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Skye

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Everything posted by Skye

  1. Real talk I'd love a playable Lotte Carmine.
  2. Aigis I'll say is even, like truly even (not "you just have to touch her once through her zoning your shit in" even), you just have to keep an eye out for certain things in both of her modes. Pre-Orgia is simply, Aigis is gonna like to j.c, at times you have not choice but to respect this, at other times you can pop her with a preemptive j.a and get a CH. You're gonna want to roll those 2bs, free crouch confirm from midrange and you might be able to sneak in an EX kill rush at 3/4th screen distance. In Orgia look out for more 2bs, some Aigis players will use it liberally. If you know how to block Orgia, she's free, if you don't or you're not sure you can make it work, then avoid her like crazy; up+back, roll, whatever it takes, the more Orgia meter she wastes chasing you, the better. If you're caught eating mix up and can't block it, eat the j.b over the sweep, sweep can cost you 4-6k, the damage differences aren't that big, but every point counts. If Aigis has low Orgia meter and is on the defensive, expect a DP, since DP switches modes as well. You can dodge Goddess Shield if Aigis has meter to cancel it, otherwise safe jump it, Aigis has no Air Unblockable normals when she has ammo, you can box jump Heavenly Spear. You can duck/weave through the following; Max Range 2b 5b 7th Gen Gatling Blast Neutral pre-Orgia is mostly respecting her and rolling 2b. Neutral during Orgia is dodging her hard. Misc notes; EX Cork bodies Megido Fire during neutral for free. Try not to jump in too much, 2b destroys Akihiko's air game. Don't try to guard point/invul through Goddess Shield, it won't work.
  3. Labrys is an easy MU, it's the only one I'd say is in Akihiko's favor (though slightly), neutral game is long range here given Labrys' hitboxes, stay in motion so it's harder for her to space her j.bs. After that, just push her shit in, her DP is pretty ass and you can bait her 2b easily with j.c (since it hits so low). And with well times IAD's you'll be able to land in time to block it anyway. You can IB the first hit of Guillotine Axe and DP, if you can help it, don't let her get on the offensive when she has meter, that's when her mix up becomes threatening. You can duck/weave throw the following; Chain Knuckle Neutral in this MU is silly and simple, the only hard parts of the MU are blocking her when she has meter, and approaching her, she has a pretty big bubble when she starts using her persona to control space.
  4. Unlike Liz, these are MUs I know. I'll start with Narukami. Narukami has better normals than you, simple. You can't freely approach him the same way you do other characters. His 2b can and will zone you. You have to play mid range, make him their something out so you can punish the whiff (5b, 2b and 5c have a ton of recovery) or make him nervous about pressing a button. Block him well, he should never get away with doing raging lion outside of his vortex, you can ib and punish ziocar. You can duck/weave through the following; 5a (duck only, never tested weave) 5b 5c 2c (must ib previous move in block string to not get frame trapped) Fireball (c weave for free meter) Neutral is literally trying not to get in without getting 2b'd, if Narukami isn't abusing 2b, neutral should be free for Akihiko. Misc notes; EX hook beats cross slash EX weave > roll makes cross slash whiff Ziocar will beat any EX ground move (hook or cork must be done late to win) Character specific BnB, Narukami only: 5aa > 5b(1) > delay j.b > 66b > 2b > 2ab > kill rush > d duck > a cork nets about 2.8k I'll touch up on Labrys and Aigis in a sec.
  5. Thunder Fist C is good for combos, you can link combos into Thunder Fist C and continue the combo, adds paralysis, which is good for the types of characters who rely heavily on foot movement and jumping, it's also good for making his DP safe, if you cancel the first hit into Thunder Fist C, then you have an instant blockstring. The only thing I can think that Thunder Fist D is for is it's very miniscule invul, but then you'll be using your DP for that anyway, the invul isn't long enough to go through some moves, and the super is so long, they end up recovering and wrecking your shit anyway. Idk, I had pretty bad outcomes using Thunder Fist D early on, so I haven't used it in forever. Thunder Fists also cures Akihiko from Shock, which is awesome in the Kanji MU.
