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Everything posted by Phones01
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while in H2 and in the corner anything into wadcutter you can combo into her astral
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really? that's good to know. the mu player I fought against in back in cse would often have the drones firing while he would do 2b and 6b so I thought it was.
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Yea the DP didn't seem to be that bad it was more her blockstrings with sword of decimation that trpped me up since she can delay it. The mu I fought didn't make much use of her high low game with 2b into 6b but it's also pretty easy to see her overhead.
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definitely one of her hardest matchups. her 5c, j2.c, 2c, and 6c are all very good normals for keeping you out and have a lot of hitstun on block. her overhead 6b is invulnerable to lows it seems. when drones are out try to get in on her with well timed dash and miquelet capture( due to it being projectile invulnerable). her dp and sword sword of decimation will blow you back a good distance away for her to set her drones up again. her new cross up move can be 6b anti air'd on reaction and it's also not safe if when instant blocked allowing you to punish with 5b. there's not a whole lot I know about this match up since I've only played it once tonight. any input on this?
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you start in heat 1 the OD activation takes you to H2
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Thanks good to know since that mve with weakpoint is confusing to block.
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This matchup feels kinda even maybe a lil more in azrael's favor. His 5b,6b,and growler are all good anti airs thay can stop cross up j.d mix ups. Gustaff buster is +1 on block so ib it for a punish otherwise they will continue their pressure. 5bb into 6c can be anti air'd with 6b but you have to be kinda quick if you don't feel confident in 6b you can ib his block string and punish with 2b iirc. When he gets the high weakpoint he can do valiant charge combos that hurt a lot and his mixups get better. Blackhawk stinger seems to be umblockable when you have a high weakpoint on you as well. Any input on this matchup?
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3c is a weird lunging crouch forward single hit move. 2c is the double kick which is unsafe. be careful of using growler when she does cross up J.D( the target circle) since she can use that as a bait to your growler and then get a 5c punish (the fire punch which is a fatal).
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Nake sure the 5dd is a red lock it's about 200 or a lil more damage with red lock also make sure the rage agressor is yhe od version.
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Quick question what is 4A+B? Besides being barrier?
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it's a bad match up for her. you kinda have to zone him with flint shooter and abuse her long range pokes to hit confirm into 5d. basically get in and get out stay in his face for too long and that 50% gone easy. :/
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I layed an amane last night and here is what I got from it. -full screen his normals won't reach I would use stay out of his range and do afterburner level one and use flint shooter to keep at bay while staying out of his normals range. I would often stay grounded when it came to approaching him because he would stop my air approaches with 6a or 6c. Once I got a knockdown it was easy staying in since amane doesn't have much of a wake up game but once he burst I had to stay back and wait for the right time to use afterburner and dash in. His mix up game is weak simce he has low mobility and he has no overhead so it's mainly going to be 5b 5d pressure which chips a lot!! Use barrier or a blowback if you're cornered and he is doing this block string so it can create some breathing room. if you get knock down and he starts to do hariken and 6d it's not true oki he has to yomi the hariken pretty hard for it to be effective and even if he guesses right you can backdash hariken drill.
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another one I did just now even though it's really not much more damage and it uses super is: back or fwrd throw in corner 5c, 4[]6b, 6c, 6db, 2dc, 5d 28d = 4474 dmg
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corner throw combo I tried in corner: B+C or 4B+C, 5c, 4[]6B, 6c, 6db, 2da, 5dc, 28c = 4245 damage
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for matchups I've only fought against azrael. try to cover your approach with flint shooter it's kinda meant to make the opponent jump over it or airdash it so you can anti air or to keep them grounded while you go for a air approach. with heat level one I don't realy suggest doing wadcutter since H1 is where you're gonna want to be for the most part (that is if you can't get to H2). her damage is gonna be around 2 -3k meterless which is pretty good but her mixups on the opponent's wake up is one of her greatest strengths. off of 6a anywhere on screen you can do 6a, 5c, 2c, 5d, RC, 5b, j.b, j.c, 6b, j.c, j.d. you can a lil bit more to it with H1 and H2 by doing j.b, j.b, j.c, 623.c, 623.d, rage agressor which is 4417
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hmmm that's a good question actually possibly. Im not online right now though someone might want to test it.
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ok so bullet's CT is considered a projectile so azrael can growler field it, tager has his shoulder rush, hakumen can slash it.
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Honestly and this is imo bullet is like street fighter makoto in an airdasher. High risk high reward kind of character with a lot of potential but with a risky momentum based play style. She has good meterless damage, good normals, and decent health for a female character. Her weaknesses are no good meterless get off me move. Unsafe special moves, not the best grappler for a pseudo grappler character, and her she can be beat by those considered lower than for example tager. She can be a high tier character or a low tier character.
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I use her ct mainly on fc bait block strings(2a, 5c or 2b, 5b, 5c) I've had success most of the time but sometimes ppl will mash out of fear. Also her ct is considered a projectile iirc so becareful of azrael who can probably absorb the ct. Ill test it out just to make sure.
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That's good to use to put them in the corner and to give you time for afterburner in some cases you can airdash if snap hance is the first move you used in the air to do j.c j.d.
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Np also once you get your movement down (dashing, iad*instant air dash*, jump cancelling, and super jumping) move onto your bnbs which you can find in the combo thread.
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Can't spark volt be shot upward now? Jumping it is still risk. 5B, 2B, 5c, flint shooter and miquelet capture are gonna be the go to's it seems. Pressuring him too much can get you tager buster'd so keep you strings short and as safe as possible (avoiding using 6a and 2c a lot). In the air you can beat him if you have H2 j.d, j.b, j.c and snaphance but be mindful since he has a air tager buster now though I'm not sure if it has the same number of uses as his ground version.
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5b, 2b, j.b, j.c are mush better approaching normals than 3c and 2c since 3c can only be special canelled and it's not very safe and 2c can only go into 5d which is risky wether you have Heat or not. mmm don't use 623 b so much since it's slow and is really punishable instead try do a blowback *on block forward AB.* 41236c is good for getting through projectiles, surprise grab (if they are standing it can be crouched mind you),combo filler( after 5c or 3c), or combo ender midscreen so you can use after burner. it's a little hard at first but try to buffer 720A dring normals like 2b or 5c and don't try to go for the full throw combination unless it's for the kill otherwise it's better to use your meter for a rapid to get heat or to use rage aggressor as a combo ender. I noticed you're not very mobile but im guessing thats because your still getting used to stick. try and get your movement down first and foremost.
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I like using J.b more due to it being able to cross up. when I use J.c i cancel it to jd 5da and dash to make it somewhat safe but it's still risky to a DP. B projectile is ok for neutral game if they block it for whateve reason you can go for 5b or 6a since the B projectile is big enough to cover you.
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Correction in the corner you can delay it a bit midscreen it's not possible you would have to do 5db right after the 6db but that counts as a combo'd which can be easily broken unless the oppoment is slow on the tech. :/