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Omex

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Everything posted by Omex

  1. Naoto has to be played VERY patiently against, at least until the first knockdown. She can set traps up both in the air and on the ground--and Naoto players will be smart enough to put up a sign above her that will block J.214A/B/AB attempts before she tries anything easily punishable by it. These 'signs' can be destroyed by attacking, which means J.B is your best friend in this matchup, as it can easily clear air and ground signs at the same time. Double fangs (Her jump forward two hit attack, second hit is an overhead, is spammed constantly in SMP loops) actually has a gap between the first and second hit. Mash DP will come out in time, not sure about anything else. If she's pressuring with her Persona pokes, be careful--the ground 'goes invisible then comes back' ones are hard to deal with, as each swing doesn't have a hurtbox, but if Naoto tries to jump in with her (Jumping C?) downward spear attack, DP will eat the persona and let you cancel into 236236A/B or 214214C/D based on the situation, hopefully grabbing her as soon as she lands for a free punish. j.c is actually a great safejump tool on kanji hooray. Aside from that, J.D and 5D are your FRIEND in this match up. Naoto's either going to be trying to zone Kanji out nigh fullscreen or pressuring him with her good-range grounded pokes hoping to land a hit into her SMP loop or whatever else--Usually the former until the latter. Her counter can punish a grab as well as hits with a near fullscreen knockback, so be wary of it. She cannot use it if she is persona broken however, so if you break her, you're good to go! Her throw is also painful, as she can extend it with a followup attack that knocks you full screen. (Might require persona?)
  2. Careful when trying to pressure a paralyzed Yosuke--he can short hop into moonsault (flip over slash attack) to move himself around Kanji quite easily. Rolling is a good option if he tries to do a crossup moonsault slash as well, and DP works wonders if you KNOW he's going to try hitting... but since it's so easy to feint, just roll. I generally find rolling to be a very important tool if he starts playing the ground game, as almost all of his persona pokes/shenanigans seem to be punishable by rolling and 214Cing. Outside of that? BE PATIENT. Yosuke has the best neutral game out of everyone (Or tied with mitsuru--your call), and Kanji has just about the worst, so making a mistake can be very easy here. 236D/CD is actually... debatably useful in this matchup. Any Yosuke worth his salt will know Kanji wants to land that sucker, and it's extremely easy for him to stay away from Kanji on the ground, stay out of his reach for the duration and then j.a punish the attack once it goes off harmlessly. Careful about pressuring his wakeup when he has meter. His Sukukaja awakening super is completely safe on awakening afaik, and his garudyne (tornado) super--even though it's 'unsafe on block' it's hard to punish for Kanji, and has invincibility on startup. If you're at neutral when he does it, you can just mash B+D to punish it if you're next to him, but he can apparently trade the first hit with B+D and OMC it after, so make sure he doesn't have 100 meter. If you need the last hit in, you can 236236A/B the recovery of it, but make sure you wait until the wind is gone, or it'll eat the chair. Be sure to sit down and learn his blockstrings, it'll be a huge help if the opponent wants to stick to a safer ground based game against Kanji. A lot of his attacks are very tight on block and hard to punish due to the ranges. 5B is positive on block, his 5C has amazing range for poking at Kanji and can go into 2C --> dash spring for a quick poke punish. You can 214214C/D through 5C 2C as a blockstring though. Some yosukes like to go for dash in/out blockstrings after some hits, like after 5B due to the + frames on block, so be wary of that and try to teach him not to do it recklessly. Oh, and all his shite is jump/dash cancelable in sukukaja, have fun w/ that furinkazan matchup. And, yeah, the unblockable--Always be wary of it, and be ready to either jump or roll through it, rolling preferable if he's close enough to grab. Use 5B to punish the persona afterwards if you jumped it, as it hits behind you.
