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soujiro seta

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Everything posted by soujiro seta

  1. This. Her combos aren't the problem necessarily. It's how you have to play her that is. Spacing, mixup, oki, and making your opponent respect your mixup. I cannot stress those any further. Her mixup is actually risky cause you're going to be using TK swallow moon, 6B, her JCable normals into stuff j.2C tk swallow moon j.B, etc. Problem is if they mash something out at that point things can go bad for you. Now I see why so many JP plats mash 2a/5a a lot. The things they do are starting to make sense to me. You'd be surprise at how many people are trying to jump/mash during your strings. Do not attempt anything fancy at first. See what kind of opponent you have by simply doing [2a/5a]xn 5b 2b 6b 66 [2a/5a]xn strings, or something like that, to keep them honest. After the little damage combos stack up, cause they got CH while trying to mash, they'll finally decide to just sit still and BLOCK WITHOUT MASHING. That's when your other mixup, tk swallow moon/j.D fan/etc, can start working. She has trouble getting in, and this is the same reoccuring problem you'll have with the entire cast. This is made worse when you fight haz, lambda, Mu, and carl.
  2. Btw, I have a couple of tricks I can share with you guys. I'll try to post it as soon as possible, but I'm so lazy right now that it might take forever.
  3. Hey snipingsnipe, it's me Hawkeye. You levelled up my plat on day 2 remember? lol, I really enjoyed our bang vs plat matches. They were so much fun. Unfortunately I had to leave. I felt like I had gone super saiyan against you. You put me in a spot where it was "get wrecked" or "ascend to the next level", lol, and I loved it cause I was forced to improve. Lol I know it's just been a 1 day difference but i feel like I have changed so much since you made me transform lol. GGs man, fun games those were.
  4. Hurricane Rev 6C destroys noel's D mashing. Plus, it's her FC, so learn DAT 7k to make the noel press another button besides D.
  5. Lol, people now see what CS1 carl/noel have experienced for a long time.
  6. Thanks for explaining the 6B stuff to me. I'll try it later today. The problem I had the most was that people were mashing during strings and abusing j.barrier. I haven't played BB in months, so I forgot all about that. There I was trying do TK swallow moon and do the stuff I see in vids only for them to jump out or hit me. I had to adopt an anti-mash/jump tactic. It got really annoying after a while. The only person who actually sat down and tried to block was cubandeathmetal. I could actually attempt to mixup. Rather than mash 5a/2a/6a to keep them from jumping/mashing. TK swallow moon doesn't work, 6C j.C swallow moon j.B doesn't work, 6B overhead doesn't work, nothing. Somewhat frustrating experience I had. Still, amidst all that I can't wait to be atleast decent with her. I'm now starting to see why plat's was in B tier in the arcadia magazine. Even though it's my first day, if your opponent guesses right, mash at the right time, they can really mess her up. Having a situational dp makes her too prone to pressure. This wouldn't be a problem if she had normals that were good. She can deal good damage, but the main problem is that you have to really be able to keep your opponent guessing. Her pressure is pretty unsafe at times, (tk swallow moon, 6C j.B, j.D fan, etc), cause if your opponent expects it they can just toss something out there. Now I see why in the JP vids a lot of the good plats simply mash 5a/2a at times. It's the best way to keep your opponent honest. After they've gotten hit several times by 2a/6a from trying to jump out/mash, they start to respect your pressure, and then your true mixup can start to work. How good she can be is dependent on how much respect your opponent gives you during your mixup. Whereas you have other characters that demand respect whether you want to give it to them or not (carl, makoto, ara, rachel, etc). Anyway I accidentally found an option select in the corner. Get a kd in the corner. Don't use 214B yet. Wait a bit then do it. If your opponent neutrals then 214B comes out. If they roll out 236B comes out and if you have 50 heat you can RC>combo. It happened when I did 214B late by accident.
  7. Does anyone know how to do the 6B throw whiff thing done here?
  8. You have to download both of them. Patch first, plat second. What is the timing for 6B throw whiff? I can't get it for the life of me.
  9. I got the 6C 22C in mission 8. Me and my scrub fingers.
  10. lol, sorry I meant mission 8. Also, in the same mission 8, how do you do 6C 22C? The timing is impossible for me right now.
  11. Lmao tru dat. Anyway I'm currently on challenge mission 9. fan j.d j.66 j.c j.22c 66 5d.... Is that like a 1 frame link or something cause the timing is so strict. So far i'm loving her. Exactly what I expected.
  12. woohoo i'm about to finally get my hands on her, in a good way. Finally.
  13. Only responding to a couple misconceptions cause i'm a bit sleepy now It's not DP safe. If they mash DP/reversal during the slight delay between j.B and 3D carl will get hit. He still has to bait and punish. 2. That applies to CS1, and not CS2. CS1 resets are combo video fodder in CS2. Nirvana doesn't have the meter. Carls aren't spamming j.2C j.B 3D because they want to, it's cause they have to. The j.2C j.B spam 3D resets into it self. In CS1 during resets you had to look out for tick grabs, crossups, and fake cross ups. All you have to worry about for this is if the carl is going to bait you or not, and all he has to worry about is if you are going to DP/reversal or not. there's no need to go for a tick throw of IAD j.2C allecan crossup during the j.2C j.B spam because 3D is the best option. It resets into itself for as little nirvana meter as possible, while yielding the highest possible damage. Grabs deal less damage, so that is a bad idea. If you IAD j.2C allecan then you have to do 5B 6B cantabile 2D vivace blah blah blah 3C j.2C etc. That's an extra 2D and you had nirvana on the whole time. Those 2 options are a waste of meter. Going straight into the j.2C j.B 3D reset is the best option. 3. Haku isn't carl's worst matchup. His counters, like j.C and 4C, are more of an annoyance than anything.
