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Dacidbro

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Everything posted by Dacidbro

  1. When you use meter (and OMBurst counts as meter), you don't get any back for a set amount of time (or it's steeply mitigated, I'm not sure) To keep people out of the air, you want to use your 2B. You have one of the best anti airs in the game, with 2B, so use it a lot and try to convert counter hit 2B into the 5B jB loop so it does serious damage (roughly 4.5k-5k with 50 meter)
  2. DP can -always- come out. However, any jump attack used while falling can "safe jump" the DP. You press the button and hold block, and either make them block or block the DP.
  3. I knew all the rest, but thank you very much for the cyclone frames. :]
  4. Haha, sorry, my post was a bit misleading. It was Mix Up Night #5, parts 1 through 3. http://www.youtube.com/watch?v=9-C0Fo0ScWg
  5. I guess it's a fair point that he almost always will throw that mix up with 50 meter (So it then doubles as a fatal-trap). He used the exact mentioned chokepoint on mix up night 1 through 3, and the effectivity of that specific chokepoint was probably less than 50%. And you're definitely right, the cyclone AOA was hitting much more frequently on re-watch. Do we have the frames for how much faster it becomes? Sorry, I'm not used to being "sidewiped" by people who legitimately know better than me. Please feel free to do so whenever you want, nice to meet you.
  6. then pray tell, why does it always hit people when Kubo does it I don't know who you are, but why you would sideswipe me as I'm trying to help people is kind of beyond me
  7. Yeah man, absolutely. Okay, I think the most important part about any pressure is to make sure whatever mix up you are using is not reactable. The most important things to know concerning this, for Akihiko, are: 1. Grab tech is not realistically reactable. That means whenever people tech a grab, they are -guessing- 2. Point blank All out Attack or point blank sweep is probably the absolute edge of reactability, and can serve as Akihiko's high/low mix up. For this reason, Kubo very frequently uses 5B(1hit)> AOA/Sweep as a mix up, with AOA/Sweep being one or the other. (This is even more effective if you have meter to make the AOA safe with One More Cancel!) 3. Cross up or not cross up is the final unreactable mix up. Dash jump jB or dash jump <air turn> jB is very very difficult to see, if executed properly. This one will take some practice, but try to learn how to dash jump, rising air turn and hit jB on the opposite side of your opponent. Then learn how to make dash jump jB look nearly identical, but land on the original side. Once you know how to apply each of these, your mix up will become very scary. To recap, these are the structural mix up inputs you will be defaulting to. Grab/Punish grab tech: 236D Grab/ 236D 2A+C (short hop) jB > confirm combo High/Low: AOA or 5C or 2C/2AB Cross up: dash jump jB/dash jump A+C jB Cross up: (During Level 3 cyclone) 6CD 4A/4A (To clarify, 6CD during cyclone is EX Duck, which passes through the opponent) Practice making these hard to see, and you will find people will have serious trouble blocking you. Also, recognize some options allow you to continue your pressure even if blocked! Let me know if this helps at all, or if I can help more.
  8. Should be 410
  9. At a glance, try to universally clean up your play. I think the most important problems, at a glance, are: -When you're on offense, I can't feel your intent. To give an example of offense where I can very, very clearly understand what the goal is, http://www.youtube.com/watch?v=9-C0Fo0ScWg (Basically, make sure you are going for the true 50/50s Akihiko can accomplish: grab/grab bait, cross up/non cross up. -Test your opponent's defensive tendencies, whenever you get in. Maybe at first, use a lot of duck grab, see if they tech it. If they don't, just do it over and over and over and over. If they do tech it, mix in duck > short hop jB for counter hitting the whiffed tech -Maximize damage, a lot of hits seemed to be lower damage than necessary. Try to make sure every hit ends with either max damage, strongest meter gain (5AAA enders) or a knockdown. Make sure your fatal is at least 5k, every time it hits I didn't watch too much, the video is pretty hard to watch because of the vertical. Even if the other guy's advice is irrelevant to what you asked, recording sideways is pretty important :d Ah, forgot the most important part of any critique. Does anything I said make sense to you? Or was I misunderstanding your play?
  10. Kubo is great.. but you think he is so drastically outplaying the best in the world? Doesn't make sense imo
  11. If Kubo can win these matchups, so can anyone else, theoretically. Obviously the statement is too all encompassing, but he's proving there's no reason to think the character is weak.
  12. Why would I listen to people who don't play Akihiko about how he's weak.. Rather just watch Kubo stomp people into the ground over and over again.
  13. I couldn't disagree more. I feel like he loses very few matchups. General tournament results in important tournaments seem to show him as a powerful character.
  14. Fused with Muhammad Ali
  15. It's like.. he really is most like Dudley, in comparison to any other FG character.. but that sells him SO SHORT. This character is so liberating. Having so much fun, but keeping track of the near infinite paths in offense is tricky while still reading your opponent. Looks so fluid though.
  16. ohhhh good info, thanks!
  17. ohhhh good info, thanks!
  18. He's most similar to Dudley, but it's like Dudley was shot repeatedly by a gang and reborn as RoboCop-Dudley.
  19. Ah.. I know it.. I don't know if I did at the time of the post. Lol. Still, I doubt you can hit confirm a 2C combo? 2C dash forward sounds pretty dangerous without confirm
  20. Depends on how good you are. Watch this Akihiko, it will change your life. www.youtube.com/watch?v=9-C0Fo0ScWg
  21. Ah, one thing to note, 5C hitbox is better than 2C, and can confirm combo on CH in the corner. 2C doesn't have either of those draws. Most commonly, I agree, 2C is better mix up.
  22. You canadian menace, stole my thunder! I just figured this out today. However, it's generally impractical because of how fast grabs are, usually if you do weave first you'll actually get counter hit grabbed by their "grab tech" With conditioning though.. or wakeup timing :] I thought I was so smart, you had it days in advance. :[
  23. Really solid Akihiko guide by HonzoGonzo http://www.youtube.com/watch?v=2SQ0c0phVCM&feature=player_embedded
  24. Ah.. you mean other than just not holding forward? However, in this same vein of thought, you actually can not backwards grab during cyclone once you have 25 meter, for the same reason. Overlap of 4CD being back grab and EX Sway. If anyone has a work around, would be great. Alternatively, some kind of flashy L2-3 grab launch-side switch combo would be as effective anyway.
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