  3. One note on the earlier post--Info from a potentially poor source, but I've been told cyclone level affects how punishable his sweep is, and it's like -2 at max, and he can cancel off of it in some scenarios, so it's not always a free punish. 2b is risky to use as anti air as always, but Akihiko actually has a pretty strong mixup in IAD j.(b?)/ IAD airturn j.(b?) and kanji's silly 2b hitbox actually denies him from doing either or, so it's a good tool to have if he likes going for that. If he tries to alternate between kill rush --> duck back for safety or duck forward/throw, your NORMAL grab actually beats both options--You'll tech his forward grab and you'll grab his ducking back due to the move forward property of your normal grab. If he's throwing out J.C as a poke, 236236A/B can actually confirm into full combo quite well if you moved too close before the poke came out, confirming from quite a distance. Don't expect it to work if he's pressuring on wakeup however, it'll be spaced well. Also, small note I scrounged up checking the akihiko forums kanji matchup lol. apparently Kanji's sweep punishes these 3 situations cleanly-- A Killrush-> D weave A killrush-> A hook-> D weave A killrush-> A hook-> jump back and Kanji can apparently grab between killrush and B hook. Punishing the D weave can be important, as some Akihikos like to D weave backwards and cancel it into Ceaser for a non AoA overhead. sept. 20th edit: If you IB Akihiko's A or EX killrush (run forward punch a lot), you can punish with 720 or BD. By 'IB' it, I mean IB any time during the animation--You can block the later hits and still get it for whatever reaosn. He might be able to do something like EX weave in order to get through it, but 214C will grab him if he weaves in place or weaves backwards. Akihiko's sweep's frame data DOES change based on cyclone level, as does it's cancelability. If he's at 0 cyclone level, he can cancel his sweep into weaves and kill rushes. Level 0 sweep is easy to punish if he does not cancel it. Do whatever, honestly. Level 1 sweep is easy to punish, 214C, 214CD, 720 all work Level 2 sweep is harder to punish, 214CD on block or 720 on IB Level 3 sweep does not seem to be punishable, even on IB. Similarly, Akihiko's All out Attack gets faster/etc with cyclone levels. Thankfully, if you know it's coming, you can just mash 214D for a punish, and it's punishable by 214C even at level 3.
  4. Inevitably this matchup is going to involve a lot of patience and blocking due to Yu's safe pressure, but it's worth noting depending on how Yu is approaching you after a 2AB ---> 5D, it's possible to mash B+D as soon as you wake up, trade/kill the persona and cancel it into your awakening super to invinc through his falling b and grab him as soon as he falls. God knows, it'll make him think twice about doing braindead j.B followup pressure from 5D. Punishing his lightning slide is going to be hard for Kanji, as most players won't do it without being ready to OMC afterwards, and even then, the spacing on it can make it safe (by spacing at least) and I had a hard time setting up some of the variations to have bad spacing. It'll definitely be a big problem if it comes down to last round last hit since it comes out so fast, i generally try to yomi shorthop to dodge it if possible, but that's not exactly reliable. If you see Yu doing his raging lion (jump up and dive down sword strike, blue effect on the sword), if you're sure the spacing is going to hit you, you can prettymuch do 214D on reaction every time, especially for the bigger version, preventing him from OMCing and punishing easily. Careful though, as mentioned, if the spacing is off and he falls out of your grab range/goes over you, it'll be a free punish for Yu. 2B also works against the B variation on reaction quite easily. This doesn't work as well if the opponent is just dashing/jumping around to feint when he's going to do it however, as it can be hard to react to it from the air version's somewhat ambiguous startup animation. The easiest thing to do, whether it's after a 5C or a raw 214A/B is to just reaction B+D, though that's not always ideal due to the health reduction and the fact he'll be able to air tech afterwards. If you block a Yu DP, roll it immediately, as he has two options--Canceling the first hit into Cross Slash (Kanji can't punish it on block afaik, just hold back and your roll won't happen) or cancel into Ziodyne on the way up or down. If you roll after blocking the DP, he can't hit you wtih ziodyne whatsoever, leaving you to punish with 5C air hit > whatever. If you're certain Yu is going to throw a Zio fireball, then just j.D it or j.214B/AB it on reaction, as lightning will definitely catch and, (I could be wrong, but off memory) J.214AB catches on reaction quite easily. Lightning is definitely a good answer to it, as his Persona stays on screen for QUITE a while after throwing the fireball, letting you tag a persona card at the very least. Be careful around that 2B. If the opponent times it badly or spaces it, you can J.C it for huge damage, but outside of that, respect it, as it'll beat everything else if he times it right. And be careful if he lets you air tech in the corner--he can 2B you for a free reset. Tech up and do an air move/dash or neutral and do it or you'll lose. Watch for his grab when he's comboing/pressuring in the corner, as he's able to combo off of it similar to Mitsuru (But a bit less scary). Midscreen, it's annoying but not a huge threat as it is in the corner. And... always be careful while Yu is paralyzed. He has 5B, 214A/B and 214C/D to either jump, slide, counterhit, whatever he wants to you as you approach him, so be careful if you catch him in the air and he techs away from you with paralyze. Try to throw some lightning on him before approaching at least.
  5. I didn't mean that. I meant 5C 2B 236C doesn't work when FC 5C 2B 236C does. which, as far as i tested, doesn't. :V And posting at 7AM clearly didn't help my logic at all, considering... if highjump 236C works for followup and and normal jump 236C doesn't, DERP.
