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Eshi

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Everything posted by Eshi

  1. I haven't seen footage period. No one plays this character. ~_~;
  2. it doesn't really go away with time. like, it's bad to confirm 5C with either 2C or 6C because one whiffs on standing hit while the other whiffs on air hit. it's most reliable to do 5C > zettou > jB instead, but a lot of characters only get hit once by 5C because of their standing hitbox so it doesn't work. there's a lot of other examples like that. amane is by far the hardest character to hit confirm with in this game - you have too little time to react so you usually have to guess, you either sacrifice damage or risk whiffing. also, your friends are bad. (ノ´ヮ´)ノ*:・゚✧
  3. 2:16 - 5C recovers so much faster now. Excellent.
  4. Well in the picture here, it looks like he's actually doing the drill in all of them. but it looks like it starts REALLY early and lasts until it comes out. why does nobody play this fucking character.
  5. April?? I WANT TO BELIEVE yeah hariken doesn't just have projectile invul, the drill follow-up apparently has full invincibility (guard point?). My body is ready.
  6. It's not really possible meterless. You could do j2B rapid cancel to get you to the ground but untechable time is so short that you might not be able to get anything. Possibly 5B 5C 6C [1] hariken 6D reset.
  7. 1.10 is in May. i theorize that it very likely works on block as well... I don't see why it would only apply to 5C CH short of being a bug. If he can do his old drill resets with OD 6D then the chip damage will actually be broken. I LOVE IT.
  8. The video's gone private but I figured it could be discussed anyway: Kamoihito uploaded a 1.10 video showing that OD 6D carries the property of drastically slowed down level 3 meter gain even after OD has ended. He demonstrated this with CH 5C > OD > 6D and held it down until it did 7.5k damage. Also, apparently he can rapid cancel 6D to follow up with jC and get his huge damage level 3 air ender. On top of all of the other buffs he received, Amane might be really damn scary next patch.
  9. Correct. I worked on this post for ~2 hours and need to start supper so I just posted it, I'll eventually have all the character specific options up.
  10. Please let me know if I missed anything okay thnx bai So at the risk of informing people how to actually fight Amane, I want to inform other Amane players of all of his 6D setups, which match-ups they work in and which match-ups he can be punished for attempting. Some setups have universal escape options and should only be used as a match-up knowledge check. Some are totally inescapable or impossible to punish. I felt it deserved a post on its own so that it can be quickly referenced. SETUPS (WITH UNIVERSAL OPTIONS) 1) 5D > B Hariken > 6D Universal Escape: the most basic setup, hold 5D on hit to push them into B hariken's range. Emergency tech while holding up escapes. 2) 2A > 5B [1 hit] > 3C > A Hariken > 6D Escape: Don't emergency tech, then roll backwards. Can do B Hariken instead as a hard read. 3) 2A > 5B > 3C (max distance) > B Hariken > 6D Escape: Same as above but roll forwards. Can do A Hariken instead as a hard read. *note: getting max distance can be really tricky. The easiest combo setup is A zettou > jB > jA [1] > 2A [2] > 5B [2] > 3C, spaces perfectly. 4) (any air juggle starter) > 5B > 5C > 6C [1 hit] > Hariken cancel > 5B [1] > 6D Escape: Don't emergency tech, then roll backwards. 5) (any air juggle starter) > 5B > 5C > 6C [1 hit] > Crush Trigger [hold as long as possible] > 6D Escape: If done correctly, there is no universal option. They either emergency tech and have to block or don't and get hit. 6) Midscreen throw > Hariken C > dash forward > 6D Escape: if done correctly, none. Amane recovers before the opponent can act, so character specific escapes can't punish him! 7) (near corner combo) > Raibu [wall stick] > 6D Escape: If done too close to the corner, forward roll will escape. Otherwise, nothing. 8) (corner combo) > Gekiren > 5B > 5D > A Hariken > walk back > 6D Escape: If positioned correctly, nothing. If 5D is held too long then the drill doesn't hit, too brief then forward roll escapes. 