Dayton, Ohio. Where no one has ever heard of you

Jin hate stems from his ease of use, at least for me. Then again I play Rufus in 4, and played Chun in 3s, so I guess the shoe is on the other foot. V-13 can be pretty sketchy, but yeah, one good offensive series against her and she breaks. Arc Systems has always been good about balancing their cast over time.

Also, to go with Tiggy’s comment, yeah this is a different game…I actually like it better than GG, and SF4 so far. Not 3rd strike though :rolleyes:

Nu/tager is worse than Nu/ara

People need to realize most of noels D stuff is mad unsafe and then she has to work for her wins.

Quintin make me a bang av plox.

Are you still on the Bang train? Or are you playing Loli Vampire girl.

I have to add more to my list from earlier:

  • v-13’s overhead sword super (632146D) must be blocked standing. This super can lead into a full-screen mix-up for v-13. While the super is active, she can do 236D, which travels full screen and hits low, or near the end of the super, she can do 4D, which is an overhead, if the opponent is expecting the 236D. If v-13 does 4D, that combos into 236D

  • v-13 can combo into her 236236D super full-screen from 5DD I believe or 6C counter hit, and tack on 214D at the end, which scores a knockdown – normally, the opponent can tech out of the 236236D without followup

  • v-13’s 214A/B/C is the move that affects the gravity around the opponent – A activates it near v-13, B activates the gravity pit midscreen, and C activates it full-screen. If she activates it near herself or midscreen, the opponent is pretty much subject to whatever the hell v-13 wants to do – she can do 4B (the spinning kick, the second hit is overhead) if shes close and they’re crouching, or the 4D/236D mix-up if they’re midscreen. Also note that the gravity affects the opponent’s projectiles, and Rachel’s Silpheed is useless inside the gravty pit

  • My favorite (lol); if the opponent tries to jump in or air dash, v-13 can do 6D, which is a nasty anti-air considering it’s NOWHERE NEAR HER LOL, or she can do 6C (flings the swords from her back directly over her head), which also acts as an anti-air.

  • Counter hit 6C wall bounces, and leads into a full-screen combo lol

Add that to my list from earlier, and yeah…

Zera plays V13 and from what I hear he players her really well/

also the names " Quentin "

Quen tin tin K-9 cop

Nu hate nu hate nu hate

I’m playing Noel. Which is a big step for me, because she’s boderline loli/schoolgirl annoyingness.
And Matt knows how much I hate lolis.

Quinteen

Douche’

Really? Because you loved GG so much. I wouldn’t have figured.

Hey at least I gave it a shot. I’m just saying, I’m sure it’s not as good for GG players transitioning to this game.

Wiffed sworeds have bad recovery. she just has to guess wrong once or twice and your in,

I decided to pick Carl. Throw loops are pretty good but I was figuring out what every marionette action does. Some pretty fun stuff today against my friend’s jin/tager/litchi.

I’ll add to having a big problem with v-13 and Rachel. I think I’ve got a few things figured out for Jin though. I’ll keep reading and watching…so far I can think for v-13:

  • Use Ice Car
  • Block for LONG periods of time
  • Get in close and go mixup crazy
  • Build meter so you can do big damage combos
  • Air throw her
  • Use fullscreen super

…I just need to get better at blocking the swords on the ground though. v-13 bursting/throw breaking is a bitch though…

^
I learned how to block against v-13 the hard way. It got to the point where I was expecting her to go for one of the many things I listed last page and guessing right most of the time. lol When you’re on the ground, the main moves you wanna look out for in terms of swords are 4D (overhead) and 236D (low). 5DD is another, but that one is the easiest to deal with, just watch out for followups afterwards. Also for 5DD, v-13’s distance needs to be midscreen to full screen, otherwise she runs the risk of whiffing and getting rushed down.

Tiggy I actually saved a match… that I wanna show you folks and how much trouble it is for arakune…

Ive for the most part figured out how to block her swords… but the the damn low sword seems to get me everytime I swear I know that its coming but it still gets me.

This has to be the worse add-on I’ve ever seen in my life. :frowning:

Adam: who did you beat arcademode with on Lee’s game? I need to know so I don’t waste my time doing it over again. I need to get the Astral Finishes opened before Aug. 1st.

And, can anyone give me tips on how to get in with Hakumen? I’ve been practicing in Arcademode with the setting on “Hell”. I can make it to Nu, but I can’t beat her. I came close once but that’s it.

I’m not getting impatient, because I’m trying to watch her patterns and see if I can get in anywhere.

Its hard because she’s ready my inputs. I can’t get in by air, because she anti-airs me. My moves are too slow to counter hers.

If I turtle she just fills the screen with projectiles and if I block the wrong way once I get caught in a massive combo.
What I’m saying is that I don’t know what to do against her.

Any advice?

Oh, and does anyone want to come over and play BB with me? I need practice!

Edit: reading my inputs*

If the CPU reads your inputs to keep you out its not worth using for practice.
Instant block a alot to build up even more meter so that when you get in it counts.

Well, it actually does help because I’m trying to improve my reaction time with my drive. If I can get really good at countering then I’ll have a better chance at winning against rushdown characters who are fast like ToaKaka.

Haku’s drive is almost too slow to really react to mixups (if they are playing correctly). Think of it more as a parry, you’re going to have to guess most of the time. Then again, there’s really no foul for guessing with him, you guess right 1 time out of 5 and you’ve tied their damage.

Also V-13 is one of Haku’s toughest match ups, it’s going to be awhile before any Haku player gets that one down.