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Everything posted by confusedxphreak
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On the timing of 2B>sj.B, you should be super jumping and pressing j.B immediately after the 2B. The j.B has to be pressed almost right after you take off the ground into the super jump. If you think you're super jumping too slow, just keep practicing the timing after the 2B. I find that either using 2B or 1B doesn't make much of a different for me personally.
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I personally have not seen much use of j.C for the AC rotation cross-up in videos because j.B is so much quicker in catching your opponent off guard and still leading to a full combo at the right height. I think its a legitimate question to ask if the AC rotation is a good tactic to use in terms of discussing all the options you have on the table. I get what you're saying about the generality of the question, but all I wondered was if its worth the risk to use as a mix-up against Kanji. Either way, I don't even know why I asked that because I should have known everything is a major risk pressuring Kanji. lol Akihiko's 5C range may not be bad at all in a 5C vs. 5C trade-off, but its something that I would not do on a regular basis based on my experience because I feel his rewards off landing his 5C CH are greater than mine. I'll try some more Kill Rush tactics and see how that works out. Match-up knowledge is basically just trying to understand all your opponent's options at any given time and how you can counter it. Each player has their own ticks and tactics/gimmicks, so its not a bad thing to know all the gimmicks you can do to counter them if need be. :P Its definitely helpful to know the straight-up facts and what you can do to beat it, but its rarely ever so black-and-white that you can't discuss common gimmicks that each character tends to do.
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Well, playing against Kanji is all kinds of risky anyway, so you just have to pick and choose what risks to take and when. I personally think Kanji has more tools to get in to you and keep you out because his moves outrange yours. It also sucks you can't hope to pressure him for too long because his DP is ridiculous and he can grab you out of many of your blockstrings. Catching him in the air with 2B can net you a combo regardless if its CH or not, but relying on just anti-airs is super risky considering his j.B hitbox is huge and he can always throw out a j.C or air command grab instead. Its easier said than done to shut out his air approaches. >.< Seriously, the only thing I can do is be patient by playing footsies with j.C and rushing in with jabs in the rare instance. I agree with zyphur in baiting him to whiff a DP or command grab rather than trying to mix him up. Working in a hop after Boomerang Hook to bait his grab or a D Weave after Kill Rush to bait his DP works wonders. Of course, that's only if you guess correctly what he's going to do. Yeah...this match-up is just all about knowing your options and taking a gamble. I'd like to think keeping the blockstrings short and varying the mix-ups (sweep, AoA, Caesar, EX duck) will condition your opponent to either respect your blockstrings or mash out. Has anyone tried using the AC rotation j.B as a cross-up? o.o How effective is it in this match-up?
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Uh. lol. I don't know how to quantify it, but just keep trying different delays. If you feel like you confirmed the 5B early after the Double Upper and the opponent techs before the j.B, you're going too slow. If the opponent techs before the next 5B, 2B, or 5A, you're probably hitting the j.B too early. Edit: The timing of the 5B isn't really important, so focus on the j.B.
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Delay the j.B VERY slightly. That's the general gist of it.
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In terms of just avoiding his ground throw and command throw, I would have to say that jumping out and air dashing away is the safest method without taking the risk of doing a DP or using evasive action. Just remember not to be predictable and do the same thing over and over again on wake-up because a decent Kanji will catch on and start countering your jumps/hops with his DP, air throw, etc. You have options getting away, but know that for every option you have, he probably has a counter option. Just know all your own options so you can manage Kanji's wake-up pressure better overall.
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Well, it all depends on if your opponent reads you and your spacing between him and you. I've used evasive action to evade his command grab and grab on wake-up before.
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Well, you can always try to evade Kanji's throw instead of trying to beat it. You can vary your wake-up tech time to throw off his throws, you can jump, or you can do evasive action. Just know that Kanji has ways to counter what you're going to do, so always vary your wake-up to keep him guessing.
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[CSE] Noel Vermillion General Gameplay Discussion.
confusedxphreak replied to Chaoschao222's topic in Archive
^Well, the only problem is that Noel can't link together 5A/2A to 6A. lol. It seems her only link to her 6A is 2B w/o CH. -
^Its a microdash. Input the 66 dash command during the recovery of BD and press 5B right away. Its really just figuring out when you can dash out of the BD and its pretty straightforward. If it helps, tap 6 and then quickly tap 6+B together to get the dash and 5B in.
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214C has upper body invincibility. Check out the bottom half of this post by ShelledMenace. It lists moves that go through 214C. http://www.dustloop.com/forums/showthread.php?14480-Akihiko-Technical-amp-Gameplay-Discussion-Thread&p=1365713&viewfull=1#post1365713
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^Microdash after the Double Uppercut and then 5B. You're basically dash canceling the recovery frames of the uppercut into 5B. Just get the timing of when to input the dash command and its pretty simple.
