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Eshi

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Everything posted by Eshi

  1. I just added this trick to my game and it's so funny I can't even handle it. Thanks for this.
  2. I went to match videos for help with the match-up and in most of them, amane stops using C attacks when hakumen has 4 magatama. Regular 2D is annoying too because Amane doesn't actually have any highs, but it's avoidable since regular counters lost their catch state in this game. Yukikaze though? Hella free. I've gotten reaction astraled a few times too. On another note - if you want to go for a throw tech punish, us 6B instead of j2B. 6B can't be countered because Amane floats so far back.
  3. Now that Skeletal and I are much better at this game, wow this match-up sucks. Just wow. I actually do better with Makoto than Amane and that makes me sad. All C attacks are a free yukikaze on reaction when he has meter. You have to play footsies without C or try to rush him down, except getting clipped by a random 3C/5C read = game over. I'll just sit full screen and not do anything because everything is too risky. Very annoying.
  4. You've sad a lot of things that I completely disagree with, but I'm just going to focus on this because it is by far the most incorrect, in my eyes. There is a HUGE difference between Tsubaki's UB and Kokonoe's UB. Tsubaki's was reactable. Tsubaki's was a mix-up or a tech trap that people were capable of recognizing and reacting to. Kokonoe's isn't like that. It only serves to enable setups that people either have a tool to escape, or don't. For people that don't, it's not a mix-up or a tech trap. It is one contiguous combo that resets proration in the middle. That's why people hate it.
  5. I'm hating Litchi at the moment. Her pressure is just incredible. I think any character with an obvious weakness is going to have a bad match-up with Litchi, she's easily the most versatile character in the game and can exploit anything. EDIT: well maybe not easily, thanks kokonoe
  6. My go to midscreen throw combo is - 6BC > 236B > pause > jC [1] > j6C [2] > j2C [2] > 236B > jB > back jump cancel > jB > j236C The timing on jC is a bit weird but other than that it's stable and does good damage. Also, I've been testing the swag combo for a bit and it definitely works on a lot of characters. Very nice.
  7. Getting level 3 drill isn't as useful as you think tbh, the threat of it being there and changing how they react is nice but the drills themselves are a risk to use against people that know how to punish it. If they have most of their barrier, then you sacrifice a lot of damage plus the same okizeme setup for the possibility of future return at a neutral situation. I don't like to gamble so I would never choose that. I do opt for it off of other corner hit confirms that prorate too hard to end with 623C, though.
  8. cool imma find these valk players and BODY THEM
  9. Yes. That's extremely surprising to me and I'm gonna test the shit out of that when I get home tonight!
  10. Are there any valkenhyn players left in this game? I still haven't played a single one that actually mains him.
  11. So in that very long Rachel vs. Amane set, the Amane player used a combo that only works with Rachel's fat hitbox very often. It's definitely crucial to know how and when to do it in this match-up. (air hit) 5B > 5C > 6C [2] > 6A > jc > jB > jc > jB > j2C [2] > 214B > jB > jC [1] > j6C [2] > j2C [1] > j236C off of CH 6A anti-air, the damage is almost 4k. It's fantastic.
  12. If you're in the air when he does that super then you are extremely dead, Amane definitely has no way to escape it.
  13. Not sure if it quite belongs here, but, okizeme. After knocking an opponent down in the corner (usually with 2b > 6A > 623C SMP), immediately do tiger knee j2B > 2A > 5B. Or just TK j2B > 5B if your hitconfirm reactions are very good. Microdash closer if necessary. This beats roll back and forward and quick rise and lying on the ground when timed correctly; all of them reset into a beefy combo. If they do forward roll then they will most likely roll to the other side of you, so hitconfirm with: j2B > (2A >) 5B > 5C [2] > 6C [2] > 236DD > 2B > 6A > 623C > 2B > 6A > 623C 6C will pull them back into the corner behind you and reset the exact same situation. If they did not switch sides (EG they tried to quick rise) then hit confirm with this: j2B > (2A >) 5B > 5D > 236C > 5A > 6A > 623C > 2B > 6A > 623C If the opponent emergency techs, then TK j2B will whiff and you'll just get 2A > 5B block string instead. If you've trained your opponent to emergency tech but they've started DPing on wake-up, delayed TK j1B slightly will instead make it a safe jump that beats most reversals and is extremely + on block. On an unrelated note, I've added 5B > 6D gatling into my pressure and it's so fucking good right now. Everyone thinks they can just block Amane's pressure strings forever since there aren't any fast overheads and this screws them over hard.
