|
|
|
|
|
|
Posted: Mon Apr 02, 2007 6:39 am
mwahness hi guys...just here to ask...any ideas on how to beat a good Devil Jin player with Xiaoyu? im not really very good, i do have some set-ups, mixes and all...but i just can't seem to beat a very good DJ player... he mixes his wavedashes w/ EWGF and Hellsweeps, sometimes uses that new DJ 1+2 break throw, and its really frustrating...i get launched, DJ eats half of xiaoyu's life bar... crying i sometimes sneak in a set-up here and there but... crying any tips? oh and...i can't seem to get how the frames work...i know, noobish... and how do you reverse a tackle? (Marduks take-down for example) thanks for the help! xp I'm not an expert, but I think you should poke a lot since DJ is slower than Xiaoyu. EWGF doesn't hit aop, if I don't remember incorrectly ( if you can duck it, why would it hit aop? ), so use it. Play agressively and don't turtle a lot. Not sure about wavedash, but maybe DF+1 would help there? Someone ( Icege? ) correct me if I'm talking nonsense.
|
|
|
|
|
|
|
|
|
|
|
Posted: Mon Apr 02, 2007 2:53 pm
I don't play Xiaoyu, but I really don't think pitbulling is a very good idea aganist a Mishima. Instead, be a little bit on the defensive.
Do you plau any other charaters aside from Xiaoyu. Even though DR(I'm assuming you're playing this)is balanced, she problably has one of the worst times with DJ because she lacks range and does little damage.
Going into AOP, all the time, isn't a good idea, either. He should have mids that can hit her out of it.
|
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Tue Apr 03, 2007 6:52 am
I suppose it depends on the player, but I get my a** kicked if I get too defensive against DJ. With Heihachi it's another thing, though.
|
|
|
|
|
|
|
|
|
|
|
Posted: Tue Apr 03, 2007 5:54 pm
my best character is Xiaoyu...my next best thing is Kaz, but i'm very bad with him...
when i encounter a player who wavedashes like hell, (and snake dashes too), i usually end up taking most of the hits, especially if the player can mix-up his attacks...
anyways, i can hold my ground against a mishima,or any character come to think of it, but i usually have problems with power hitters (mishima, steve, bryan, marduk...) and once i get juggled, Xiaoyu's life bar would be drained in half...i'm not complaining...its just annoying...i can sneak in some juggles or set-ups, but if i can't get my momentum going, i usually lose the match... mrgreen
i guess i need to quicken up my reaction... mrgreen
|
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Tue Apr 03, 2007 6:27 pm
|
|
|
|
|
|
|
Posted: Wed Apr 04, 2007 8:34 am
Tackle break is 1+2
Important thing against Devil Jin is to make sure you punish what you can, when you can. If you block WS+2, it is crucial that you make sure you get your jabs in. Devil Jin has so many moves that give him retarded damage at little to no risk to himself that you have to capitalize. When blocking Hellsweeps, do delayed hop kick (u/f,N+4) or in Ling's case WS+2*.
Does his new hop kick hit her out of AOP?
I'm not much of a Ling player, but you might have an easier time SS EWGF (sidestep left). If you can actually sidestep it completely and get to DVJ's side, do 1,d+2,1+2, 4~3 for a grip of damage.
Look up some vids of jio playing Ling. He's too solid.
|
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Wed Apr 04, 2007 8:27 pm
Icege Tackle break is 1+2 Important thing against Devil Jin is to make sure you punish what you can, when you can. If you block WS+2, it is crucial that you make sure you get your jabs in. Devil Jin has so many moves that give him retarded damage at little to no risk to himself that you have to capitalize. When blocking Hellsweeps, do delayed hop kick (u/f,N+4) or in Ling's case WS+2*. Does his new hop kick hit her out of AOP? I'm not much of a Ling player, but you might have an easier time SS EWGF (sidestep left). If you can actually sidestep it completely and get to DVJ's side, do 1,d+2,1+2, 4~3 for a grip of damage. Look up some vids of jio playing Ling. He's too solid. thanks guys... i have problems SS DJ since EWGF (and wavedash/snakedash) is so quick, i can't do it on reaction... i saw some vids of jio in youtube...its crazy... anyways,how about other power players, like bryan and steve?any tips? oh and anna and nina while we're at it? sorry for the trouble... i really want to improve my game with Xiaoyu... mrgreen
|
|
|
|
|
|
|
|
|
|
|
Posted: Thu Apr 05, 2007 3:53 pm
|
|
|
|
|
|
|
|
|
Posted: Mon Apr 09, 2007 6:36 am
Uh, yeah. I'm having problems against Devil Jin, too. >___< Played against a DJ today.
