Pictured Mind
Well-Known Member
Funny we're on that topic, because I was talking to a few people about her bs sidestep yesterday and still have no idea what to do against it.
As with all things in this game, you have to guess/read it properly. The chances of doing that successfully against this move are drastically lower than they are with 99% of other moves you'll be faced with, however, which is what gives people trouble.Funny we're on that topic, because I was talking to a few people about her bs sidestep yesterday and still have no idea what to do against it.
Good thing is that if you figure out how to beat that move you realize that many MRs players on ranked matches are pretty worthless without that move. Serves them right!!Basicall, if you hear "YOITTA!", you're screwed. Hope to god that you can block fast enough.
Zack's 6H+K beats it though.
I wonder if some characters have better strings than others for tracking. I wonder if it's a timing thing or what, but for Hitomi, strings involving 4P seems to miss even though the move tracks, and you can forget about retracking moves (like any string involving 6K)@Jaeger seemed to be doing a good job stuffing Sonic Fox with it at NEC by using naturally tracking strings.
And yes, free step dodge attacks in DOA3 could evade full circular attacks, low or high didn't matter.
They do.I wonder if some characters have better strings than others for tracking.
Ah, ok, so when you say 'half tracking', you mean moves that can only be sidestepped in one direction? or is it more that the moves hitbox is smaller/tighter?Ok, so this is what I found out:
Marie Rose can only evade tracking moves that would only be half-tracking in VF. In this case, Christie's 4P. But it doesn't evade full circular attacks, e.g Kasumi's H+K that would be unavailable to sidestep in other 3D fighting game.
So basically, it's DOA5's Hayate's cartwheel?the difference is Maries crushes lows, avoids throws/OHs, avoids auto tracking strings, AND many actual mid/high tracking moves. shit is a joke and needs a nerf
I tend to throw out Minuet after an unsafe move with no read necessary and still profit like how people use her parry in the same situation Because nobody throw punishes (seriously, players seem top only wasnt to throw punish certain characters instead of unsafe moves). A combination of opponent forward movement and the ss itself makes it stupid easy to dodge with.
@HoodsXx I generally agree with you on most points, but the real annoying thing about that minuet move is that it can stuff some tracking moves too and that SUCKS (not saying it's broken though). I use hitomi mostly and I tend to throw out 4P and it's variants when I know people are going to sidestep, but those variants don't work sometimes even though 4p is a straight up tracking move.Like I said, many throw it out when she's unsafe and some do get away with it if a move isn't a single strike tracking move like 4P from Hayate or a mid string tracking move like Kasumi's 6PK they will hit you out of it everytime. Don't believe me test it yourself. Do something like P+K or 6PP on block and see if your Minuet stuffs a tracking or mid string tracking move. Again Minuet is a good tool but it all depends on if the player can read you properly to punish accordingly. Sadly most don't so they get blown up for it and call the move stupid. But you definitely have lots of ways around it. Here's another example. I use Minuet at R1F and the Rig player for instance just Jabs, I am not at plus for that more so because the recovery of a jab is extremely low and so they can now retaliate with whatever they need to, to blow me up for throwing it out. So honestly it's not dumb just figure it out. Nothing in this game is a game-breaking tool that needs some massive tuning to make it "fair" because fact of the matter is, everybody has tools to combat what needs to be combatted in this game. Sure some may have a harder time than others (Eliot Ein Kokoro) but they still have ways people just need to sit down and actually find them. It's sad that I'm writing this but most of the people in this community like Hajin and Cow said need to really look at things differently if they want to fully dissect a MU. I know this game has't been out for too too long and people are still finding things even now because honestly on a lifespan approach this game is still new 2 years doesn't amount to galores of tech that quickly.
Gotcha, but I think someone here already mentioned that every character has at least one move that will stop that sidestep. I guess you will have to find it for your character of choice. It sucks, but if MR is spamming that sidestep, you have to spam your one or two moves that will crush that sidestep.That still doesn't ppt down the fact that it is ass move that can avoid tracking until effectively late into the ss, moves a distance that allows somebody mid string to walk right past her (and depending on the string a player can't recover and block in time), puts her BT if she doesn't p+k, jumps highs, and can't be thrown out of unless she does absolutely nothing. R1F is one thing but as a reactionary dodge you get almost no time to recover from a strike to really do anything about it.
I didn't know that Christie's Jak stance was a 'FSD' move, or that an FSD and a command sidestep was actually two totally different things.I'm just gonna repeat what a lot of people have already said.
Tracking moves are meant to stuff the COMMAND sidestep. Marie Rose's Minuet is not a sidestep, it's an FSD move. Same with Christie's Jakeiho (and I don't see anyone complaining about that). If you think you can just randomly pul out a tracking move to stop any sidestep, then you don't understand how a sidestep is supposed to work.
I'm guessing a lot of you don't play VF, where it implements half and full-circular moves. This extra layer prevents their SS from being the braindead tool that is DOA5U's. You have to pay attention to the opponent's feet to know which direction the attack is, and sidestep accordingly, not like in DOA where the direction of your attack matters shit.
Example: Hitomi.
6H+K stuffs Minuet everytime because it's a full circular move.
2P+K is a half-circular move. Minuet can evade it depending on the direction of the attack.
Some characters are just unlucky they don't have a full circular move in their moveset to deal with Minuet, and that's FINE. It just means Marie Rose has the advantage in the matchup. It's like how Kokoro and Eliot don't have any mid-low tracking strike to deal with Jakeiho.
Minuet isn't broken. It's recovery frames are much longer than the command SS, and if Minuet avoids your attack, all you have to do is STOP attacking, and re-position yourself.