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Eshi

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Everything posted by Eshi

  1. her 2A is 6 frames, basically the same as everyone else. it's her 5A that's slow (8 frames).
  2. > Merkava vs. Hilda 7-3 wut. I think we need to play again. Hilda's AA game is great (3B/5C/B+C/Lynchpin), if you're jumping in for free then you're not playing strong Hildas. Her mixup is fine and every hitconfirm leads into orb 50/50. Blocking until you're pushed out of range doesn't make any sense, her range is like 3/4 of the screen and she has many ways of pushing you closer.
  3. Vatista's Flashkick should absolutely not be a problem. Hilda's most comfortable position is well outside of flashkick range and blocking orb negates the threat entirely. Vatista's full range game definitely wins vs. Hilda, but it isn't inherently any more threatening than Hilda's midrange game. Just patiently work your way forward until you get into range. Downbacking is not some inherent disadvantage with Vatista, that's going to be a problem with everybody once they level up. Hilda still has ways to get around it like 623B > 214C > inescapable 50/50. If literally all they are doing is blocking then there's nothing stopping you from spamming until you get super meter - Vatista's only real answer is her Infinite Worth if she never goes in. I honestly find it hard to believe that you've found someone that's literally impossible to mixup, I mean Ragna's overheads are entirely reactable but mixing them in at unusual times will still open people up at even the highest levels of play. So yeah, both of them have answers to each other's shenanigans so it feels really even to me.
  4. wow he really is playing Nanase, what is with him and picking all the struggle characters recently (aba, izayoi)? =P
  5. I'm gonna be at Otakon this weekend but I really wish I could enter this now. I tuned into yesterday's 3v3 tournament at ~ top 8 and the quality of play was super legit. Grover's Hyde was ridiculous and Danke's Vatista really impressed me!
  6. I have opinions but they're entirely based off of my own match-up experience, which will obviously change as the players around me level up. As of right now, I fuck up Nanase players hard. Her projectile doesn't help her in neutral since TK 236X avoids it and her movement options are fairly basic so she almost never gets in on me. It feels like Akatsuki. My opinion may change when players level up their mixup game because right now she feels tame as hell. Hilda mirrors suck. I have a high win ratio on every character except Linne (~50%) and Hilda (20%). I need to figure out her own specific options for dealing with her tools because right now I completely lose control of a round if I get touched once. ESHI'S TOTALLY LEGIT MATCH-UP CHART Free: Akatsuki, Chaos, Nanase Even: Waldstein, Vatista, Hyde, Carmine, Byakuya Annoying: Orie, Gordeau, Merkava, Yuzuriha, Eltnum, Seth FUCK OFF AND DIE: Linne
  7. Updating with some quite good footage of Arukemi playing at Urban Square for the Arc Revo qualifier. He doesn't qualify though. :| Here's a list of the videos for convenience! Platinum vs. Arukemi (AM) Noel vs. Arukemi (AM) Arukemi (AM) vs. Litchi Arukemi (AM) vs. Jin Arukemi (AM) vs. Rion (NU) Arukemi (AM) vs. Hasshi (JI) EDIT: found some earlier footage with a different team mate, poor guy can't get a break Tenri (MA) vs. Arukemi (AM) Sachinari (TG) vs. Arukemi (AM) Mochi (HZ) vs. Arukemi (AM)
  8. 214A/B is better than anything else Hilda can do. Restanding them is honestly just a gimmick, they should be holding down back and reacting to lynchpin. However, the charge jC/2A mixup is completely unreactable, can't be option selected and most characters can't DP it since they're stuck blocking the 214X knives.
  9. This actually does seem useful for Hilda since she could confirm whiff punishes from fullscreen. That's really sick.
  10. I find that the best & safest way to open a match is with jump back jA, then falling jB. The only way for most characters to punish it is YOLO dash into anti-air 3B, which Hilda can in turn predict with 2B/2C. Once you've created a bit of space Hilda's best options are 2CC (ground approach), 5C/3C (air approach) or catching them with a 22A/B or even lynchpin. There isn't really a straightforward answer to this - it depends heavily on match-up specific options and adapting to your opponent's tendencies. My favorite block string to do now is 2C > 5C > 623B. From max distance most characters do not have options to deal with it so they just have to block the 623B and as has been said it's at least +8. Once you've established this respect, you can start mixing them up with lynchpin/charge 5C/22X. 623B is sooo good. I've also started adding j41236C to my gameplay and it's way better than I expected. The above block string completely fucks over Vatista, by the way. She can not reversal or do projectiles out of it, that's why Shirano spams the hell out of it. She can only prediction jump over 2C but Hilda can just do 5C instead to hit unblockable. Actually she might even be able to do the same thing just with 2CC.