Turtling -> EWGF Move whiffs -> EWGF Anything else -> EWGF
The result: I poked like a madman -> EWGF
And I just can't block hellsweep. :< I suck. And this is T5 I'm talking about...
*starts to search for jio's matches*
|
|
|
|
|
|
|
|
|
|
|
Posted: Wed Apr 11, 2007 6:05 pm
Well, if he's not using ff+2 or d/f+4 that much, I suggest ducking...some of the time.
|
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Sat Apr 14, 2007 10:55 pm
Not really much you can do to be honest.
You have to punish every chance you get. If they do WS+2, always get your jab punisher. If you happen to block a Hellsweep, always launch them with the most powerful thing possible (ie: u/f,N+4 aka delayed hopkick). When you come in, block or randomly duck. EWGF will eat you alive.
Devil Jin doesn't really have much in terms of getting somebody off of them, but one right guess on their part will lead to 40% of your life being gone plus okizeme. If he does SS+2 or 1,1,2, launch him a.s.a.p.
This match will basically come down to you trying to neutralize his EWGF spam. Also keep in mind to throw the ever living crap out of them. If they break throws, so what. It gives you breathing room. If they start trying to duck for WS+2, that means they're going to start ducking into your launchers.
|
|
|
|
|
|
|
|
|
|
|
Posted: Mon Apr 16, 2007 5:09 am
i believe im a decent ling player so maybe i could at least open some ideas up by giving ya a different side to it. any critique would also be welcome icege. when fighting dvj i play a little more offensive so that i keep my momentum up. im a firm believer in throwing off an opponents timing so if the opportunity arises im going to jab, such as in the middle of dvj's(im not good with the numbers, id prolly end up giving u wrong buttons so im stickin to rk,lp etc) b,f,lp,rp,lp(or prlprp i forget sweatdrop ) quick one two jabs add up eventually. i throw whenever i can. especially as a feint during good launcher opportunities. keeps messin with the opponents head as he starts to expect a few throws now. im a big fan of xiao's f,f+lk. when they get it it slightly tunrs them leaving you a few options because now ur back it turned. rk,throw whatever you can do with a decent amount of speed will catch them before they can get back into blocking position. for hellsweeps i use u/f+lk+rk. you jump over the hit hopefully and u get damage as well as god possitioning for floor damage. the move is good too because even if you block and your back is now turned u get to play more head games. i found,or at least ive experienced, that when your back is turned, an opponent will usually dish out aa combo that doesnt usually connect because its blockable in between in such as hwoarongs LKx4 or steves lp,rp,lp,rp. a couple escapes are possible. one you can swivel right back into facing him forward since she steps back a little bit when you do so, but i believe thats a bit risky. you can roll towards the opponent if you believe he is going to throw or throw a high/mid attack at you and launch him up (f lk+rk,lk+rk + whatever you deem fit while hes in the air)or jump kick him (its surprisingly quick) if you think he is going low. one surprising alternative is her backflip, which i realize is basically a prolor trick at most, however since its such high risk, its very unexpected and can lead to a few different outcomes. 1. you hit him dead on. major damage 2. you graze him+land in front . slight damage, but the moves almost non existent recover timeputs you back at square one where your back is still turned to him. 3. direct hit, but he blocks. throw still connects. pretty good damage 4.you fly over his "punishment" and land behind. yoour front to his back. depending on how bad he has whiffed i usually go for the throw. your choice on the punishment. d/b lp usually works great too. 5.he sidesteps. ouch...try as quick as you can to go low, a roll usually throws them for a loop and sets up a launcher, because as he watches you completely miss him hes prolly gonna try to throw you. very punishable situation. 6.knocks you out the air with a high attack. very rare but it can happen.nothing you can do about it except hope the follow up combo isnt too strong.