  6. One thing I caught on that would have made the difference in those matches I played was what I'm calling, "The Thanatos Effect", which is keeping your eyes on Liz's persona and not her. Real talk, when she's pressuring you keep your eyes on liz, it will help better in setting how she's trying to pressure you. If she's crouching, she's doing 2c, block and punish. If she's looking like she's presenting the card (it levitates from her palm) then she's using 5d, jump and poke, or jump and EX kill rush, or whatever. I'm sure I'd have won those sets if I did this, because the mind game that captivated me was the (now false) ambiguity of Thanatos strings. I made bad reads on them and allowed myself to get pushed in the corner, which by then I was fucked.
  7. And I will! Box jump oki is simply jumping behind him, air turn and j.b. If the dp activates, it will whiff and you can punish, but it won't be CH though. Don't rely on it too much, they can roll it.
  8. Wait fakku actually sponsored people beyond stickers?
  9. Not unless I'm getting sponsored lol.
  10. Bro pls, just because a move hits someone in the air does not make it an anti-air. The main property of using any move as an AA is to hit your opponent out of the air in neutral or from a defensive position. *for what it's worth I'm counting resets as neutral in this case just for the sake of simplicity* Hitting them while they are in hitstun means your are not using x move as an AA, even if it could effectively function as one. The difference here is that 22c is meant to function ONLY during hitstun, it is not meant to be used as an anti air, even in some contrived or severely situational circumstance (combo movie resets) it can be used as one. A move's subjective properties go by the rule, not the exception.
  11. That's why I decided not to do it.
  12. That's cool, thanks for putting so much effort into it!
  13. Someone translate pls.
  14. Don't try too hard to catch him, that's what he likes. Once you do get to him, go deep. 2 bnbs and say....a throw bait combo will do the trick. I'd give it 6/4 Yosuke, on the account that he really has no need to get in your face and can (and has) play keep away with a small health lead.
  15. Thanks a ton, sounds really cool.
  16. Someone translate please.
  17. http://www.youtube.com/watch?v=FDOSslfANao&feature=youtu.be&a Me getting bodied by Bace.
  18. Yo thanks guys! I know I super fucked up, because I didn't know the liz MU. I did learn quite a few things though, I'll write 'em up later.
  19. I know I do it when I read a meaty low oki, if they mis-time it, they get fucked. I do feel like a scrub when it fails though.
  20. Also, I am in favor of "Kagura's stage looks boss".
  21. Fucking hell, I'm not that anime, but Trinity is pretty damn hnngh.
  22. Sorry about that, jokes are typically hard to catch on the internet.
  23. Zomg it's Sethlon BasedRoyGod OMG you were my biggest fan when I played smash fuck Roy he suck btw hi how are you.
  24. I have no idea what you're talking about, I just threw my two cents in solely because Arakune was mentioned. I know nothing of this conversation, the topic of it or anything. I've also never seen injustice since the launch trailer.
  25. He wasn't that dumb, just unorthodox. His dumbest tools were dive, cloud and re-curse. Dive proved to be hard to block due to being an overhead, being cancellable, having cross up potential and being able to go into 5k on normal and CH. Cloud had a hitbox that not only cursed on hit or block, it instantly compromised most characters who had to fight him. The cloud shield (the one that stays around Arakune) made it literally impossible for short ranged characters to approach him. Aside from that he just had some stuff that simply annoyed people and bodied those who didn't know how to fight him like j.d being a low and coming out guaranteed, 2b low profiling almost every air approach, his natural movement. Due to this, there was hardly any discernment between his good tools and the stuff that made him broken, so they nerfed everything. It's realistic to say that they will continue to nerf him in every installment, because in the 5 years BB has existed. There are a handful of players of all levels (except top level) who have no clue how to actually fight him.
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