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Eshi

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  1. So, I just found this website today. http://horibuna.web.fc2.com/BBCP110/BBCP110_AM.html It's basically a compilation of all videos that get uploaded to nicovideo for all characters and it's maintained with fair currency. I'm going to sift through all the Amane videos (mainly Jirou) and update this thread with all of the valuable ones. If only these could get uploaded to youtube! Maybe I should figure out how to do it...
  2. It just takes practice to get used to the timing. I've gotten to the point that I can land j2B * 13 without even trying.
  3. So, my drill game against Noel has improved drastically. 4D still ensures that she can get out of everything midscreen, but in the corner that changes completely. She completely can not escape raibu wallbounce > 6D, her 4D gets counterhit and you can combo. I also like doing corner Hariken drill as well - if she 4D's out, you can react and hit her back into the corner. Basically just like Kokonoe and her teleport, the goal is not to land a 6D but rather to force her to respect your drill so you can continue corner pressure. Literally do not ever even attempt to go for hariken drill or raw 6D if she's midscreen. All she has to do is press 2D to kill you. I've found that runaway is the strongest strategy against her. You can just Hariken her full screen projectile and gain drill meter. If she tries to 2D in on you, you can jB her for a nice 3K confirm. 5C is a really bad zoning tool because her fast dash goes under it and lets her punish you. Once Noel's entered her drive, it can be VERY unpredictable what she does next so it's safest just to avoid her and try to punish from overhead with j2B/jB. For these reasons, I find it much more effective to force her to chase you down and punish mistakes from the air than give her a chance to get in and rush you down. If you are pressuring her with level 3 drill, keep in mind that her 4D goes through 5B and 5D so she can punish you. You can hard call this out with 3C. She may try to guess on this with her 2D, but I've found that it takes her so far and 3C has such a low hitbox that she tends to miss and you still have time to block. So, 3C is an incredibly strong tool to keep her from just spamming 4D and hitting you all day. That's it for now on match-up specific information. Here's some general Noel info that EVERYONE needs to know in order to win: ***Noel can hit confirm her 6B (overhead) with 3C (extremely unsafe without meter) or 5D (most common choice). THERE IS A GAP BETWEEN 6B AND 5D. If you mash 5A on the earliest possible frame then you can punish a blocked 6B > 5D every single time. ***Noel baits anti-airs with jD. If you block her jD, it is very minus and also punishable by 5A. Once you show her that you can punish it, she may start guessing with Spring Raid/Assault Through (only works at low heights). Spring Raid is super punishable if you guess right, Assault Through won't punish your 5A and you can punish it with another 5A on instant block. If you're really smart, you can just hold up to make it miss and jump on her head with j2B. ***Noel's drive mix-up is completely negated by block switching. d6B is 16 frames, d6D is 24 frames. As long as you switch from stand block to crouch block on frames 17-23, she will never ever EVER hit you with any of her mix-up. Learn it, love it.
  4. Currently updating the video thread with footage, Damosu is absolutely incredible with this character. I watched him set up like 3 instant kill combos and force a burst, on top of his sick rushdown and smart neutral and 236B corner cross-up Liz looks like a god now. It seems like certain characters will have no answer but to guess on that last setup. If they try to roll they'll probably put themselves back into the corner, or maybe get hit by the laser. That one Aigis player tried to DP it and it looked like she was left in enough recovery to be punishable. BTW, should I delete the 1.0 footage soon? It's not at all going to be relevant once the console version gets released and enough new footage is coming in that it won't look as empty.