im only a decent player so im bound to be wrong sometimes. sure ive tried these things out but they arent guarentees and there are flaws so ya usually have to pick up the slack with your own better judgement. hope this helps. and icege please tell me what you think. im trying to grow too here sweatdrop much appreciated.
|
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Mon Apr 16, 2007 7:51 am
krismas i believe im a decent ling player so maybe i could at least open some ideas up by giving ya a different side to it. any critique would also be welcome icege. when fighting dvj i play a little more offensive so that i keep my momentum up. im a firm believer in throwing off an opponents timing so if the opportunity arises im going to jab, such as in the middle of dvj's(im not good with the numbers, id prolly end up giving u wrong buttons so im stickin to rk,lp etc) b,f,lp,rp,lp(or prlprp i forget sweatdrop ) quick one two jabs add up eventually. i throw whenever i can. especially as a feint during good launcher opportunities. keeps messin with the opponents head as he starts to expect a few throws now. im a big fan of xiao's f,f+lk. when they get it it slightly tunrs them leaving you a few options because now ur back it turned. rk,throw whatever you can do with a decent amount of speed will catch them before they can get back into blocking position. for hellsweeps i use u/f+lk+rk. you jump over the hit hopefully and u get damage as well as god possitioning for floor damage. the move is good too because even if you block and your back is now turned u get to play more head games. i found,or at least ive experienced, that when your back is turned, an opponent will usually dish out aa combo that doesnt usually connect because its blockable in between in such as hwoarongs LKx4 or steves lp,rp,lp,rp. a couple escapes are possible. one you can swivel right back into facing him forward since she steps back a little bit when you do so, but i believe thats a bit risky. you can roll towards the opponent if you believe he is going to throw or throw a high/mid attack at you and launch him up (f lk+rk,lk+rk + whatever you deem fit while hes in the air)or jump kick him (its surprisingly quick) if you think he is going low. one surprising alternative is her backflip, which i realize is basically a prolor trick at most, however since its such high risk, its very unexpected and can lead to a few different outcomes. 1. you hit him dead on. major damage 2. you graze him+land in front . slight damage, but the moves almost non existent recover timeputs you back at square one where your back is still turned to him. 3. direct hit, but he blocks. throw still connects. pretty good damage 4.you fly over his "punishment" and land behind. yoour front to his back. depending on how bad he has whiffed i usually go for the throw. your choice on the punishment. d/b lp usually works great too. 5.he sidesteps. ouch...try as quick as you can to go low, a roll usually throws them for a loop and sets up a launcher, because as he watches you completely miss him hes prolly gonna try to throw you. very punishable situation. 6.knocks you out the air with a high attack. very rare but it can happen.nothing you can do about it except hope the follow up combo isnt too strong. im only a decent player so im bound to be wrong sometimes. sure ive tried these things out but they arent guarentees and there are flaws so ya usually have to pick up the slack with your own better judgement. hope this helps. and icege please tell me what you think. im trying to grow too here sweatdrop much appreciated. You do not want to try and beat Devil Jin to the punch or interrupt anything because that means you're going to eat EWGF to the face or WS+2. Also, a smart player in general will sidewalk most of the match, and there's not much Ling can do aside from ff+1+2,1+2, which puts her at risk of eating EWGF. You should be more focused on punishing him and getting your damage. She's got some tech trap set-ups off of her launchers. Learn those.