  14. fixed, was up late last night Sent from my DROID RAZR using Tapatalk
  15. A very stable Gosei > rapid > 6D combo - cross-up j2B > 214A > jB > jC [1] > j6C [2] > j2C [2] > Gosei > rapid > 6D Cancel from the first hit of jC immediately into j6C. Delay the j2C a bit, then immediately cancel into Gosei on the second hit. I've never miss this combo since I learned the timing. It works on everyone and it's VERY easy to set up.
  16. Dora posted in his ask.fm a while back that Amane's best strength is that he doesn't have any really bad match-ups. So I'm very skeptical of any match-up being worse than 6-4. I definitely expect Tao to be a huge pain, though. Also, DerQ has a really good point about them lacking defensive options. This is AMAZING for Amane because his 6D setups become unavoidable and he gets free chip all day.
  17. Hey Omni, GG's last night. I have no idea what Kagura does.
  18. agreed, 5A is terrible except for hit confirming zettou jB. 6A is very nice though. Amane probably doesn't have any match-ups worse than 6-4. he's very well-rounded, just low damage and really tough hit confirms. Hakumen could be 6-4 or 5-5, it's a kind of awkward match-up and I need more xp.
  19. 5D is slow, don't use it in footsies unless you like eating CH 3C's.
  20. Tager's new air command throw also beats 6B. No me gusta.
  21. This match-up is pretty tough. Hakumen is very strong in Amane's blind spot, the space between 5B and 5C/2C where all of his attacks miss. Hakumen's damage is very inconsistent - the majority of his attacks are very low damage until he gets that one CH or overdrive confirm into an 80% combo. The problem is that Hakumen's most comfortable options for getting huge damage (CH 3C/5C/6C) are directly in Amane's blindspot, the space where 5B can't reach and 5C/2C miss. Midrange footsies are therefore very risky so be REALLY careful. Hakumen's counters work very strangely against Amane. All of Amane's long range attacks are regular normals so he'll get countered if he's too close, but it's extremely easy to avoid. Canceling basically any normal from max range into 236D will get Amane out of the catch range of counters. However shit gets really annoying when Hakumen sits on meter and abuses super/astral counter to Amane from anywhere on the screen. I'm still working on developing an optimal approach to this match-up but some things are very apparent. C attacks are very good against Hakumen as long as you stagger them to make him think twice about abusing counters the whole game. Stay out of your ground blind spot AT ALL COSTS, abuse jB and Zettou to position yourself out of his footsie range. Be very careful when rushing down because Hakumen's 5D is fucking stupid. Throw him to discourage it, j2B to punish him for autopiloting throw techs. Hariken setups are useless against a good Hakumen so don't use them unless you want to give him free meter. When defending, Hakumen's pressure is extremely basic but Amane can't disrespect out of it without risking getting counterhit by 6B for half his life, so defend patiently until you have meter for counter assault or super. If you get level 3 drill somehow, don't go too crazy or you'll get 5D counter. Wait for him to commit to counters when in doubt, then obliterate him with a beefy drill CH.
  22. try this tech trap, it is amazing: (air juggle) 5B > 5C> 6C (1 hit) > 236DD > 2B > 5B > 5C > 6C (1 hit) > 236DD > 5B > 6D They tech after the 5B and it sends them perfectly into 6D. Not sure if escapable. If they don't tech them it combos.
  23. I really like 2C, cancel into zettou and it hit confirms into jB. Tiger knee jC is also really nice. 6A is absolutely amazing AA.
  24. YES. The input for raibu is extremely lenient for some reason, I have to consciously think about my inputs every time I want to use gekiren. I haven't had a problem like that in Blazblue before.
  25. Yup this character is everything I've ever wanted. Hit confirming is pretty tough, but his movement is amazing and drills are so lol. I'm practicing combos into 6D and TKing j2B just right so Amane immediately lands instead of bounces. Sooo much fun to play!
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