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ehuangsan

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Everything posted by ehuangsan

  1. It is...offline. Online I think Manaka is pretty stupid.
  2. Low tier is definitely playable in AP. The worst matchups are 3.5-6.5. I think the only reason Manaka is worse than Oboro is because Oboro doesn't have 3.5-6.5 matchups, whereas Manaka has two against Chizuru and Tamaki. Chizuru-Manaka may very well be the worst matchup in the game, barring bad assist combinations.
  3. I actually do not play online all that often and when I do it's just for lulz. When I do play it's usually late evening pacific time.
  4. I dunno; I think the matchups have changed rather drastically in +R so I don't really have that much info on them, and the changes seem to be mostly for the worse. I'm not sure if it's because I simply suck at games and don't understand whats going on or if Ky is really as bottom tier as I think he is now. I haven't been really paying attention to Xrd, but if and when I get to try it I may want to give Bedman a go instead.
  5. I thought Tamaki/Riannon was 6-4, but now I think it's a very stressful 6.5-3.5 after getting wrecked in that matchup. Playing the Riannon side is very bad for your mental health. Every button press betrays you, and Tamaki's lvl 3 is an instant win button.
  6. i actually don't remember playing an anji last time either. oh well
  7. NorCal AP MMs: Manabe vs. DJCream http://www.youtube.com/playlist?list=PLCKi8JerNZ9z28XL7w7PY70c9KM17apjR RagnaHades vs. DJCream http://www.youtube.com/playlist?list=PLCKi8JerNZ9xPa7N-AdfUhwYwTKenCsC8 DJCream was Santa that day.
  8. I think we should move CvS2 to Caliburst because there are so many tourneys being run at dogfight now and fewer people show up at Caliburst anyway. Hopefully we can also borrow the CvS2 cab to run it since I think keystone people would be interested in showing up and running it. Would that be alright? Can we borrow stream time, and what would be the preferred time slot to run it?
  9. Manabe vs. DJCream AP MM http://www.youtube.com/playlist?list=PLCKi8JerNZ9z28XL7w7PY70c9KM17apjR RagnaHades vs. DJCream AP MM http://www.youtube.com/playlist?list=PLCKi8JerNZ9xPa7N-AdfUhwYwTKenCsC8 DJCream was Santa that day.
  10. http://www.twitch.tv/thebrett/b/485823548 - 31:00 onward is an instruction manual on how to blow up people with Riannon's level 3
  11. Maybe you should just block. It's not like the characters in this game have BS overheads or mixups outside of maybe Touka.
  12. At the very minimum there should be Aquapazza casuals.
  13. Great buttons, great neutral, very dangerous mixups, can do 6k+ consistently and easily off of one meter which is very difficult to do for most of the cast, and fewer weaknesses than everyone else. She and Tamaki are probably the only two characters that don't really have bad matchups. Even so, she is not the best by much. Karlau/Konomi/Tamaki very likely go even with her and the rest are all 5.5-4.5 or 6-4 in her favor with the exception of Manaka and maybe Riannon which is 6.5-3.5.
  14. Riannon is pretty stupid online. It's hard to beat her when 5C isn't punishable on block due to lag, and dash C into 2C is more or less an unblockable. Already had a guy yell "hell no, I ain't playing you! GTFO!" on the mic as he banned me from his room after being abused by my netplay Riannon
  15. World Masterpiece Battle. The reason why it doesn't look like we are blocking anything is that if you hold back on the stick, the game registers it as a BACKDASH which isn't invincible. You have to tap back on the stick to block. Nero's Angel super also randomly BSODs your computer.
  16. I think people will soon realize that Chizuru/Rina, while a good team, is not really all that easy to win with. I guess I will do my part and roll over all these Chizuru/Rina scrubs in the meantime until they come to that realization.
  17. Online is still horrific
  18. You should try Tamaki/Ulthury. That team is S-Tier bullshit.
  19. Yeah, most of the AP characters are incredibly unique and don't really have any counterparts in other fighting games. I don't think there is a grappler in any other fighting game that comes even remotely close to resembling Tamaki.
  20. Planned side events include Water Pizza, and... 5 0 BLITZ CHESS.
  21. She is great with anyone except for Octavia. Assist selection for Chizuru is mostly dependent on how you would like to play. You use Rina or Yuki if you like to just all-in and play for those one-shot kills.
  22. Pretty much anyone outside of Rina is playable for Manaka, but I think her best assists are Satsuki, Ma-ryan or Mizuki. On a personal level, Camyu and Yuma are incredibly fun to run with Manaka even though they are not quite as good as the above three.
  23. Manaka is probably the worst character, but she is still competitive. Outside of Chizuru and arguably Tamaki (though I don't agree), her matchups are 4-6 or better. She doesn't have to do massive damage to win. She can keep a very annoying and persistent intiative for a long time and rush people down hard with the right assists. Plus, bookshelf super is one of the best supers in the game. Overall the game is surprisingly balanced. People complain about Chizuru and Tamaki but really, they aren't all that overpowered in comparison to the rest of the cast. The only matchups that are worse than 6-4 are Chizuru/Manaka (6.5-3.5) and Tamaki/Sasara+wrong assist (8-2+). Arguably Chizuru/Riannon, Sasara/Riannon, Tamaki/Manaka, and Arawn/Multi are 6.5-3.5 as well, but 6-4 is much more likely from my experience.