  5. I am dying. orz At least it's a step up but the orange soles look so tacky. plz.
  6. I played Rhannmah first round and had 0 clue how to play against 1.1 izayoi. I got really shaken up from that loss and didn't have my head on straight against Mahouko. Sooo I went 0-2 ¯\_(ツ)_/¯ It's okay though, I can always blame my character! * Brice, Kaeru, DerQ, Bibi - my favorite Canadian players, I'm glad I got to see y'all again this weekend. I wish we got to hang out for longer! * Zidane - I was laughing/dying inside when we went into training mode and couldn't figure out anything Justice can do against Anji. GGs! * Lord Knight - way better than Bananaken, holy shit. Your Koko play was mad clean this weekend. * Psykotik - your Carl is godlike, I want you to win everything. * Digital Watches - your tournament suit looks really nice but you need a matching pair of shoes. They may not be as comfortable, but beauty is pain. PLZ. * Poutine - actually godlike. Poutineville was mediocre IMO, but I had it twice more before leaving and both times were delicious. I want more. I loved visiting Montreal, both of us had a wonderful time. I hope I can come back every year!
  7. Those 2D combos are some seriously good shit. At this rate I probably will stick with Elizabeth, the despair has subsided a lot. I wonder if it's possible to do these combos before hitting Awakening? As in, make any of these initial hits, combo into sweep > mind charge and THEN do SB garudyne into the routes shown. That'd be a really great way to convert damage, enter awakening and recover enough health to be worth the risk.
  8. You should definitely check out the 1.1 video thread and watch Sendatsu's match. He's the best Amane player I've seen so far and he plays the match-up incredibly well. You could watch 1.0 videos as well, the match-up hasn't changed much.
  9. 17 dan Amane player Sendatsu, WATCH THIS SHIT RIGHT NOW. https://www.youtube.com/watch?v=Ogq4hzJm9OM&feature=youtu.be
  10. Terumi is a very annoying character to fight against now. He was already a decent pick before 1.10 because of his incredibly fast dash that goes under 5C, but he's much harder now that his max range hit confirms are much more stable. Terumi's 5D and jD seem like incredibly strong footsie tools here and I need to experiment with counter options. * If Terumi has 50 meter, be VERY careful about using drill setups. Messenga has frame 1 projectile invincibility and will punish everything except ones where Amane has already recovered from Hariken. * If you do get him in a setup and he blocks 6D, DO NOT PRESS A BUTTON. His 6C has very fast start-up and the perfect range to stuff every ground button you have. YOLO 6C at round start also stuffs out most of Amane's ground buttons. The best way to counter it is to jump and then j2B on his head. * Terumi's 6A, while a difficult normal to hit confirm at certain heights, is deceptively large and very good at checking Amane. Get used to holding back on those jB's so you don't get hit by your enormous hurtbox, just running away for better positioning helps enough. * Terumi's TK j2D is an incredibly fast high, and his frame traps are decent against Amane's buttons are slow. Focus on IB barrier to get him off of you. Pay attention to his jump cancelable normals, namely 5C and 2C, and hold up-back since it's the easiest way to deal with TK j2D. Learn what his command throw (214D) looks like because its 25 frame start-up is easy to react to. Most of his oki isn't real so don't just blindly emergency tech into his 50/50 setups, neutral tech and roll are your friends.
  11. Some of my thoughts: - On making Kagura's flash kick whiff. If you do a combo that ends in 236C and bait with 236A > air back dash > jC then the spacing will be perfect every time, but if you end a combo in j236C then sometimes Kagura will land so close that jC will whiff so it won't work. But yeah, 236C every time. Practice the timing so you ABD at the earliest frame possible or you will get hit. - If you are zoning him from the ground, Kagura will fish for 6DC (Sky Dragon Strike) to get in. It has projectile super armor so it will go through drills. Here are the common ways to punish it: * 2C. If it's early enough then you'll just hit him out and if you're too late then he'll actually miss you because of 2C's low hurtbox. Even if you do it super late, it's surprisingly foolproof. GOLD STAR FROM ESHI * 3C. If you time it just right then this will also low profile (and CH at most distances), but if you do it too late then you'll counter hit you for huge damage. Use at your own risk. Don't try it online. HONORABLE MENTION * j2B. If you jump early enough and are at just the right, you can make JDC miss and bounce on his head, but too low and he'll hit you. * 5D level 3. While 6DC has projectile armor, the patch actually caps it at 1500 damage and 5D lvl 3 will rip through it easily. It's a little risky though, if you misjudge the distance or timing then you won't get enough hits and he'll CH you instead. - Hariken setups. Do not go for A Hariken at point blank range because DP will hit you. Otherwise, his DP will hit A Hariken and you can still punish it, but if he has meter to rapid cancel then he's safe. If you set a drill behind him with B Hariken, however, his DP will completely miss and there's no way for him to avoid you punishing him. B Hariken setups ALL DAY. Don't even bother using 6D, just pause and react to him doing DP, if not then you can safely start pressure. - On pressuring Kagura, his DP is really good so if you want to do block strings then occasionally pause or go for 214A > jC. Avoid reckless air approaches because they're very easy for him to reaction DP and you can't do anything about it, even if you block it. You don't even have to bother if you have a life lead. As an aside, I had NO IDEA that 6B straight up always beats 2C > 2DB, that gatling was giving me hell and this answer is really damn good!
