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ehuangsan

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Everything posted by ehuangsan

  1. Ky vs. Millia 6-4 in favor of Millia and a pretty difficult fight for Ky. Millia is going rabbit hunting and Ky is the rabbit. Ky pretty much has to play active defense most of the time, and does not get many chances to attack. Damage will mostly come off of inducing the other side to make mistakes. Neutral Basically you will try to goad Millia to attack you incorrectly and hit her hard when she does, and you have to do this while not getting knocked down and without getting thrown. This is why this matchup is fairly bad. Her sweep and 2K are particularly dangerous, so you will have to memorize that distance and learn to punish it with a SE or FB greed sever. Most of the time you will be watching and reacting. Your main pokes will be 6P, 2S, 5S, FB Greed Sever, 6HS, and 5K. 6P stops her far S, 5K stops her from running or rolling in, 5S seals out run into sweep, 6HS to seal out IAD attempts and so on. In particular, FB greed sever will stop her sweep with counterhit, which can lead to a lot of damage. Basically you want to be roughly 5HS distance most of the time if she's on the ground. If she takes to the air, you have to pay attention to if she has the pin or not. If she has pin, you want to primarily make her use the pin while avoiding it, and then prevent her from getting the pin back. This will take a lot of her options away. Basically, you can jump backwards S if she gets to pin distance, or preemptively jump K/S to see if she is blocking in the air or not, chicken block the pin into airthrow, or if you have very sharp reflexes, wait for the pin and then HSVT in reaction. HSVT in reaction to pin will cause the pin to go through Ky, and if she opts to dive after the pin she'll get hit, whereas if she didn't she will probably be too far to attack you anyway. If she doesn't have the pin, the 6P will beat her jump ins if timed correctly, and you can inflict massive damage if she tries to jump D or jump S you. Another aspect is that Millia's anti-airs are merely okay, so it's hard for her to 6P your jump HS. If she tries to guess and you jump SE FRC, then you can do a lot of damage off the ensuing combo. Offense Should all be CSE based while watching for rolls and DAAs, otherwise standard Ky stuff. If she gets away, then oh well. Better to let it go back into neutral than push too hard and eat a knockdown. Defense FD if you are in block stun and just hold it down and look for an option to escape, or an opportune moment to DAA. She basically turns the game into a one player game and you will have to guess right so you don't want to be in this situation. If you are not in block stun, then 2P abare is good to escape getting thrown, otherwise you will have to burn all resources to get out. Burst, FD jump away, even abare SVT or FB greed sever hoping for CH. You don't want her to have a turn, otherwise it becomes a one player game and you will most likely lose right there so always stay active on defense. This is my least favorite matchup and it is my opinion that over a (very) long set, the Ky player will lose out no matter how skilled he is because he has too many concrete tactical things to watch for at all times, whereas Millia can play abstract offense almost all the time and generalize.
  2. From my mashing of this game so far, it feels like that pretty much every touch can lead to retarded amounts of easy damage if you have meter.
  3. I think they reverted it back to #R 6P, in which case it's a definite nerf. #R 6P was not very good and it lost to lots of things.
  4. The massive damage off of silly things is quite a surprise, but it seems like everyone does massive damage now, including Chipp. I think I just need to play the game more and I'll have a better idea of how Ky works once I get my copy. So far though, he feels like a ghetto version of #R Ky with all the pluses and minuses from #R. I will admit that Ciel setups in the corner are retardedly strong and the oki options and tech traps you can induce are really amazing. You can kill people extremely quickly in the corner.
  5. I have. Maybe it's the new graphics that's throwing my timing off, but I really feel like Ky got a lot stubbier in XRD and that he's somewhat mediocre overall. His new corner game is now extremely fun though. I'll try to get a millia writeup sometime soon.
  6. Was wondering when you would get to this lol. Good stuff.
  7. DFC is horrific compared to AP. I was looking forward to shooting people with Kino too.
  8. Yeah, it's a glitch that i've noticed for a long time. The player name gets swapped out with the name of the person you last played on ranked instead. If you download the replay then the name in the replay corrects itself.