  6. I thought it was hitstun based after thinking about it, but... doing 2B 236C 5AA on yu in the corner doesn't seem work, while letting yu superjump backwards and grabbing him at the apex of his jump does work. edit: false alarm. FC 5c 2b 236C will let you followup with 5AA, but 2B 236C won't, and 2b 236C actually juggles them higher. AND non FC 5C doesn't allow for it. How silly. By the way, are we all in agreement that following up 214214C/D with, say, j.214AB seems to be based on the distance traveled for the persona? It still seems to be that if I do a 214214C at the (holding left reset button in training mode) positioning I can almost always land the follup, while at the (neutral reset button) positioning I can't seem to land it.
  7. The combo page on there is trying to be pretty minimal, with just a 'meterless, meter, and meterwhore' version of each hit confirm. Anything else can just be pointed towards the thread, and have a few small notes, such as 'most combos can have 2a 2b' replaced with '2a 5b 2b' or whatnot, since we have a bit of a combo theory section going on. I can easily add a youtube link to each combo by just making the damage value a link to the video as well, potentially even just timestamped links (Unless everyone hates that) As for the matchup forums, I'll just cheat and write up as much stuff as I can find, dump it in a thread and then add convenient links to each forum thread, probably. Everyone's happy! Although, I think a quick primer on certain things wouldn't hurt before the link. (Read:teddy's clown bear super, something else, LINK, yukiko's Dia and 'be patient for the matchup!, jump forward and block until you can kill her!', LINK, etc) or just put a matchup section and put 'if they attack and it's not aigis mash DP' all agreed y/y?
  8. While I still plan to reformat and clean up some of the sections on the wiki (paralysis chart and the character specific notes underneath for example) any suggestions for a 'most needed next section' for the wiki? either to be added or fleshed out. matchups/defense/somethin.
  9. And dumping suggestions/info in the thread is entirely welcome--I'm an amazing student in that I can attend classes AND spend the entire class period editing and formatting anime fighting game wikis without problem! (except for the schoolwork part.) Regardless, I'm usually happy to edit in any info people have, including new sections/etcetc. I'll be done once this is posted Circuitous--calling it a day (for now at least) once I edit in a really lazy section for character specific notes on the paralysis flowchart + some details in the flowchart. (I apologize profusely for how lazily it's formatted, but I figured throw information on there first, edit it tonight or tomorrow to be GREAT formatting) As for the combo section, we definitely need some discussion--As of right now, there IS a formatting to it: Each section is labeled midscreen/corner, and goes by normal starter, special starter and super starter. Each section is seperated by what the hitconfirm is and only optimal combos are listed (barring 2C i was like screw 2C for some reason). All of them are listed in order of no meter, to more meter, to max meter, to burst, to most meter + burst, etc etc, with FCs being labeled right at the start. SB cruel followups are now omitted because 'yes it does more damage' and i generally tend to gauge whether to use it off of the visual amount left on a healthbar anyway. I think it's a good start for the combo section at least, and we can upgrade it as time goes on from here on with easier combos/better formatting/whatever
  10. Fixed any formatting issues I could find. If we have it laid out this way, it serves a few different purposes: 1. with the text hide-able, it's not super cluttered and can be digested in chunks 2. laying it out like this is a lot more like how it flows in a match--you don't do something and have them react to it, they move and you react. once it's finalized I'll find a way to note when the information is repeated or have each thing with repeated text say 'see previous reasoning...' etc, whatever ends up being the most pleasing/efficient out of what I try. if people REALLY don't like the way it's laid out I'll fix it, but it seems pretty logical to me. I do agree with some problematic ones (214214c/d is going to have the same description for half of them) but I'll see what needs to be done about that once I finalize writing in every option I can possibly think of, then proofread it fully, and then see which ones I can revise to be the same text every time (or whatever option ends up being best.) it kinda got thrown up as is because class ended at the time of editing, sorry lol.
  11. can we keep the hidden text for the flowchart for paralysis? that way we can have a buttload of text and keep it easily digestable when done by category rather than making it so people have to scroll through ~2 pages of text to get to the next section. I don't know why you'd remove thatttt.
  12. Sure thing, although it's already ordered as meterless first, then increasing amounts of SP used, then burst and SP used in that order, from least to most. I figured that would be a good strategy as it's pretty self explanatory when you think about it. I'll throw up the damage reformatting immediately, while the rest I'll play around with before I edit anything, as I'm not sure what looks better, a million different categories or a long list or god knows what. Hopefully I can find some easy method to test it in notepad before throwing it up lol.
  13. I threw everything on there because I figure I can fix it with formatting--I was taking notes from the other pages to consider how to mark optimal combos, efficient formatting, etc, and figured the best option for now is to throw everything on there and experiment a bit with formatting and possibly hiding half of it in expandable boxes. At the very least, I can reformat it for a 'most useful/common' combo section and spoilerbox everything else.