  24. Although this is true and Jam also has other CH tries in the air against a grounded Ky, the risk/reward is just not there for Jam IMO, to the point where even if Ky eats the DP and loses the round off of it he should just shrug it off. The huge problem is the possibility of eating a CH 5HS out of the air, which is an absolute dream situation for Ky because it leads to abnormal damage Ky combos and possibly even stun if Ky has full tension or half tension with a prior CH 6P. It's a rather rare situation, but Jam is one of the few characters where Ky can legitimately go for that, especially off of a Jam IAD. Basically in that situation where Jam may try for the IAD DP, Jam is offering Ky a 6-4 coin flip in Ky's favor when the matchup is supposed to be 6-4 in Jam's favor. Unless Ky has better than a 6-4 life lead, Ky should gleefully take that every time.
  25. Thanks. Ky v. Jam 6-4 in Jam's favor. Somewhat odd because Ky actually has an advantage everywhere except for damage, but that is enough for Jam to kill Ky from any situation at any given time. It's an exaggerated version of the typical Ky matchup of holding back the tide versus the tide breaking through in that once Jam hits you with something heavy the round essentially ends and she wins. But you can make it very hard for her to land that magical hit. Neutral The general idea is to stay on the ground maybe 80% of the match and build the so-called "Machabo wall". The Machabo wall involves staying lockstep with Jam just outside of Ky's 2S range. There is a vid out there on niconico douga which I cannot find now which has amazing subtitles in Japanese of how Machabo answers everything Jam does against the 2S wall. Basically there are two points to the Machabo wall. The first point is that you create the wall with intermittent 2Ses and Jam will try to come up with answers to 2S. The second point is to frustrate Jam enough to attack you from the air while you are on the ground, which is the absolute worst situation for Jam to be in. ALWAYS try to piss Jam off enough to approach you from the air while you are grounded so that you can kill her. Every Jam player will eventually try this no matter how patient they are, and you need to inflict as much pain as possible when this situation arises. When you frustrate Jam enough to come at you from the air while you are on the ground, you can slaughter her with 6P, 2HS, 5HS (!) or SVT counterhit attempt into damage. Only resort to magic airthrow when that is the correct and only refutation when you have ground against air. If you do the 2S wall right, you can refute everything Jam does basically on reaction. 2S ducks under flying kick, will counterhit normall puffball, will recover in time to allow you to block FB puffball and airthrow her out of IADs for flying hopkicks, or sometimes even 5HS counterhits for IADs. It's pretty remarkable how effective the wall can be. Jam will pretty much try everything she can to hit you with something heavy, such as 2D, 2HS counterhit into FB puffball or FB puffball outright. More patient Jams will try to earn a 2D knockdown to start offense and will be willing to trade life away to get it. However, if you can consistently time and space yourself correctly with 2S, then this will not happen very often. BUT....at the correct spacing, you can't combo off the 2s except for maybe stun dipper off counterhit. So you are pretty much trying to kill her by hitting her to death one 2s at a time, while one mistake causes you to lose 80%+ of your life, which is why Jam is still favored in this matchup. Essentially you do not need anything else; there is no need to do something risky by doing stun dippers or stun edges outside of very intermittent situations to keep it less predicatble. It's also not wise to be in the air too often, as Jam can hurt you with 6P, FB puffball or sometimes 2HS. Defense Strangely, Ky actually defends rather well against Jam. Outside of dust and instant overhead, Jam isn't really all that dangerous and you can basically block and watch for an opportunity to push her out or DAA her out. There isn't any real need to even VT out or go for Ino gambits too often, though if you are sharp, you can go for counterhit SVT against Jam if she gets too predictable. If you want to be more aggressive, you can look for an opportunity to 2S or option select throw out on wakeup. Jam does not take damage well against Ky, so throw FRC combos actually hurt. Even if Jam tags you with a low hit when you try to option select throw on wakeup, the resulting damage is not bad as she will normally tag you with a weak low hitting poke instead of something round ending like FB puffball. So it can sometimes be good to patiently watch Jam and if she knocks you down, just go for the option select throw. This also applies to normal throws too during her offense, but not as often as the option select throw. There isn't that much you can do about the instant overheads, but Jam does not really do too much damage off of them so if they hit, then oh well. You can try to call them out with 2Ps which will counterhit Jam into the air and allow you to do a VT loop, but that should be done sparingly due to the risk from eating a FB puffball. Jam should not approach you from the air outside of same jumps and oki, and if she does, you should punish her for it. Ground to Air, Ky pretty much eats everything that Jam has if he responds correctly. Jam may try to do shenanigans like flame kick, jump kick, flying kick or what not, but each can be refuted hard on reaction. Good Jam players will not approach Ky too often from the air while Ky is grounded. Offense Jam can cause some problems with her parry, FB puffball and her DP. One of the most common refutations to Ky katame is to parry CSE and then 6P into massive damage combo when Ky is not expecting it, or go into parry/goldburst option select. So when you launch a CSE, you have to be careful as to how you approach Jam. Sometimes, you should just immediately stun dipper after the CSE to convince Jam not to go for that too often and then RC into combo if it tags her. Another point to keep in mind is that you should reduce her chances of tagging you with something heavy by not using 6HS or 5D too often. Sharp Jams will immediately react with FB puffball or flying kick, and that will cause a near instantaneous loss. Rather, 5K should be used more often even though the damage followups are not very good. 5K hits low and breaks Jam's parrys, and can also recover in time to block the FB puffball. If you can perfect the sliding 5K (which I will explain sometime in the future), that is especially effective against Jam. So the tenor of all Ky/Jam matchups is pretty much Ky is winning until he suddenly loses off of one hit. Ky has to play a near perfect game, but since you have an advantage in neutral, offense and even defense, and especially ground versus air, it is more managable than it looks.
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