  9. It just looks that way because when Chipp wins, it's either a perfect or he wins by a sliver, with hardly any in-between. Unlike other characters, Chipp allows for a pretty nice comeback factor.
  10. Ky vs. Chipp I waver on this one from time to time, but most of the time I think Chipp wins out 5.5-4.5 mostly because he's a better version of Ky. The matchup is a role reversal for Ky. Ky will be going for damage even though he is not terribly adept at it, but it's possible because of Chipp's poor health. Chipp will hit Ky a lot, Ky will try to go for a haymaker whenever possible. Start of Round 5S or Greed Sever immediately for a gamble that could let you dictate the round right there. They really hurt Chipp on counterhit and at the start of the round, refute a lot of Chipp's options (although 5S/GS refute different Chipp moves). It's definitely worth a try maybe every other round or so. Neutral Everything hurts Chipp. When in doubt, go for damage instead of oki, especially since it's rather hard for either side to really attack the other without one side leaving an opening. Chipp has a pretty difficult time beating the pattern of jump backwards k, into FRC S SE or air backdash HS. If he tries to teleport, the jump back K will actually hit Chipp out of the teleport backwards, and you can chain that into the standard air combo. This dancing around will also give you time to react to a gamma blade or backdash with an airdash S >HS as needed. On the ground, you will want to be mostly just outside Chipp's 2D range so you can attack with far S or 5HS, or sometimes, greed sever. CH Greed Sever is a great equalizer in this matchup as it will lead into a lot of damage simply because it's Chipp. SEs should be normally used sparingly and mostly with FRC, as Chipp can punish them on reaction with teleport. This unfortunately also includes 5S into SE, which Chipp can punish with alpha blade into damage. Also strings into stun dipper should be used sparingly as Chipp can punish them on reaction with 2D without blocking. Defense If you get caught in a Chipp gatling, just FD and jump away. No need to overthink defense too much; getting thrown doesn't lead to damage against Ky. Chipp does not have many mixup options on the ground, although you do have to pay attention to the 6K mixup if he has tension. Otherwise just run away. A lot of his air mixups are also refuted by jump backwards K, airthrow or 6P. If he air dashes backwards H, then you can lay the hurt with 6P. Against a J.D or J.HS above you, you can go for SVT counterhit, air throw, or chicken block into throw. Any string that he does into air dash HS can be refuted by SiN magic airthrow. As everything hurts against Chipp, being more aggressive on defense is not a terrible thing, although you would rather make it harder for Chipp to attack you in neutral than allow him to have tries on offense. Offense Again, go for damage instead of oki. Chipp has so little health that it is possible to turn the match into a two combo game. Even something silly like something into j.s > j.HS > RTL, land and air combo does remarkable damage to Chipp. It is not really that important to push offense as much as it is to set up situations where you can haymaker him. Overall it's really a game of just hit him really hard when you hit him and not worry too much if he hits you. Don't be afraid to spend meter to tack on damage.
  11. dig1218 appears on some of the kohatsu and other vids sometimes, as デイグ. As for the Haku stuff, emotion management and initative are more important than damage at higher level play. C fan sends them away and brings the game to neutral, whereas A fan drops them right next to Haku which allows for setups after you do armor super, as well as giving you a chance to go into emotion high. Similarly with the healing super, it's more important to preserve a chance to pursue an initative and land a lvl 3 rather than healing and possibly losing the heal off of a random ticky tack hit. Haku's lvl 3 is one of the best comeback options in the game, so why blow it. Overall, that heal super is pretty bad IMO. Even if you get to heal, you lose three levels of meter and it allows the other side to start again at neutral.
  12. dig1218 uses Arawn/Camyu at a level that I did not know even existed. He is inhumanly good at punishing assist call recovery, which I did not think was even possible. I guess that's what happens when you play 13k+ games online. His win percentage is only low because he insists on 100 game marathons against daigo-hei and kouyakane.
