NecroTheReaper Posted February 2, 2016 Posted February 2, 2016 Also, just to clarify, if you RRC a move, it doubles the block/hitstun that they're in right?
Lynxfort Posted February 5, 2016 Posted February 5, 2016 What mixup routes "upper and lower" i can do after 2D especially vs characters that task A prime whiff if they crouch guard..
NecroTheReaper Posted February 5, 2016 Posted February 5, 2016 Safejump j.S, empty jump 2K/throw, walk up meaty j.D or 2K (throwable, but j.D is comboable on CH so there's incentive not to mash grab), 6H crossups, 6H YRC shenanigans, IAD FDC mixups
MLSTRM Posted February 25, 2016 Posted February 25, 2016 So the wiki lists grounded Task C as "9~Airborne" Invulnerable, so does this mean that you're invulnerable from any air attack from frame 9 until the end of the move, or is there a missing number? I'm pretty sure I've been beaten out of it in the air so I'm a little confused here.
NecroTheReaper Posted February 25, 2016 Posted February 25, 2016 It's not read as invulnerable to air moves. All it means is that you are classified as airborne, so ground grabs and stuff like that can't hit you out of it (and some low invulnerability). Also let's you RC it and become airborne (some moves only look airborne, so if you RC em, you're grounded)
MLSTRM Posted February 25, 2016 Posted February 25, 2016 Ahhhh ok that makes a lot more sense. I got confused from the name of the column I guess.
Lynxfort Posted May 13, 2016 Posted May 13, 2016 after 19:29 https://youtu.be/zzyoVY8UnbA?t=1169 why not using after RC 6H.TC it has more damage !!..is it for better oki ?? and how is that ??
Tiamat Posted May 13, 2016 Posted May 13, 2016 1 hour ago, Lynxfort said: after 19:29 https://youtu.be/zzyoVY8UnbA?t=1169 why not using after RC 6H.TC it has more damage !!..is it for better oki ?? and how is that ?? Yeah after 2D I think RC to 6H is better than 2H. That player did some weird confirms in a lot of places and not in a good way. He would do stuff like combo to 2H j.S 236P. The thing is, that's not a combo because they can tech after the j.S if you do 236P. I dunno why he did some of the things he did.
Lynxfort Posted May 19, 2016 Posted May 19, 2016 Does Sinusoidal Helios Burst Overdrive has throw invul ??
Verimeloni Posted May 19, 2016 Posted May 19, 2016 3 minutes ago, Lynxfort said: Does Sinusoidal Helios Burst Overdrive has throw invul ?? no don't use it against pot
Tiamat Posted May 20, 2016 Posted May 20, 2016 6 hours ago, Verimeloni said: no don't use it against pot Burst Helios does have throw invulnerablity. Normal throws do not work. However, if you are able to invulnerable through the attack his throw invul will have ended by that point.
Verimeloni Posted May 20, 2016 Posted May 20, 2016 Damn didn't see it said burst... thanks for clearing that up ^^
Lynxfort Posted May 21, 2016 Posted May 21, 2016 Good actually i wanted to ask about throw inv against elphelt command grab in her shotgun stance.. btw ..i see task A' rarely used in Japanese matches..did they figure it flaws or something?? and is there match ups i should use task A' ??
NecroTheReaper Posted May 22, 2016 Posted May 22, 2016 A' for oki has limited setups compared to other seals imo, and depending on the MU and how the opponent is reacting, it's neutral use can be dangerous. Task B seal gives the best in way of mix-up opportunities, C gives the best damage in a high-low setting, and A is great for strengthening either of the other two. Only time I use A' is after a Helios or dust combo, since you can combo sweep into DV A' and give you some sneaky mix-ups
Tiamat Posted May 22, 2016 Posted May 22, 2016 4 hours ago, Lynxfort said: Good actually i wanted to ask about throw inv against elphelt command grab in her shotgun stance.. btw ..i see task A' rarely used in Japanese matches..did they figure it flaws or something?? and is there match ups i should use task A' ?? During neutral it is pretty bad because it takes so long to do. From generic oki setups (2D knockdown) the mixup after a blocked 236K is poor. On a frontal guard Bedman is too far away to do a good mixup and doing a blockstring into the DV is pretty useless. Unless they tend to get hit by 6H a lot it's just not very effective. If the 236K is blocked as crossup or their back is to the corner you will be closer and mixup possiblity is much better. 236K also whiffs over about 8 different character's crouch guard as of the current version of Revelator. Doing a TK 236K is wakeup jumpable from knockdowns like 2D and throw unless their back is to corner. Another problem with doing it from basic knockdowns like 2D is that blitz into throw OS is very effective against it. There's not much bedman can do to counter this. There are also character specific ways to make it miss on wakeup (slayer mappa BDC for example). If you can combo into 236K it is generally worth doing. It allows for tricky mixups.
