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TheSlyMoogle

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Everything posted by TheSlyMoogle

  1. Just got back to TN and too tired to respond with the long ass post I need to make... So I will leave this post here to remind me to edit and do it. Shit probably just make a thread later that has been a long time coming.
  2. First learn exactly what each of her drive moves does. It seems like everytime I play our noel player there is a new drive move I didn't know about. Like Kid Viper said you can do the dps to punish her when she does more than one drive, but if you can react and see them coming you can IB and get a punish with a normal like 2a or 5b, which is risky compared to the Dps but you can get some nice combos for punishing those shitty drives. It just takes a lot of play and knowing what each drive move does. Most of them have some sort of invincibility for a while. Once you get into a position of pressure keep it on against her because she has few ways to punish you for pressuring her. Another interesting fact about noel: Her crouching hit box is stupid small, so if you happen to catch noel from an IAD combo, make sure to not throw 5b when you land and skip straight to 5c. 5b will pretty much whiff every time. Also when Noel pressures 3c as long as you instant block it you get a free crouching punish as well. MMM tasty damage.
  3. Actually as long as carl is pretty locked down and doll isn't already in some sort of movement, then you're good to pressure him all day.
  4. Yeah that basically describes the jin matchups pretty well.
  5. Truth. I guess if we ever play each other we'll have to flip a coin for pink fit.
  6. Depends. For the most part if your opponent is encased in Ice you should be doing something other than sekkai jin. The only time it's useful is to get a nice combo from Jin's overhead. Other than that don't use it. Also another tip if once nirvana activates a move, all except the rush punch with autoguard, you can hit her and stuff the move. More importantly is she actually goes into hit stun. This means you can combo nirvana. I've seen a lot of jin players actually blow 50% gauge to do 5c ice super (632146 + C) and it will almost kill nirvana at full health. I think it takes about 10 seconds or so for nirvana to fully heal, leaving carl with very little to protect himself. Watch out for gear super when that bitch is dead though, it's one of carl's ways to stall for more time for her to heal. Not very much you can do about shitty gear super except not get hit by it. :D For the most part though you completely out range carl even with nirvana and jin's pokes just make it really easy for him to kill that slut anyway. Max range 5c,5d, 2d all good pokes to range carl in this fight. Once you get in just normal pressure strings until you either break that guard or carl fucks up guarding. Poor carl eats damage hard too. KID VIPER: WHY DID YOU STEAL THE PINK OUTFIT FROM ME?! Now i have to play the turquoise blue fit.
  7. The reason you don't really see this is you're giving up a guaranteed knockdown for a setup that might possibly work. At high level play you don't see a lot of tech baiting for air throws either because setups like this obviously scream that they are setups. It's a great idea at the time, but probably not something you'll land more than once in a set, and maybe not even then. Take the guaranteed knockdown and butterfly setup because then you have way more options in the corner than a shitty tech trap. Nah you have a couple of frames to get the IAD combo from On. like 3 or 4. Basically it pretty much only works on the characters shown at the end of the video. The main thing is the delays between the gatlings that makes it difficult. Kinda have to delay the J.HS a lot to get the 5k 5s or 5p into On. Practice it on testament if you want to do it. His and slayers are probably the easier ones to do. IAD j.k, j.s, j.hs, land, 5k, 5s On. Btw the timing for the 5k after landing is like that of when you do like the normal iad combos on a standing opponent. The hardest part of the combo really is the IAD on the first couple of frames after you land from the first ON.
  8. Well this just basically means you're going to have to completely learn those matchups really. And to be honest I feel like Jin plays a little bit like slash Anji. He has this decent pressure that just resets into itself again and has many different options to reset into it. A lot of jins game is that pressure and just waiting for your opponent to get hit somehow and getting them back into that pressure game.
  9. OMG... He is a scrub. Secret is out!
  10. For the most part what Klaige forgot to mention is that butterfly really isn't about the mixup you get from it anymore. It's mostly about baiting the character to escape it. Pretty much every character in the game has a very good way to escape your butterfly and in the American scene especially no one wants to guard a mixup. So they try to escape and until you punish this escape enough they're not going to sit there and let you butterfly them. For the most part when I was doing double butterfly consistently my crew eventually learned to just IB butterfly a, and then backdash or whatever they want to completely avoid butterfly b. Anji is in too much recovery to really do much to punish this as original butterfly gives him no frame advantage and if they see the second butterfly they have plenty of time to react to that an GTFO. Leaving you without an option. Although a good pot player should IB the first butterfly and flick the hits of it's 2nd form causing your other butterfly to mean shit. That's just how it mostly goes down with the Pot player I play. Honestly your best bet is to use single butterfly all day and go from there. I approve of Flashy but save it for your combos.
  11. Uhm... That Justice was just bad.
  12. Well you have a lot of time to cancel 5c to 5d so if they neutral tech just do that. Normally pushes them too far away to punish. You can also give them a 214 A after 5d and that will normally keep them from trying to counterpoke you or anything. I'm very interested in this moonspeak combo translation you speak of.
  13. Hmm I've been throwing a lot of well timed 5c to catch rolls and techs. It's active for quite a while and it's big. Plus if you catch rolls with you easily get a 6C afterwards since rolls leave characters in a crouch state.
  14. So uh, Jin is officially interesting mechanically. Interesting things about his freeze effects.
  15. TheSlyMoogle