  13. I would say your best bet is 7PM to about 11PM EST, either ranked or player match. I do play against certain friends and JP players online on some random weekdays around 1AM EST or so and always leave slots open to random people in player match. Anyone is welcome to hop in if they see it. Most of the random people that hop in drop out immediately after watching because they think that they can't hang with the others, but it doesn't matter just play anyway. We're all just having fun, and it's usually Mojirice or dig1218 running a train through the rest of us scrubs anyway.
  14. I still play online, though mostly against select JP players and friends.
  15. There are people that show up to play 3S casuals on the side cab at every event, and they will definitely provide a challenge. Speaking as someone who plays at the average chun-li/ken mall scrub level, the level of play these people play at is absurdly high.
  16. Back on topic: I have come to the conclusion that Chizuru/Llyr sucks and playing that team against good jp players is suicide.
  17. Like I posted before, it's more like, "Can Ky choose to do nothing without severe consequences?" If he can choose to sit there and wait, and go for counterpunches instead of starting anything then it's even or better for Ky. Not that choosing to do nothing is necessarily the best option, but that it's available if Ky wants to do that. However, if Ky cannot just sit there and do nothing and instead has to attack and be active or lose, then it's probably not a good matchup for Ky as he loses out in such yomi intensive slugfests. FWIW, it may seem odd but I do almost zero yomi when I play as Ky. Maybe something like 1% yomi, 20% trying to position you where I can react to you and 79% doing counterpunches on reaction.
  18. Been busy with work, but I can do Milia and Chipp eventually, sure. Probably Chipp first. The Dizzy matchup changed pretty drastically from AC to +R. What use to be in Ky's favor is now fairly drastically in Dizzy's favor, which I think is a fairly typical pattern for +R. The Kliff matchup is one that I don't really have a clear opinion on, although I do lean towards it being in favor of Ky.
  19. Wat. AP is one of the easiest fighting games to execute on ever. And I say this as someone who is typically executionally challenged to the point where I even shank QCF/QCB motions sometimes. It's the only game I've ever played where I can pretty much do anything I want to from an execution standpoint. Also, nothing out there comes close to Kusaregedo's super motion (698741258CD)
  20. I agree that the general strategy hasn't changed at all for the Ky/HOS matchup. However, the loss of stun dipper as a tool to escape from the corner or to check a jump is pretty big for Ky against HOS in +R, which is why it's now draw odds for HOS. Matchup numbers are useful for a frame of reference, but like Titanium Beast said, anything better than 8-2 is playable in tournament in practice, even at high level. 7-3s do suck, but you always get one chance to win a round and some people are very adept at that kind of play. At the very least, if you want to take a game seriously from a tourney perspective, you really should not main a character that has 2-8 or worse matchups. This is a copy/paste of my definition of the numbers from the Ky forum. Draw odds means that if a tie were to occur, the person having draw odds wins. 5-5: Even. Both sides have equal chances, just like a mirror match. 5.5-4.5: Draw Odds/Pull. Essentially but for one or two minor details that swing the match to favor one side, it would have been even. Examples: Zangief v. Ryu in ST, White v. Black in chess, C-Chun v. C-Sagat in CvS2 6-4: Advantage. Underdog has his winning chances, but in general, the flow of the match favors one side. Examples: Ky v. Testament in GGXX, Ryu v. Sagat in SFIV, Ken v. Ryu in 3S 7-3: Severe Advantage. Underdog pretty much only gets one shot or one momentum run at winning per round, otherwise the round is lost. Examples: Guile v. Zangief in ST, Sol v. Ky in GGXX, Yun v. Q in 3S. 8-2: You can be one of the best players in the world for the underdog and do everything that could reasonably be expected of you, and still lose to merely competent opponents due to the mismatch. Examples: Ryu v. Honda in ST, Chun v. Alex in 3S, Toki v. Shin in HnK. 9-1: You block something or get knocked down and the round is over. Examples: Akuma v. everyone in ST, Toki v. Jagi in HnK.
