:25 You could have converted on this air dash with j.K j.H.10:31 Good conversion with the corner 3rd Rekka > 6[H] bt.S 214S, but you are losing a lot of damage by using j.S instead of j.K in your air combos. Also, cl.S is faster than 5K, so I would have done 6[H] bt.S 214S cl.S (jc) j.K (jc) j.K j.236H.11:00 I would have done safe jump stuff after the DAA.11:12 While I'm not opposed to you trying 2nd rekka pressure resets in the corner, you really need to explore hitting buttons after 1st rekka. It's MUCH harder for most characters to deal with than hitting buttons after 2nd rekka, and if they do find an option that beats your followup 2P, you can just do 2nd Rekka and tag them.11:39 Good air throw!11:48 bt.KK works again.13:45 On Venom, after bt.D, you can land 236H > bt.PSH for more damage and corner positioning while maintaining your backstance.13:47 I would probably have RRC'd that clean hit with bt.S rekkas RRC 6H dash 5K cl.S (jc) j.K (jc) j.K j.H j.236H. At least force him to burst.13:50 Against Venom, if you want to meaty him with backturned stuff after 3rd rekka, you have to do immediate whiff 236H into immediate bt.K. His fast wakeup makes it so that you can't delay at all, or he can jump/throw you.13:57 Good read on the RRC, but if you were reacting you could have done the 5H > P guard point and combo'd with 6H dash 5K cl.S (jc) j.K (jc) j.K j.H j.236H. If you were anticipating, though, that's fair. Also, if you would have delayed your S, you would have gotten cl.S. You can actually run before the 5K on a burst bait to punish. Leo can even cl.S 6P cl.S (jump install sjc) j.K j.S(2) (jc) j.K j.H j.236H for about 200 damage on a burst bait. From that farther range you have to substitute 5K for the first cl.S, so the damage increase is only 20 damage from 5K cl.S (jc) j.K (jc) j.K j.H j.236H.14:28 He killed himself by IB'ing the first rekka when you had meter for RRC, which is pretty common. GJ on converting to the kill.15:02 Failed bt.K bt.H18:32 Good burst bait19:21 he isn't letting you do second rekka pressure. You're being too aggressive with your pressure without layering it with all of your options, which makes it easy for him to contest you.19:37 Punish stuff like Double Head Morbid with 5K cl.S 5H because 5K lets you land the cl.S instead of f.S.19:55 You could have gotten a large crouch confirm and taken the round clean with that combo off 5K.20:14 Use 5K to punish Venom's DAA.20:33 failed bt.K bt.HGood job taking your local! I'd like to play you sometime.
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