9) (corner combo) > Gekiren > 5B > 5D [max hold] > B Hariken > 6D Escape: Don't emergency tech, then forward roll. 10) cross-up (or fake) j2B > A Zettou > jB > jC [1] > j6C > j2C > Gosei > Rapid Cancel > land > 6D Escape: If done correctly, 6D will combo! If done wrong, 6D will miss and they can punish you. 11) 2C > B Hariken > 6D or just 2C > 6D Escape: On standing hit, the opponent twirls around until they hit the floor and can emergency tech. If they don't tech then they get hit. If they do tech, they have to block it. BONUS) blocked 5B [3] or blocked 2C > 6D It's very easy to push the opponent into just the right range for 6D to connect, especially on barrier block, with these strings. It's escapable by holding up but it's a decent test of your opponent's reactions when there's a dozen other options they're also trying to avoid. MATCH-UP SPECIFIC ESCAPES (unless noted otherwise, all escapes will punish Amane's setups except 5 and 9) Amane 632146C escapes all setups. Arakune Backdash will escape all midscreen setups, including throw if Amane dashes in with normal timing. Azrael Growler Field will absorb raw 6D and kill hariken drills, leaving him fully invincible and unpunishable. He can also backdash out of midscreen setups. It's up to your discretion if getting level 3 is worth feeding him fireballs - zoning alone works incredibly well against him, but his fireball isn't quite effective enough at pinning Amane down to offset the reward of level 3 drills. Bang - NO YOU CANNOT 6D has frame one super armor, so he can teleport behind you and kill you. Daifunka will also escape everything. DO NOT FUCK WITH BANG. Bullet - GO CRAZY Backdash will escape if the drill is in front of her (EG: setup 2). Otherwise she has no options and her DP is ass so level 3 pressure is extremely effective. Carl Vivace will escape both Hariken drills and 6D, but may leave him unsafe. Do your best to punish on reaction. Hakumen 2D counters all drill setups and can feed him a lot of stars, but can't actually punish and level 3 drill is extremely valuable in this match-up. It's usually worth it in my opinion. Hazama No meterless options. Can Jayoku Houtenjin out of close A Hariken/6D setups. Iron Tager Sledge Hammer escapes all drill setups. Izayoi Reversal super hits Amane out of all setups. Teleport does not work. Jin 90% of the time, he is free to drill. However if he has 50 meter and you try to hit with Hariken drill, super counter catches on the first frame and activates WAY more quickly than normal - you can not escape it. Not many players know about this but be aware that it's there. Kagura His DP gets him out if he's in front of the Hariken drill or 6D (eg: setups 2 and 4). Kokonoe Teleport and her crazy good back dash get her out of all midscreen setups. Litchi DP will get her out if she's too close to Amane (setups 1 and 7). All Terminals (reversal super) hits Amane out of setups closer than max distance B Hariken. Makoto Parry is useless against 6D since its active frames are not invincible. Noel 4D has projectile invincibility. It will hit and destroy Hariken drills or completely avoid 6D. The only exception is ones where 4D doesn't get her out of your 6D's range (setup 5, corner 6D) so stick to those. Platinum - GO CRAZY Super doesn't work at all. Counter (or double counter) get her out of some setups where she moves back far enough for 6D to miss (most important setup 4), but that just means she doesn't have to block it. You'll still get level 3 drill. Rachel - NO YOU CANNOT Can back or forward wind on emergency tech out of all setups, even corner setups, and punish you. In corner setups, you can hard read forward wind with A Hariken. Ragna Inferno Divider gets him out but he's left in recovery so you can punish if you're fast enough. Carnage Scissors escapes all setups. Relius - GO CRAZY He has no options. Taokaka - GO CRAZY Imma Beat The Crap Out Of You beats 6D setups, but Amane has enough time to crouch & avoid it with the Hariken setups. Tsubaki C dragon punch does not have enough invulnerability, but D version gets her out of all setups. Refrain if she has two charges since she can punish you with D Lux Aeterna. Valkenhyn - GO CRAZY Backdash will escape if the drill is in front of him (EG: setup 2). If you're REALLY close then the first hit of wolf super connects, otherwise you will recover and block it. Yuuki Terumi 41236C (Messenga) super has frame 1 projectile invincibility and punishes all setups. v-13 - GO CRAZY Backdash will escape if the drill is in front of her (EG: setup 2). She can hit with sword super if you're very close. u-12 - GO CRAZY DP doesn't really help her here. Like Nu, she has a decent backdash.