  14. fair enough. I knew about hitstun scaling, but I didn't know whether his recovery was after x frames (so higher juggle = longer fall = recovery 'sooner') or if it was based on when the opponent hits the ground. edit: wiki updated with combos now, will think of how to best format the mess of combos listed in a bit later, feel free to make complaints/suggestions/etc and I'll adjust everything as needed as I enjoy wiki gruntwork for some raisin.
  15. Either way, once I sit down to play around on the wiki again (Read: probably in class in a few hours with nothing better to do) I'm cutting the combos page down to something like ~beginner, optimal, and I-have-to-kill-them-before-awakening-so-here's-150-meter combos and leave a link to the combo thread for the rest for the sake of accessibility. Just trying to think of how to cut down the clutter and avoid having a long list of 'every hitconfirm you could have' like we have here. (suggestions welcome!) And, couple of details on the wiki--I swear the hitstun after his awakening super is inconsistent for the followups, is it just me or is there an actual mechanic for that? (Like, I can always land the followup if Takemikazuchi slams them from one corner to the other, but not from any closer) + is being able to follow up with 5AA after a 236C based on how high they were juggled for the 236C? (Also, zUkUu, it's pretty fun having spent a full month training for a tourney as ssf4 cody, doing well, finally having P4A come out... and switching to kanji/P4A and seeing your posts follow, lol)
  16. Once that's done, can we get a bit of labeling for what's actually efficient/worth using in the post so it's less of a mess? Either or, once it's updated I'll probably sift through it and pick out what seems best to use (if not labeled) and update the wiki with it for everyone's sake.
  17. GGs to everyone I've run into on ranked in here and apologies if any of you were victims to the freak disconnects I've been getting. Just remembered this place would have a netplay thread and i can see at least 5 people I've run into regularly around. =3=
  18. Few notes that might not be 100% obvious for people who haven't spent the 3 seconds picking aigis(Read: me, last night, getting bodied in a mm 3-5)-- Orgia mode gives Aigis new moves and movement options--specifically, she can go 2AB sweep into near instant overheads. It's not an IAD, it's just her WALKING forward, so DPs will usually get blocked and punished like mad if they're looking for it. If they aren't varying their mixup very much, you can block a 2AB/J.B/whichever and do a reversal 2B which will air unblock her, but gets beaten/baited about as easily as the DP, albeit less painfully. In addition to this, Orgia mode can go into a 'overheated' mode where they can't use it until the gauge fully fills. Aigis' DP forces her to switch modes on use, so keep that in mind when trying to guess what they'll do for mixup--they may avoid doing their DP if their meter is too low and they want to try and recover/avoid overheating. Conversely, if they're at a good spot and can take the risk... they may pop it to get orgia mode. If it isn't point blank, Aigis' 5B won't get shocked by DP (Got hit by it a few times during Orgia dash pressure and it gets confirmed into flame wheel very easily). In addition to this, she's got several safejumps on some of the cast, and just glancing over the intro thread I saw ...~3 that were listed as kanji safejumps? Her Persona's standing pokes (spear swing) don't have a hitbox in the spear, meaning DP won't even damage the persona bar... I can go on, but the long story short is, Aigis has a LOT of safe options to try and bait out the DP in and out of Orgia mode, so don't DP WHATSOEVER unless you're 100% certain you have to and it will hit. Make sure you have a good punish for when she does her shield charge super--test what you can do at different spacings on the screen, as it's always an option for her to try and escape pressure, especially if she can OMC. If you can predict one coming and they're going for OMC, roll through it after the superflash and punish based on spacing (If you're in the corner and near them, best I can see is to do J.D, if it's midscreen you might be able to do a J.214x, and if you're far from them you can practice superjumping it backwards and punish that shit like a honda headbutt.) Her awakening super (The upwards spear) seems to be safe on block as far as I can tell and the hitbox is wide enough where you can't stand slightly out of range and punish it, but you get a free punish into 5A/Grab/Supergrab/w/e if you roll through it, so if you're into making wild guesses during pressure and think a super is coming + OMC, blocking and rolling after superflash is what you want, especially as if she goes for DP instead, you can just run up punish it. (Oh, and if you're predicting a jump on their wakeup/paralyze in the corner, TK 214 ssseeems to beat DP often enough, so there's two options gone but i might be wrong on that.) And, random note... a lot of Aigis online I've seen can't time missile barrage ---> orgia rushdown mode without leaving a gap for DP/Grab. As far as I can tell that's just them being bad, it's safe, respect it lol. lastly, as mentioned earlier, she seems to have a kanji safejump with that little command move that shits grenades. If you see them using this, respect it! Hope this info is accurate, just scrubbing about looking for things myself so there's a fair chance a chunk of it is wrong. =3=
  19. You're a nerd, completely wrecked me on ranked when I was trying to get back into the game ;_; ggs~

  20. BUBBLES SUX

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