mAc Chaos Posted October 1, 2010 Posted October 1, 2010 #2 is what it is. If it still hits you it just means the move lasts so long that it outlasts your 5-10 frames of invul or you timed/spaced it wrong.
DC Posted October 1, 2010 Posted October 1, 2010 I got a question about how antiair invulnerability works though. Let's look at 6a for example which is "5-10f invincible from head attribute attacks", does that mean 1) My upper body is invulnerable, and the design intent is it works as an AA because most air to ground attacks usually hit the upper body. If I get hit out by something like j.c, it's because it's just so long it reaches past my invulnerable region and smacks my lower body or something? 2) Entire body is invulnerable to attacks that are given the 'head' attribute, probably most aerial normals I guess. In this case, would it mean your 6a would beat any jump in as long as you timed it right? Exceptions would be cases like extremely long normals like Hak's j.c, if he spaces it right, even if you time your 6a right it hits in a way that's too far to follow up easily. #2, but the hitbox for 6a is absolutely terrible.
bmore303 Posted October 1, 2010 Posted October 1, 2010 #2, but the hitbox for 6a is absolutely terrible. QFT. Like previously said, compared to other AA's in this game it's pretty low in quality.
dragontamer Posted October 1, 2010 Posted October 1, 2010 I got a question about how antiair invulnerability works though. Let's look at 6a for example which is "5-10f invincible from head attribute attacks", does that mean 1) My upper body is invulnerable, and the design intent is it works as an AA because most air to ground attacks usually hit the upper body. If I get hit out by something like j.c, it's because it's just so long it reaches past my invulnerable region and smacks my lower body or something? 2) Entire body is invulnerable to attacks that are given the 'head' attribute, probably most aerial normals I guess. In this case, would it mean your 6a would beat any jump in as long as you timed it right? Exceptions would be cases like extremely long normals like Hak's j.c, if he spaces it right, even if you time your 6a right it hits in a way that's too far to follow up easily. 1) is how 4D works. 2) is 6A. This makes 4D very good for poor-jumpins, while 6A is better for "well spaced" jumpins. A well spaced jump in will hit your whole body (Hakumen IAD from ~3/4ths screen, the j.C will fall and hit even your feet). A poorly spaced one (Hakumen IAD from 1/2 screen) will only hit the top part of your body.
Chiizu Posted October 1, 2010 Posted October 1, 2010 Meh, since most of the guys i play online utterly suck i don't use 6A that often. Maybe i should use it more often, just in case. What combos after a AA 6A?
jags861 Posted October 1, 2010 Posted October 1, 2010 6a 6c j.d 6d 6b 5c 236d seems to work on pretty much everyone for 2.3k
Chiizu Posted October 1, 2010 Posted October 1, 2010 Yeah... i get the feeling 6c doesn't connect all the time so...
jags861 Posted October 1, 2010 Posted October 1, 2010 if the 6a is to far away you can just 5b/5c and then just do your regular jump in combo.
xntrikcat Posted October 2, 2010 Posted October 2, 2010 After AA 6a CH you should hitconfirm it to IAD -> delayed j.c -> 6c -> j.d etc. Easier said than done though >.<
dragontamer Posted October 2, 2010 Posted October 2, 2010 I find it easier to do 6A -> j.A -> j.B -> jump cancel -> j.B -> j.C -> j.236C Hurrah! ~500 more damage. ****ing proration....
jags861 Posted October 2, 2010 Posted October 2, 2010 is all that effort really worth an extra 50points of damage?
Mezagodyah Posted December 1, 2010 Posted December 1, 2010 guys if anything so far you can use your anti airs. you have 5c 2D 4D 236ABC 6A = best one so far that pretty much stops a majority of his air tactics. So far from what ive tested but still working on it. If anyone else thinks they can get off alot of the same stuff as im writing down please do let me know. I want to make sure im not the only one. So that if i am then it might be the level of play that is throwing off the readings and timing.
eLPointe Posted December 2, 2010 Posted December 2, 2010 Vs Hakumen you have to once again be careful of drive spamming otherwise you will get countered and combo'd. Random 236a's to cancel out of drive is nice to do, IF you know he will through out his drive counter. When Hakumen is air dashing in, you can actually use you IF to your advantage, with 5D you go through his sword and counter hit him, IF he does a slash© while he is air dashing in. If he does B. 6a is the better choice.
byronyuq Posted January 16, 2011 Posted January 16, 2011 i usually dash in and do 2b 3b to pressure him. and when im dashing in and hakumen does his really annoying poke, i do 3c and if im lucky, i can get a free combo off of it
madaxe_munkee Posted January 25, 2011 Posted January 25, 2011 No combo off 3C is 'free'. 3C is a real nuisance to land on the vast majority of players who are capable of blocking. It can be blocked on reaction. Don't use it by itself, unless you know it'll land (like a really badly whiffed distortion or something). Learn to hitconfirm Noel's (slightly) safer moves that combo into 3C. Like 5B and 5C counterhit. Less damage than a straight 3C hit, but when your 3Cs can't land at all it has no meaning. It doesn't matter if you can do 6k off of a 3C if they never land.
Danny Schme Posted January 25, 2011 Posted January 25, 2011 i usually dash in and do 2b 3b to pressure him. and when im dashing in and hakumen does his really annoying poke, i do 3c and if im lucky, i can get a free combo off of it her best normal imo
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