  21. I actually think many of the nuances changed from AC to +R. I think Ky had a pull in AC; perhaps 5.5-4.5 in favor of Ky. In +R I think it swung around making it 5.5-4.5 in favor of HOS. The difference is the corner and near corner situation, which I think improved for HOS and allows him to rack up the damage a lot better and faster than from AC. CH Fafnir is now incredibly dangerous for Ky in the corner/near corner so stun dipper kinda gets banned because of that. It's one of the matches that certainly feels bad for the HOS side, but it really isn't. HOS does not have to succeed that often in neutral to run it all back.
  22. Offer them a handshake before you die: http://www.youtube.com/watch?v=thiAjBkdR2E&t=111m35s
  23. Ky vs. Order Sol +R is rather odd compared to AC but if I had to guess, I'd say it's 4.5-5.5 in favor of Order Sol as he just wins out on damage quite often due to lvl2+ attacks and CH fafnir. This also happens to be one of my favorite matchups to play as both sides are very active throughout each round, and Order Sol is a great Ky combo dummy for whatever reason. Neutral Similar to the Sol matchup, only Ky should be much more aggressive. If he does not, then Order Sol can become very dangerous once he gets his charge gauge up, so you have to minimize his chances of charging up. Ky will attack very aggressively with 5S, 2S, and ground SE. Think Buppa style attacking. Order Sol will try to fight back, but Ky's ground pokes give him the advantage and Ky's anti airs will negate all of Order Sol's options if your reflexes are sharp enough. Unlike other matchups though, being aggressive against Order Sol is generally okay. Also, everything chains into a stun dipper combo against Order Sol. Far 5S CH will combo into it, 5S > 2S > 5HS will combo into it, etc. For whatever reason, Order sol is one of the easiest characters to combo, so exploit that for all its worth. Order Sol will attack while trying to build to at least lvl 2., from which point he can inflict some massive damage off random hits. If he has lvl 2 and you get hit by CH Fafnir you pretty much lose, but other than that Ky should stay aggressive. Greed Sever will also beat Fafnir. Offense You can keep it standard and play as if you are playing against Sol, with a couple of caveats. Using stun dipper to check a jump is inadvisable if he has FB fafnir available, and banned if he has that and lvl 2. If he hits you with CH fafnir + lvl 2+, the round essentially ends. FB star oki into mixup is also very strong against Order sol, and also seems to lead into ridiculous amounts of damage to him due to Order Sol being the best Ky combo dummy ever. You can get away with doing a lot of damaging combos on Order Sol if he blocks wrong. The rule with Order Sol is if you think it could combo, it probably does. Defense Order Sol has a two way mixup with gun blaze, but in reality it isn't that scary. Even if you get hit, the damage isn't really high so just take a guess and don't worry about it. Order Sol really swings the match in his favor based on how quickly he can blow Ky up in the corner. He can do massive amounts of damage near or at the corner, so you will have to be patient and try to block your way out. In general, look for a moment to super jump away. Order Sol cannot really deal well against super jumps, and will most of the time be content with just using that opportunity to charge up instead of pursuing you. In +R, he has a lot of new strange corner setups that disable air dash if you tech incorrectly, which is very counterintuitive as it looks like you could tech and airdash away in those situations. I don't understand them too well, but from what I've seen front teching will get you killed extremely quickly if you keep crashing into those setups. So if you have to tech, lean towards neutral teching towards the ground.
  24. I tried a lot of ZeroBlood0's setups, thinking that they were hard when in fact they were stupidly easy to do, and lvl 3 may as well be an X-factor as the combos and setups are so simple to land off of innocent things. I consider people like Caged and airconki to be good level. Mojirice is way beyond that. He is one of maybe only five people that I play online to whom I would almost auto lose if I didn't play my main, and even then pretty much beat me at a greater than a 10-1 ratio.
  25. Yeah, there has been a nice surge of new people as of late. It has been fairly easy for me to get a match online nowadays. I've been messing around with Karulau/Rina, Hakuwolo/Ma-Ryan and Hakuwolo/Camyu as of late to be accomodating to new people as I have never used those teams before, but I have come to find that those teams are incredibly stupid to use online and just run over even good people.
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