Jump to content
Dustloop Forums

Skye

Moderators
  • Posts

    5,264
  • Joined

  • Last visited

Everything posted by Skye

  1. Well that all relies on your opponent being conditioned to respect you. Since you can't block during short hop, nor can you press anything until the descent, they can mash out and you lose all momentum. The only thing that really forces respect out of the options you listed is sweep, since it's air tight from Boomerang Hook on normal block. Everything else can be mashed out of, which is bad for all but EX Ducking > Cork, since that trades in your favor. Either way, short hop is more risk than reward. You sacrifice a lot of flexibility by doing that, and it's not even a guaranteed way to resume pressure.
  2. I'm getting a deja vu on this "BB listed as PS3 exclusive" thing.
  3. Different buffering system.
  4. Steve(ロードナイト@gods投票) ‏@LordKnightBB mr. wizard says P4U is dead on ttt2 release date - dont let that happen! http://pastebin.com/7WKMAvtj
  5. Good to know my translation was correct.
  6. Glad someone said it.
  7. Kanji's oki is a dice roll.
  8. 2b can be C weaved full screen and dodged midscreen for a guaranteed punish. I'll do a write up on this later. This match up isn't as bad as it looks if you take certain precautions.
  9. As an air to air tool?
  10. j.a is your best air to air vs Kuma. It's effectiveness may vary.
  11. Dodge will get thrown. AXIS, my sparring buddy plays Kanji. I know this to be fact from experience.
  12. Woah j.d launches!
  13. I believe EX Boomerang Hook and EX Weave might, don't know if it's frame one. Also his DP.
  14. I'll be sure to add you when I get the game. Character #11 Persona #11 (15 when I'm offline) Glasses #2 Navigators off
  15. I don't think he has any advantageous match ups. Like he has a few even and most slight disadvantage.
  16. I think it's not so simple. The thing that makes this match up annoying is his j.a. It's the Arakune j.b equivalent. 90% of the time Kuma is in the air and that move, though has it's blind spots, is hard to combat. A well timed dp would do it, but then it's all about positioning. It's hard to determine where is "safe" in this match up. In his face is probably the best place to be, but you have to be in his face on the offensive. And for the love of God, don't get his by his R-Action.
  17. I'm the only person who ever looked at Hakumen's counters like any other DP. Just can't derp on the pressure.
  18. http://www.youtube.com/watch?v=P69NoqT0Vz8&feature=player_detailpage#t=78s
  19. Something about weaving on Mitsuru feels wrong, like there is an answer she has to blow it up, but since we're like week one she's not sure what it is. Sort of a "too good to be true" kind of thing. In any case, yesterday I fought 3 Mitsuru players during MI week 1 p4u casuals and here are my summations; TL;DR verdict: 6:4 Mitsuru's adv Mitsuru's tools 5a - good anywhere 2a - Also a good tool 2b - Good enough to hit Akihiko in the air j.a - Excellent air to air j.b - Excellent air to ground The Box - shuts down a lot of Akihiko's pressure Coup Droit - Good abare in neutral situations, can tag Akihiko on jump start up C Bufula - Shuts down Akihiko's approach options Akihiko's answer to them C Weave - Gets through Mitsuru's 5a, Coup Droit, j.a, D Bufula, and others, can corkscrew on reaction. Good Reads required to get through The Box, no two ways around it, either punish with an air hit confirm, or be wary of Super Cancel into Bufudyne. j.c to beat 2b attempts ----------------------- Akihiko's tools 5a - faster than anything Mitsuru has, keep watch of when she's in range. Enough recovery to not get FC'd by her B attacks. 2a - same EX Kill Rush - beats jump outs midscreen and keeps Mitsuru honest when there is distance to close. EX Corkscrew - can do on reaction to Bufula, can follow up on FC with at least 3k EX Boomerang Hook, useful in Kill Rush blockstrings, punishes mashing, and has guard point so it will eat through The Box and recover in time to punish her. Mitsuru's answer to them The Box kills a lot of what Akihiko can do, so don't get cocky. j.d can punish C Weave so be on the look out. Her regular pressure strings are safe, opt for a Dodge or a jump out than a poke,
  20. Don't short jump with Akihiko, it's useless. His jump is low enough to suffice. Air turn is a good part of his mix up, come down with a j.b and you'll be good.
  21. That's the gist of my day one experience.
  22. I'm all fucked up guys. This is a guy who had to walk home from casuals. Took me 2 and a half hours. GGS DETROIT TRANSIT SYSTEM Other than that, casuals were outstanding. We had Persona We had real life NTR We had it all.
  23. 続き ーその他体験談、火力や各技についてー ・JBの変更点は今の所無し ・車輪火力ダウン ・6C三段の生当て2119ダメ ・BPQのモーションがJDに ・5D→3C→Bパミュで起き攻め。3C後迷彩もできる ・投げからJB・JA・6Dが繋がるように。6Cや5Dは無理だった ・2Cが多段HIT最大5段 ・画面端2C・5D空中HITで壁張り付き(張り付き時間はGGと同じ) ・2D全段HITで烙印30%回収 ・3Cの足下サーチ機能追加 ・端でヒラヌルが画面外に行かず2C5HIT目→6Dが繋がるように ・端烙印100%コンボ 端2C→6D→5A(jc)→ヒラヌルヒット→JD→着地6D From the Arakune jbbs. Too busy to translate so I'll request the superior translators to break this down.
×
×
  • Create New...