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Kikuichimonji

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Everything posted by Kikuichimonji

  1. You're probably pushing them away from Izanagi by dashing. Always start the blockstrings with j.b after sweep -> 5D, unless you're playing against someone who can hit you with an air unblockable uppercut for doing it (Yu).
  2. On everyone but Chie: 2A 5B 2B 5DD 214B dash 2AB. It doesn't work on Chie, from what I've been told. I haven't played many Chies myself. If you cross them up, you have to do something like 2A 5B 2B (jump cancel) 5DD j.b 5A/5B 5C 2B 5B 2AB.
  3. Wow I keep meaning to type 5C and typing j.c
  4. Against Mitsuru it's the only answer for 5A. Against Elizabeth, fuck it. I can either do the thing that stops most of what you do, or I can take a guess and maybe win the round. If I have meter and you block I'm in anyway.
  5. Excuse me, I mistyped. I meant you can do 5c -> j.214AB without fatal. You do it at the beginning of a combo because the j.214AB doesn't prorate and the 5C barely does so.
  6. What I've learned about about this matchup: You can't challenge Mitsuru 5A with pokes You can't challenge Mitsuru j.b with 2B You can't challenge Mitsuru j.a with j.b 5D has a significant dead zone where it can't hit you if you're too close C slide/D slide will always beat 5A unless she starts her 5A faster than your slide. C slide can start up even after her 5A. On block C slide is not in counterhit so if she blocks it the best she can do is 5A > stuff. You lose a primer though. There is a range where C slide actually cannot be punished by 5A, but it's WAY far out. Mitsuru's 4/5/6 B will fatal counter your slide 100% consistently. D slide will trade but she gets to combo anyway. Her low options are worse than her overhead options when she has an ice shield out or she has 50 meter to OMC j.b. Her only lows are 2A and sweep. She can get a combo off sweep but it's pretty slow so you should be able to block high, and then react low. At the range she wants to be at, which is 5A range, she can only really do 2A > A droit as a low. None of her A or B attacks are jump cancellable on block besides 2B. If they do j.b without meter high up I think you're plus on block. Might even be able to punish her with instant block 5A/2B. At the right spacing, B Droit is plus even on instant block (I was told this, didn't test it myself) If you are in awakening and in the corner, you can punish her uppercut with 2B (air hit, both hits) > D slide (1 hit) > cross slash > 2B > 5B > j.c > j.214B > 2B > j.c > j.214A > cross slash If you are near the corner, the best punish for her uppercut is off 2C fatal counter. If you are not near the corner, you can do 214A > dash 5B 5C > 214D > OMC > 214B > 5B > j.c > j.214B > 2B > j.214A. If you block and then dash 214A, dash 5B 5C you can get her to the corner even if you started in the corner. She can super cancel to counterhit you on both of these. You can roll through Bufudyne on reaction. You can't roll through Myriad Arrows on reaction. You can roll in the middle, even if she doesn't charge the last kick.
  7. j.214AB is faster so on non-fatal combos you can do 5C -> j.214AB.
  8. 214A is *safe* on block, but it's disadvantageous. Yu doesn't really have any ways to reset blockstrings that aren't risky. 2B jump cancel air dash can be useful, can set up crossups with air turn. Sweep and 214C can also be used in blockstrings. 214C seems even-ish at max range, at least you won't get punished. 2C backdash cancel is safe on block but leaves Izanagi vulnerable. 2C forward dash cancel is unsafe but you might get away with it very occasionally because of your other options. 5C immediate 2C is alright as a frame trap, it's not tight though. 5D in blockstrings is the super greedy, 'boy I hope my opponent doesn't have any reactions whatsoever' option. 236D fatal counters and is plus on block but is hella slow. 214D OMC is a good way to extend blockstrings, as is 214A OMC (potential air dash forwards). 2B is unsafe on block, as is 5C I believe. You can frame trap with these moves with gatlings/chains (for example, from either you can go to 5B). Ask about specific characters in the matchup threads. Better yet, read the thread and see if your questions get answered.
  9. Good stuff. Does replacing the 2A with 1 hit of 2B increase or decrease damage? Is that even possible? Will test later. Does 5D or 5DD have P2? Now I wonder what the max is off a fatal 2C with OMB. Honestly I think you start running out of moves at that point. Something like 2C, 214B, 214A, OMB, 5D, j.214B, 5DD, 2B 5C j.214B, 2B 5C j.214B, 2B j.c j.214B, 2B j.c j.214A 214214C? That's a theory combo, it probably doesn't work.