    FRC on Pad

    When I played on pad I would just press my thumb over all 4 buttons very quickly and I would say 1 out of every 100 RC or FRCs would cause me to go into IK mode. I basically only switched from pad to stick because we started traveling to the arcade in TN with AC and BB all day on stick. So had to make the change to stick for the awesome that is arcade competition and shit.
  16. Yeah regular SE, CSE would eat your ass up.
  17. Cause overhead fucking sucks dick. Kind of like you.
  18. Yeah I'm talking like strats man. Mostly just some discussion stuff like: Does j.D do more damage if it actually freezes? Good things to do to catch forward or back rolls. Pressure strings and mix-up. (Jin has to have the worst overhead in any game ever). And a lot of Match-up stuff would be good for everyone I think. This is stuff I think we'll be able to understand better later with the mook. I needs frame data so bad.
  19. Need Match-up Tips vs. V13 H-man Tager Noel Litchi Pozer I know you are playing this guy seriously. Need to talk strats and tired of fucking coming into this thread and everyone is just like "Lol Jin" GOD DAMMIT!
  20. Ok... Played the game. Mashfest. Done. Not even an intelligent one. I take back my previous statement of intelligence. :D As for a "serious" FF fighter I just need it to have the complexity of Something like Tekken or street fighter, both considered very easy to pick up and play, but practice is needed to become competitive. Hmmm.
  21. Uhm, been playing battle fantasia for several months now. Was not impressed. Watson was cool, but deathbringer was like "Oh hi, I take relatively no skill at all to use and I do like 600 damage a poke." Other than that I was like "Oh, well it's kinda cool" So you just said Leveling up and Equips give this game depth, then refute that statement by saying all that shit is thrown out the window in "Serious" matches. So where is the depth in that? I'm assuming Leveling up is a process brought about by defeating a certain number of enemies and getting XP. Something you can't avoid in an RPG most of the time, so I'm going to say gaining levels takes no skill. I'm assuming equipment is gained after winning a fight as well... So once again where is the skills? So the bosses might have some tricky patterns to dodge/block, You might have to press circle or square + a direction to combo, and you might get to choose your attack sets. Still sounds like you're going out there and mashing jumping/running around until you get a hit and you mash on square for a bit, then circle. There's nothing wrong with that, that's fun. We played the shit out of some gundam fighter for like 2 months and that's all it was, sidestep shoot, or sidestep combo. It was fun as fuck. So not saying this game isn't fun or entertaining. It's just that I would have liked to have seen a little bit of skill so to speak needed to play this game. In all honesty I would love a 2D fighter that was FF characters that had at least depth like say... Street fighter. So while this is all fun, you're trying to make this game out to be more than what it is, simplistic. An "Intelligent" Mashfest.
  22. Ok, look... I didn't say it was a bad mashfest. It's just that there isn't very much depth. Equipping weapons and leveling up and shit is cool, and I get the whole RPG into a fighter thing. That's all cool. I would just rather there be some skill involved other than "Oh I got a new item, now I can combo more" NBD. Sounds kinda like Kingdom hearts. Another "intelligent" mashfest.
  23. Uhm I've played a very good axl player for pretty much every day for the past 6 months. I didn't say Axl's lows didn't fuck Anji. Hopefully an intelligent Anji players isn't exactly throwing Fuujin 24/7. Fuujin is this tool we use to create massive amounts of fear. We rarely use that tool once we get that fear though. Almost any active normal can destroy Fuujin if you use it wrong. It's 14 frames of invincibility are only on startup and it has another like 28 frames before it activates after that. Fuujin can and will be fucked with. A lot. But it's still pretty much what you have to work with in terms of fear factor. Anji is all High risk/moderate reward. Take it or leave it. This sir is about the worst thing you could ever do against Anji. If I see you doing that I'm going to pressure you until your guard bar is cranked and the moment i see you doing that 2H stuff I'm going to 214 K you and pick up a combo that will do at least 70% thanks to free guard bar crank. :D FDing puts you at a major frame disadvantage. Anji has way too many moves that bring him right back in your face. So many blockstrings to use if you are FDing.
  24. Wait... Seriously? Fuck this shit.
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