  12. 1.10 thoughts: I still think Jin vs. Amane is 7-3. In fact I think it's the only 7-3 match-up now, Kokonoe and Taokaka are a lot easier to handle. The long sets of Arukemi against Tsujikawa really helped me get a grip on the Koko match-up! I practiced this last night and I FINALLY got it to work for the first time ever! B Zettou is definitely the way to go.
  13. My passport application was accepted and plane tickets have been bought. I CAN'T WAIT TO VISIT MONTREAL AAAHHHHHH yes, but I'm staying with my boyfriend. You trying to find a room to split?
  14. For future reference, I am no longer updating this thread with Shadow videos. He does not play well enough and I don't want fellow Amane players picking up his bad habits :3
  15. In practice mode, I realized yesterday that if Amane does dash zettou > air dash from any range further than just outside its trigger point, the trap will not hit him. This can be really useful for getting in when the Koko player thinks they're safe. Obviously this will not work if a graviton is behind you.
  16. This post might help you: http://www.dustloop.com/forums/index.php?/topic/5794-cp-amane-nishiki-gameplay-discussion/?p=805176
  17. I sure hope people in G1 learn the Kokonoe match-up! I know I'm going to. Also if it wasn't obvious enough, I play Amane.
  18. I have always had major troubles landing that combo. I'll do your notation and see if I can finally do it! There's a lot of character specific things but I can't remember a lot, I've written out inconsistent combos entirely from my muscle memory. For example, 236C > Rapid Cancel > 2C doesn't work on some characters (Kagura) so I always do 236C > 5C.
  19. Finalized version of the option select: knockdown > safejump jC~4C > 2B~C OR: knockdown > safejump jC~63214C > 2B~C ~ means input just after the preceding one, standard option select timing. Basically I was having problems hit confirming 5C on back dash because it requires way too fast reactions. The additional end input will result in jC > 2B coming out if they block on wake-up or 5C > 2C hit confirmation if they back dash. This option select works because 5C > 2B is not a gatling. Clever huh? :P
  20. Okay, so it's not just me then. Kokonoe is probably the same leniency because I can't get the original combo to work on either of them. I tested with Ragna/Jin and they are normal.
  21. Okay, I'm fairly confused now because I can't this combo to work on anyone at all. I do not understand what I'm missing, I can only get it if I leave out the last 5B.
  22. your scumbaggery is unmatched. =(((((
  23. On a related note, my go-to 3C CH combo is 2B 5B 5C 6C. It tends to be more consistent, but 5B does not hit 3 times on Arakune so the timing gets weird. It's always better to leave out 2B on him, I'm not sure if there are other characters that this applies to though. Basically what I do - Arakune: CH 3C > dash > 5B > 5C > 6C > hariken cancel > 5B > 5C > 6C > whatever Everyone else: CH 3C > dash > 2B > 5B > 5C > 6C > hariken cancel > 2B > 5B > 5C > 6C > whatever
  24. 2D/6D are horrible IMO. It's really easy to avoid and even if they don't they still 50/50 might block it and make you go down a level. Anything below level 2 is way too slow to fool anybody. I use it extremely sparingly.
  25. I've actually been playing more Bullet than I have been Amane. Are you gonna top that? =P
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