|
|
|
|
|
|
|
|
|
|
|
Posted: Tue Apr 17, 2007 4:14 am
Icege krismas i believe im a decent ling player so maybe i could at least open some ideas up by giving ya a different side to it. any critique would also be welcome icege. when fighting dvj i play a little more offensive so that i keep my momentum up. im a firm believer in throwing off an opponents timing so if the opportunity arises im going to jab, such as in the middle of dvj's(im not good with the numbers, id prolly end up giving u wrong buttons so im stickin to rk,lp etc) b,f,lp,rp,lp(or prlprp i forget sweatdrop ) quick one two jabs add up eventually. i throw whenever i can. especially as a feint during good launcher opportunities. keeps messin with the opponents head as he starts to expect a few throws now. im a big fan of xiao's f,f+lk. when they get it it slightly tunrs them leaving you a few options because now ur back it turned. rk,throw whatever you can do with a decent amount of speed will catch them before they can get back into blocking position. for hellsweeps i use u/f+lk+rk. you jump over the hit hopefully and u get damage as well as god possitioning for floor damage. the move is good too because even if you block and your back is now turned u get to play more head games. i found,or at least ive experienced, that when your back is turned, an opponent will usually dish out aa combo that doesnt usually connect because its blockable in between in such as hwoarongs LKx4 or steves lp,rp,lp,rp. a couple escapes are possible. one you can swivel right back into facing him forward since she steps back a little bit when you do so, but i believe thats a bit risky. you can roll towards the opponent if you believe he is going to throw or throw a high/mid attack at you and launch him up (f lk+rk,lk+rk + whatever you deem fit while hes in the air)or jump kick him (its surprisingly quick) if you think he is going low. one surprising alternative is her backflip, which i realize is basically a prolor trick at most, however since its such high risk, its very unexpected and can lead to a few different outcomes. 1. you hit him dead on. major damage 2. you graze him+land in front . slight damage, but the moves almost non existent recover timeputs you back at square one where your back is still turned to him. 3. direct hit, but he blocks. throw still connects. pretty good damage 4.you fly over his "punishment" and land behind. yoour front to his back. depending on how bad he has whiffed i usually go for the throw. your choice on the punishment. d/b lp usually works great too. 5.he sidesteps. ouch...try as quick as you can to go low, a roll usually throws them for a loop and sets up a launcher, because as he watches you completely miss him hes prolly gonna try to throw you. very punishable situation. 6.knocks you out the air with a high attack. very rare but it can happen.nothing you can do about it except hope the follow up combo isnt too strong. im only a decent player so im bound to be wrong sometimes. sure ive tried these things out but they arent guarentees and there are flaws so ya usually have to pick up the slack with your own better judgement. hope this helps. and icege please tell me what you think. im trying to grow too here sweatdrop much appreciated. You do not want to try and beat Devil Jin to the punch or interrupt anything because that means you're going to eat EWGF to the face or WS+2. Also, a smart player in general will sidewalk most of the match, and there's not much Ling can do aside from ff+1+2,1+2, which puts her at risk of eating EWGF. You should be more focused on punishing him and getting your damage. She's got some tech trap set-ups off of her launchers. Learn those. good point. as soon as i get my DR to start working again ill work on those traps. what are they exactly if you dont mind me asking?
|
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Wed Apr 25, 2007 11:05 am
Tech traps are set-ups so that if an opponent tech rolls (hitting a button as soon as they hit the ground so that they roll to the side), it'll hit them and give you free damage.
An example would be from Tekken 5.0. Roger Jr. hits d/b+3 (tail sweep), then does another d/b+3 before immediately doing u/f+3+4 (jumping stomp). If the opponent lays there, the stomp will hit and not do anything. If they roll back, it'll miss them. If they tech roll, however, it'll hit them and give Roger Jr. a free BT 3+4 (back turned kick launcher). It's basically a way to sacrifice maximum damage to do even more damage if they guess wrong.
There's also options in case they just think, "Well, I'll just roll back!" In the case of Roger Jr., he dashes in and does f+1+2 (big straight punch that knocks down) and gets a free u/f+2+4 (elbow drop) afterwards. If you lay there, he can just hit you with the stomp (but get nothing guaranteed afterwards) or do something like d/f+1+2. The safest bet is to just lay there, but then he's getting free damage.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|