Jump to content
Sign in to follow this  
C0R

[CP] µ12: Gameplay Discussion

Recommended Posts

Yeah, habaya is kind of risky, the recovery is so long, I'm guessing most players just don't want to take the risk. It's not like you have to use it anyway. Here are specific situations I may use it in :

 

  • Combo ending in SoD, place 2 steins then cancel into habaya. the three fill the screen at a similar time, making it hard for the opponent to approach, allowing you to either punish them for trying, or setting up some more.
  • Vs tager, when magnetized and close to full screen, I may cancel a stein into habaya. jump cancel wouldn't be a good idea because of atomic collider. At this spacing the arc isn't too bad in stopping him from advancing, so it burns some time on the magnetism.
  • After a poorly spaced j.2c, I may cancel into j.236a. When it's in a situation where you think you'd get punished, it'll create some ambiguity. It's kind of slow so if you use it every time, you might die. Depending on the spacing, you might look like you're at a frame advantage after too.
  • In a blockstring, at the correct spacing, you can special cancel a C normal into it, and it'll be both really hard for them to escape it, as well as leave you at a big frame advantage. Though, if the spacing is off, they might be able to airdash or beat it with one of their tools. With barrier and IB, it's kind of hard to guarantee a certain spacing...
  • Against characters with projectiles that get broken by habaya, it's pretty useful (Jin, Izayoi, Nu in dia, litchi 5d set). From 3/4 screen distance and over, there's a good chance they'll throw a projectile, I mean there's no real risk for either of you. Thing is, their projectile gets destroyed and yours keeps going, so you can use that to either move in closer or set up a bit more. (obv avoid using it if you notice they have 50 meter)
  • On oki in the corner, against people who tend to delay tech, when you're doing a ground stein set, you can special cancel into habaya (ex: 6c 5d 2d 236a I think). If they delay tech, it should meaty them, if they don't tech it'll OTG and you should be able to confirm into a knockdown. If they roll or tech and jump immediately after that specific setup you might be in trouble. If you do it too early, instead, it could blue beat and let them escape for free.

Share this post


Link to post
Share on other sites

Hey everyone. I've always felt like matchups are something we don't flesh out enough, on these forums anyway. The current format being that we might dump info if we're motivated, but if not, just wait for questions and answer them. I feel like with CPEX coming out, this is an opportunity to do something about it. I'm also preparing a trip to Japan for KSB this May, I'd like to be as ready as I can for it, so I can get the most out of my experience.

I'm also starting these now because every version I always feel like I'm not confident enough in the matchups to write about them, and by the time I am, it's too late and the next version is about to come out (repeat xN). By writing them before the next version comes out, they'll be templates that are easier to modify after. I'll notify at the top of each thread which ones haven't yet been updated for CPEX (for the most part things will be pretty similar anyway). They might also have a bunch of flawed or incomplete ideas and information, so if you see something you disagree with, please comment. I will also try to avoid words such as "favorable" and "unfavorable" matchups in the threads themselves, it's more important to find solutions than to argue about numbers.

I've already done a long post on the valkenhayn matchup, and I intended to do similar ones for other characters, but just never got around to it. I'll go with a format like this : 1. your objectives, 2. Neutral, 3. His offense, 4. your offense.

1. Your objectives : just a quick overview of what each player is aiming for. It should make the rest easier to understand.

2. Neutral : a more in depth description of what tools each character uses to achieve these objectives, and what the appropriate countermeasures are. Sometimes it's not specifically an option that can punish or beat the other character's option, but rather just what you can do to take advantage of the situation. An example of this would be, well if tsubaki does falling air fireball and charges behind it, a 6c might work if its perfectly spaced, but I'd rather set up some steins or throw out totsuka. It won't give you a combo, but it will allow you to take advantage of the situation.

3. His offense : an overview of the other characters may do on offense, what their pressure is like, how to escape it, what some of their mixup is. I kind of avoid the obvious stuff here. Most characters have a reactable standing overhead. You usually hold down back, barrier in some cases, and react to the standing overhead by stand blocking. If you have trouble with this, try going in training mode, recording a series of blockstrings into overheads and lows, set the playback to random, and practice blocking everything on reaction (make sure to include standing mids into lows so you aren't just reacting to the character standing up). Example, vs ragna, record something like :

1) dash 2a 6b

2) dash 2a 2b 6b

3) dash 2a 5b 2b

4) dash 2a 5b 6b

4. Your offense : generally much shorter. The general offensive options are covered on the wiki, so I only go into the specifics of what you have to look out for here.

If you have any feedback on the format, questions, or whatever, post up in the relevant thread (here if it's general). I've started with the Valkenhayn and Ragna matchups, as they've been my subs for a while now (though I barely play them any more), then I did Jin and Relius, slowly moving through the cast. Some of the other characters might be a lot more... incomplete.

Share this post


Link to post
Share on other sites
Sign in to follow this  

×