  11. The best use I've found for it is countering fly-spamming Merkavas, if he does it at the apex of his jump then it's surprisingly hard for Hilda to hit him out of it.
  12. I didn't enjoy watching the Vatista at all for that reason, but the Merkava/Linne were super punishing it. Their options may be too high risk before then though - the Hilda player did mix up her options depending on their meter and spacing. It's probably match-up specific, that amount of 623B spam will not fly against someone like Orie but Vatista may be extra free to it. You will be blocking a lot with Hilda, so her primary defense is Guard Thrust (214D while blocking). Unless I know I can use it to end the round, I always save my Vorpal for it.
  13. I absolutely agree, Linne feels like her hardest match-up to me. Her pressure lasts for a million years and she can mash super through a bunch of block strings free.
  14. LOL @ people saying 7-3 match-ups already. I don't mean to be condescending but, seriously guys? Hilda deals with Merkava's neutral extremely well and "Gordeau does everything Hilda does better" is not even close to true. I feel like we're playing different characters, Hilda is gross as fuck y'all.
  15. Please read the first post, this thread is not for posting your netplay matches. Put them here.
  16. That'd be super great, I'll add them to the video thread once you do so. I've got to watch these archives today. After playing Elizabeth at Evo, I feel much more enthusiastic about the game and maining her. She may still be bottom tier but she feels a hell of a lot more well-rounded than before, regardless.
  17. I just found out something else that seems really useful, a mid-combo safejump. If you hit someone standing with 2C > 5C and the spacing is correct, you can continue with A Zettou > jB [1] > jA [1] > j2B. The combo ends at jA, but the j2B has the perfect timing to beat mashing (tested vs. Ragna's 5 frame 5A), safe jumps almost all reversals (beats inferno divider, loses to jayoku houtenjin), and is at least +12 on block (tested with j2B > 2B, could not reversal without instant block).
  18. I've done some experimenting and the 2C setup is actually way stronger than DerQ's tests have shown. There's a sweetspot timing after Raibu where Microdash 2C A) Bluebeats every tech except emergency tech B) hits meaty on emergency tech and C) 2C > 5C or 6C works on everybody, including Bullet and Rachel. It literally covers every option, however I can't find a series of inputs that will cover all hit confirmation situations yet. I'm going to practice different things on randomized wake-up and see what I can find. EDIT: Nevermind, it's actually incredibly easy to react to which tech the opponent has input and select the correct follow-up. This is fantastic!
  19. I love your ideas about blue beating 2C after Raibu! I took it to training mode a couple of weeks ago and figured out that Zettou is a mediocre option, Raibu knocks them so far away that back roll is still unpunishable even with a dash buffer. 2C is definitely the option I want for conditioning emergency tech. j236C does not have the same problem though, knockback is close 95% of the time so dash zettou > jB > 5B always beats roll and hit confirms for over 3k. I always do that for oki. It should be noted that some characters have thin hitboxes (kokonoe, noel etc) and they require hitting with very few hits of jB/5B or else they will drop out.
  20. this is a silly statement. it's not like they're going to literally split the character in half and leave it at that, Nu-13 would lose an entire super if so.
  21. go ahead and call every prior Nu-13 player lazy if it makes you happy, but Nu-13 is supposed to be the quintessential zoning character of BB and mode change put an incredibly difficult barrier of entry on her. And it didn't even make her that strong, still only mid tier at best.
  22. because 99% of Nu players hated the mode change addition. because the mode change mechanic was convoluted and made no sense on a zoner. I am honestly surprised that anyone would be upset about this.
  23. air juggle > crush trigger > Hariken A or 6D inescapable level 3 setup on most of the cast if they don't have 50 meter if you're REALLY ballsy and land it as a mix-up, the best confirm is dash j2B into an air juggle
  24. Hakumen can't be zoned normally because it's easy to gain free meter or 4k damage with reaction counter. The best tactic is to run away since HK mobility is bad, gain meter from full screen with hariken's awesome buff and then drill his ass. Reacting to his approach attempts also nets quite a bit of damage. It's definitely easier than before, but I'm still skeptical because it's just really easy to make mistakes and Hakumen takes huge chunks of life off of mistakes. It depends on how I'm feeling that day :P EDIT: in retrospect you're right, the match-up is pretty much equal now
  25. I realized recently that my opinion on match-ups has changed quite a bit, mostly because of patch changes and partially because I'm less bad. Major Advantage: Bullet, Kagura, Makoto, Tager Minor Advantage: Arakune, Carl, Platinum Even: Azrael, Hakumen, Hazama, Izayoi, Mu-12, Nu-13, Relius, Taokaka, Tsubaki, Valkenhyn Minor Disadvantage: Bang, Jin, Noel, Rachel, Ragna, Terumi Major Disadvantage: Kokonoe, Litchi
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