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[CSE] Noel Vermillion General Gameplay Discussion.
confusedxphreak replied to Chaoschao222's topic in Archive
Well, in the opening of this video, Noel seems to be able to use her j.2C without hit confirming or anything. Good video to see her j.2C and 236C Chamber Shot. http://www.youtube.com/watch?v=U1jLtXM23-4&feature=plcp On a completely random note, she seems to have a new opening pose. Haha. -
[CSE] Noel Vermillion General Gameplay Discussion.
confusedxphreak replied to Chaoschao222's topic in Archive
^lol. I just saw the video. Hmmm...The move list is a fail then. Her Haider shots seem awkward for some reason. Some property must have changed. -
[CSE] Noel Vermillion General Gameplay Discussion.
confusedxphreak replied to Chaoschao222's topic in Archive
^What do you mean by j.2C as a stand alone move? I'm under the impression that j.2C is a RB follow-up move only according to her move list. @.@ -
Yeah. For anything with the 5B/2B>j.B hits, you have to delay the j.B slightly. I find those 5B/2B>j.B hits difficult to do without FC, so I personally would not go for it in a match anyway. If you're starting with a 5B, there are more dependable and optimal combos I would go for.
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[CSE] Noel Vermillion General Gameplay Discussion.
confusedxphreak replied to Chaoschao222's topic in Archive
My additional notes: -I can't really see clearly in that video, but did 6B go into 5D at around :40? -2D's trajectory IS really strange...I can't believe it whiffs on a crouching Tager. -New CA's animation looks like d.5B -
^Which combo are you trying to do? I haven't worked with the 5B>j.B variation of his loop yet, but if its anything like the 2B>j.B version, you'll want to make sure the 5B hits your opponent fairly low to the ground and you delay the j.B VERY slightly so that you land and have time to land the 5B before the opponent techs out.
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As Darcius said, you need at least a 2 or more on the Cyclone gauge. If you've got that and having trouble landing the 5B, try micro-dashing after the BD. I personally think its easier landing the 5B after dash canceling the recovery of BD.
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When you meant very very slight, you were NOT kidding. lol. Its pretty difficult adjusting for the timing of it because the delay is so minute. EDIT: Actually, once you get the timing down, its pretty much auto-pilot.
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[CSE] Noel Vermillion General Gameplay Discussion.
confusedxphreak replied to Chaoschao222's topic in Archive
Don't get too hung up on the changes just yet, not only because a lot of changes are being made to CP and this is only the first loketest, but there are a lot of contradicting reports on the JBBS. Some are saying certain attacks link while some are saying it doesn't. I'll try to filter out the more recent ones. -
Ah. I'll try delaying the j.B some more then so maybe the opponent won't tech out early. Thanks.
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Does anyone have any tips on doing the FC loops? Example: 5b FC > 214c => 6c => b+d > [2b > j.b] x4 > 5aa > 2a+b > 236a => 6c => 6a => 236236b. I usually mess up somewhere in the 2b>j.b reps, so I don't know if I'm messing up on the timing of the j.b's or 2b...@.@ I've tried using 5b instead of 2b since its been done in videos before, but its not any easier. lol.
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[CSE] Noel Vermillion General Gameplay Discussion.
confusedxphreak replied to Chaoschao222's topic in Archive
NP. I read in the 4gamer article that people are under the impression that the game is focused around shorter combos, so we'll just have to see what happens. -
[CSE] Noel Vermillion General Gameplay Discussion.
confusedxphreak replied to Chaoschao222's topic in Archive
I did some rough translations for her changes yesterday, but take this with a grain of salt as my Japanese isn't fluent and I don't understand video game terms. lol. I'm going to try not to include anything that was translated in that other thread. -CA has been changed (looks like its an attack now and no longer her invincible cross-up) -Assault Through doesn't hit opponents farther away -6A comes out slower -5A attack level reduced? -Optic Barrel A has been changed (I believe it says A is the old B and B is the old C. Keep in mind 236C is Chamber Shot now) -Bloom Trigger does not wallbounce -CR can be canceled with specials -j2C follow-up puts you into a position similar to Bullet Rain (I'm assuming this is because j2C's trajectory is at a diagonal) -Gatlings that work: 6C(2)>2D, 2B>6A -Gatlings that do NOT work: 6C>6D, 6B>6C, d.6A>d.6C There's also some speculation stuffs that I won't translate for now just in case something changes.