dreamyrobot Posted June 3, 2016 Posted June 3, 2016 Guys, how do you make task A deja vu cross up? In one of his last trials you've got to do jump D while deja vu task a hits and you'll cross up. I thought I figured out how it worked but now I'm not so sure. I know its a gimmick but being able to use everything efficiently is pretty important right? Sent from my SM-N920T using Tapatalk
Tiamat Posted June 5, 2016 Posted June 5, 2016 On 6/3/2016 at 11:57 AM, dreamyrobot said: Guys, how do you make task A deja vu cross up? In one of his last trials you've got to do jump D while deja vu task a hits and you'll cross up. I thought I figured out how it worked but now I'm not so sure. I know its a gimmick but being able to use everything efficiently is pretty important right? Sent from my SM-N920T using Tapatalk it crosses up if it connects with the back of the enemy character I think I remember that particular trial and it's pointless though
lorogy Posted June 11, 2016 Posted June 11, 2016 Hi all. I've been a lurker on this site for basically forever. Was rocking some matches and well Johnny is a problem for me. It seems like I can't even play against this character. Even during blocking I can see a single opening to poke out. Right now it's like a 10-0 mu for me. Anyone know how to fight this guy?
NecroTheReaper Posted June 11, 2016 Posted June 11, 2016 Should probably make a Johnny CD Badman MU thread in the Match-up section. There are gaps in his pressure since his mix-up thrives on him using his jump, otherwise he pushes himself out of range quickly. On OK, you're gonna have to block extremely well, there's nothing else you can do but reversal/burst/daa/blitz.
Lynxfort Posted June 17, 2016 Posted June 17, 2016 what is his optimal wall dust combo in REVELATOR ??5D.66H.T"A doesn't connect like SIGN ..
NecroTheReaper Posted June 21, 2016 Posted June 21, 2016 You can go for double/triple seal combos using the following: 5D>c.S>f.S>c.S>2369K>c.S>5H>1H>2369S>(2P>c.S>236H) Or (Sylint showed me this) 5D>j.D>j.D>j.236H>2H>236H Occasionally you can pick up with 2P on the second combo with a few characters. Second one does the most damage, but only nets you 1 seal.
Lynxfort Posted June 28, 2016 Posted June 28, 2016 On ١٦/٩/١٤٣٧ هـ at 7:46 AM, NecroTheReaper said: You can go for double/triple seal combos using the following: 5D>c.S>f.S>c.S>2369K>c.S>5H>1H>2369S>(2P>c.S>236H) Tried it.. unfortunately 236K switches beddy to the opposite side of cornerand i can't do the follow up after 1H c ..
Tiamat Posted June 28, 2016 Posted June 28, 2016 14 minutes ago, Lynxfort said: Tried it.. unfortunately 236K switches beddy to the opposite side of cornerand i can't do the follow up after 1H c .. if you don't want to cross behind them when the 236K hits do 8236K or 7236K
NecroTheReaper Posted June 28, 2016 Posted June 28, 2016 I had actually posted that combo with the tk input included (2369) but thanks for clearing that up for me xD. Another good combo I did lately which is kinda hard off dust is 5D>6>1H>1H>2369K>c.S>5H>1H>2369S/236H Some characters you can still pick up for a triple seal combo for up to 150 dmg, but it's character specific
Lynxfort Posted July 9, 2016 Posted July 9, 2016 While watching maruken and souji matches i see them rarely use overheard routs on oki "especial the ones which start with jD" and they do Low/throw mixups more..why ??
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