  10. So I had a really dumb idea recently. The problem with j.2A to j.D is that your frame advantage is really low, right? So a meaty 5A will barely stop a jump, etcetera. Well, if you feel like calling them on being squirmy, you can probably just uppercut them on their wakeup. Then Izanagi will come down and make you safe, and probably blockstring off of it. This might be a good way to make j.d oki more solid. You can probably combo from it too, I will test this later.
  11. If done from the lowest possible height (which is the height that it combos to 5A) I think j.214AB is plus on block. Not sure?
  12. 214A is safe on block. Less so if they instant block, I don't think it's a free jab though. You can one more cancel it and air dash in for a sudden mixup/combo on hit. Don't use 214B outside of combos/punishes. If you time a 5A after 214A and they time a 5A also, you will usually lose if they have a fast 5A. This is because you are minus on block on 214A, although from farther away I think the disadvantage is less.
  13. I bet you can avoid the resets by teching up or jumping/air dashing before the 2B. That video has a lot of good shit, but Yu has a good neutral game, more life than Yosuke, I think better average damage than Yosuke (although that fatal combo is nasty), and I'm gonna mention 5B again because it's super annoying for the opponent to deal with. I mean if you want to play Yosuke play Yosuke. But I don't think Yu is bad. Just my opinion.
  14. Just gonna point out that's a 75 SP combo, not 50, because of the EX slide. Approaching corner (half of the screen) hit-confirm from an air-to-air: j.b (2 hits, confirm), double jump forwards j.c, j.214B, OMC j.214B, 5B j.c j.214B, 2B j.c j.214A, AAA-something like 3.6k? I think it's a good use of meter for when you're not quite to the corner. You can air dash after the OMC but then your timing must be perfect. Height doesn't seem too fickle, it also looks really cool. What's the best you guys are getting from an air throw OMC?
  15. He probably did the 5A too late.
  16. After blocking the original attack (I think it's 5C), hold up back. Removes the mixup, the roar is too slow to catch you.
  17. You could always let them do the uppercut and then do a fatal combo for 6k. I know that the 2 hit timing of 5D is a 'real' meaty in that you can't jump out of it. They can never tech in the air if you end the combo with sweep -> 5D.
  18. 2C -> 214B is bad anywhere but the start of a combo as far as I can tell because 214B becomes really hard to combo off into anything juicy. Also, you shouldn't do more than one (grounded) 214B on the ground because of repeat proration. On crouching opponents 5A 5C 2C 214B combos. You have to fill in the holes with Yu, without support from Izanagi. Something like 5C 5B will keep Izanagi safe but you just end up down frames. On 5D and 5DD you can make true blockstrings between 5D and 5DD, and directly after 5DD, that are also high/low mixups. Something like 2AB 5D j.b 2A 2B 5DD j.b is a true blockstring and keeps you both safe. In order to do really tricky shit, like double crossups, you need to leave holes. Also consider that having your opponent swing at Izanagi and hit him isn't really a bad trade if you get a full combo on him for it.
  19. Myriad Truths has a shitton of invincibility. Evasive action has invincibility throughout most of the move, but not on startup or ending. So C Ziodyne is much faster than D Ziodyne. I have a suspicion that D Ziodyne has more invincibility to compensate. I'm not sure what differences exist between C and D cross slash.
  20. It's an alternative to the simple meterless 2B j.c loops and if you're going to end in a super it does much better damage. 214B is so obviously an overhead and so slow that it's not worth doing against a decent opponent offline. I would rather do 214A in basically every situation. Even if they block, with 5DD you can blockstring from it. Off 2AB to 5D I think j.b is the best way to start a mixup anyway.
  21. Is her sweep plus? If you prevent her from doing blockstrings from Droit, I don't see how she can extend blockstrings safely besides whiffing sweep feint. Robo 5K is way trollier than Akuma or Seth ever could be.
  22. Punishing Aigis's uppercut with Yu starting in the corner: block, 214B, 214D (1 hit), 214214C (cross slash crossup), 2B 5B j.C 214B 5B j.c 214B 5B j.c 214B 214214C - 5.9k, plus blue health for the uppercut. She can super cancel her uppercut in the air like Yu can in order to gimmickly punish you for punishing it. I think this game has Blazblue-style link help, where if you hold down the button you get the same input for multiple frames. This can help you get the 2B off the cross slash, which is essential to that combo.
  23. Hit A+C in the air, it makes you turn the opposite way.
  24. I think you mean 214B (look at the keypad on your keyboard if you have a keypad, or look at a calculator). 214B usually knocks down, but if the combo is prorated (either from starting off a move that prorates a lot as a starter, like a 2A, or for using moves like j.c in the combo), they will tech in the air.
  25. You can see her do her Furious action after you do a meaty 2A/5A, jump it on reaction, and then punish her. No guessing required. Like Lumin said, you can tech her furious action if she doesn't counterhit you.
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