  14. Thanks. In the same guard section, what do HA, HB, HL, 100, and L mean?
  15. As a former carl main, I'd actually say that the match up appears to be close to even or 5.5-4.5 in carl's favor. Most likely 5.5-4.5 You have to play against carl in a certain way. Lion/bear, 16t slidehead, missiles are the most important items in this matchup. Throw away all fans/regular hammers until you get close to him. Only keep hammer if you want to upgrade to 16t for slidehead. You want to zone him and keep him in blockstun. Nirvana will deactivate when he's blocking. The only move that comes out, even when he's blocking, is brio. Nirvana got a huge health nerf. He can't use her as a shield like he could anymore. Attack her, but watch out for his 5C. Even if you get hit by 5c, the stun was greatly reduced, so he has to react quickly now. Carl will have a lot of trouble getting in on her if you're constantly equipped with missiles, lion/bear, or 16t hammer to slidehead and get in on him. I don't want to go too indepth now as I'll do that in the matchup thread, but he's not one of her worst matchups.
  16. Thanks. Just checked the frame data. Where does it say it can be blocked low? Lol sorry I understand what most of them mean, but not all. Personally, from watching matches I would say ragna vs plat is 6-4 his favor. He can toss out 5b, 5c, jc, and fish for fatals with 2C. He outranges her too easily for free with little to no risk. If you don't have that situational dp, he can keep you blocking for a long time. The good thing now is that ragna doesn't get 4k minimum and 50 heat off everything anymore. His dp also doesn't give him the same reward, damage and heat, as CS1. Since he gains less heat, ragna players can't always dp on wakeup all the time, like CS1, without caring if it was baited cause they always have 50heat to rapid. This mean that they have to respect her pressure, and even if they don't, you'll only eat 1k midscreen or 2.2k corner if he DPs. There's also more risk now. If his dp is baited....well, we all know how much damage he's gonna take if that happens, especially if she has her hammer/fan. He can pressure her for free, but her mixup is stronger than his. Her damage potential is also higher, but his defense is better. In the end, it's the range. That's why I say 6-4 to ragna. 5b, 5c, jc, and 2c are just too free and safe to toss out against her.
  17. This is what I'm talking about. Here and here
  18. Oh that's right i forgot. Btw, do 5D bombs have to be blocked standing? Cause madoushi kept using 5D bombs and 3C on his opponents wakeup. They try to block bombs standing but get hit by 3C and take the bombs anyway or vice versa.
  19. Hmm, so she technically has an option select with 16t hammer in the corner off j.D/5D Score a kd in corner, wait a bit, j.D/5D. If they tech roll they eat j.D/5D/slidehead for a free combo If they neutral they'll probably end up blocking the 2nd hit of j.D hammer or first of 5D, which is safe on block as long as it's not IBed, so you can continue pressure afterwards. Ofcourse they could always mash out a reversal, but you get where I'm going with this.
  20. Thank you. A little over half screen?? Works on tech rolling too? Really? Wow, that's nice. When you have someone in the corner, I wonder if on their neutral wake up you could make them block a bubble, and right when they come out of blockstun they get hit by slidehead. Knock them in corner, step back a bit, bubble, wait a bit, jump up and do j.D, opponent blocks bubble on wakeup, blockstun end before j.D hits the ground, and then eats slidehead. Something tells me this could work on tager especially, or characters with tall crouching/wide hitboxes (assuming they crouch block after neutral tech). It might work on everyone if they stand block after neutral tech. I don't know I'm just tossing this out there.
  21. I'm terrible at reading the mook, but is it safe to say that her hammer, 16t/regular, is safe on block? I have 2 questions for you guys with the psp version How close do you have to be, to your opponent, to combo off 16t slidehead knockdown? Does slidehead work on tech rolling? or does the opponent have to be standing/crouching?
  22. FINA-DAMN-LY. I will return back to BB close to her release to get ready for a magical experience. That's less than a month away. Assuming they don't pull a valk 360 malfunction on us xbros again.
  23. So since CS2 is coming out on may 10th, is the evo list going to be updated to CS2 instead of 1 just like it was for SSF4 console to AE console?
  24. WOW, I've been gone for an eternity and just watched over 100 vids. 7.6 o_O??? I love Plat. Sad to know that we still have a ways to go before console release. Anyway, I was thinking about putting together a Strategy/Mixup section, not sure yet. It's something similar to what I did in the carl forums with the Reset and Strategy thread. I don't really have much yet, but we can all contribute to it as time progresses. It could end up being a really small thread in the end, but it's mainly to show people the kind of things they can do with plat. Like the carl thread, I'll try and post a youtube link to the certain strat/mixup so that people can see it as well, if video footage exist.
  25. Their "[Mori] and Daisuke have other things they need to work on for consoles right now." response is PR talk, and in english means "We're about to release the portable version and we want that to sell. If we release both console and portable at the same time, no one will buy it for portable. So we'll release that first, and console later". We would love for them to prove us wrong, but that's not going to happen
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