  11. Agreed. I was hoping it wouldn't get changed very much, especially since we haven't even had the game for that long (it's not even out in the US yet!). The top tiers are great but they don't need to get heavily nerfed. Except Kokonoe. The only thing I'm disappointed about is that Makoto is still awful and boring.
  12. Do you still play BB? I mean, Tager's okay now
  13. There is no set time for GG on Friday because it's a side tournament. It will happen as early as it can happen, once all (most?) of the players have shown up.
  14. This is a really good point. I'll learn it today in case I need it for final round.
  15. I like the change to his backdash. Longer total animation is a downside, but I get hit out of my backdash with 2A's and other silly stuff all the time because the invincibility is so short. Hopefully people will actually have to adapt & react to his backdash instead of punishing it without even trying. thank fucking christ for the negative penalty resistance. I get it way more frequently than I would like in matches and it makes NO sense, Amane is a zoning/runaway character with bad defense. He definitely deserved it. 2A buff is so good. 5C buff is solid. I absolutely can not wait for the Hariken buff. I literally have never used astral and don't even know the input LOL. Does the hitbox change include his air hitbox too? AKA Valkenhyn's combos won't drop anymore? =(
  16. It's a quality-of-life buff. Makoto is one of the only characters left that can hit someone holding up-back with her overhead but can't combo after it because of emergency tech.
  17. I meant only out of Hariken > 6D setups. The 4D hits Hariken and uses up its 1 hit point.
  18. I haven't really found any match-up specific oddities or tech for this match-up. The absolute most important thing to keep in mind is to IB Barrier her when she gets in. Amane has NOTHING to get her off other than that, but it does work extremely well.' Oh yeah, her new super Requiem Maledictus. Amane can avoid all of it with double jump + zettou to run it out, so she can't pin you down!
  19. Kagura's 6D~C actually loses cleanly to 3C if you time it correctly! I've never seen it low profile anything else like that before.
  20. Noel gets out of basically all of Amane's hariken 6D setups because of her 4D's invincibility. The only way to beat it is to use 5D > B Hariken setup in the corner, everything else loses. On the plus side, Noel can't do anything about jB oki because 4D doesn't work. Well technically she can do her autoguard super, but if jB is properly meaty then you can immediately jump cancel and make it whiff. her 4D/2D are really difficult to deal with except for jB oki - Amane's only normals that beat 4D are his lows which means they all lose to 2D. Be very careful when rushing her down. And finally, for some strange reason this is the ONLY character where my 623C corner reset from throw doesn't work. Other resets are surprisingly hard to land too. Her hitbox is really strange.
  21. If Amane tries to go for a Hariken > 6D setup off of 3C, Litchi is one of the few characters that can escape it meterless with her DP. Its first hit negates the Hariken, and if she's close enough then the other hits will counterhit Amane. However, it is possible to make it whiff by positioning Amane far enough and then that leaves Litchi vulnerable to 6D or even a CH 3C! Example of a setup that makes her DP whiff: 236A > jB > jA > 5A [2 hits] > 5B [1 hit] > 3C > A Hariken However, do note that Amane can also use her new reversal super to get out of all of these setups too so be careful using it when she has 50 meter. If you're in the corner, do not try to reset into an A Hariken. Here's a B Hariken setup that beats everything in the corner: forward throw > 623C > 5B [2] > 5D [Hold] > B Hariken. Remember to hold down 5D until it reaches its maximum possible distance! Only then will they get stuck in B Hariken.
  22. As a side nide, this match-up is going to be HELLA free once Hariken stance has projectile invulnerability. Which is good because fuck Tager.
  23. Oh yes carcass raid is awesome, dubious curve is the special I hate. My bad.
  24. That new jD looks amazing, I love it. Carcass Raid was actually what made me quit playing Venom, I got really tired of losing from execution giving me 236/623X when I wanted the other. Since none of my other characters are in, I think I'll come back to Venom!
  25. The ways in which the characters power up is drastically different, but it's the high risk of their gameplay that makes them similar. ABA is awesome in Moroha mode but if she messes up and gets knocked down 2-3 times then she loses. Liz gets tons of meter and much better tools with mind charge but if she screws up and gets touched then she loses. All the comparison means is that both characters are bad because of their skewed risks but what Liz gets for it is way worse than what ABA gets.
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