Wengan Posted September 11, 2006 Posted September 11, 2006 Opponents can tech and may punish if you ganflame after that. You could low air throw after 2k2s though to "counter that"
Koozebanian Fazoob Posted September 11, 2006 Posted September 11, 2006 2K 2S Gunflame = Tech Forward into big damage combo, yeah. I have to catch myself from doing that now and then. Standing and just doing a gunflame (non-OTG) isn't bad either. j.S and j.HS are both totally safe Oki if done properly though, gunflame is just easier.
burningvigor Posted September 11, 2006 Posted September 11, 2006 You dont really ever want to hit people on the ground unless it would kill them. Best just to do a frc gunflame while they are getting up to force them into a mind game.
CrimsonDisaster Posted September 11, 2006 Posted September 11, 2006 You dont really ever want to hit people on the ground unless it would kill them. Best just to do a frc gunflame while they are getting up to force them into a mind game. Not always true, OTGs can set up a bunch of things as well. Just kinda depends.
Alcyon One Posted September 11, 2006 Posted September 11, 2006 dizzy otg 2k, 2s, p fish = CHAMPION well, the only time i really do it is when i screw up a follow up to air throw. but yea. champ.
SolxBadguy Posted September 11, 2006 Posted September 11, 2006 i usually do otg 2k,2s,s,GF with sol. i sumtimes add hs, but its a 50/50 that it hits... jus never do otg hits when there guard meter is up, then u jus wasted some free hits.
burningvigor Posted September 11, 2006 Posted September 11, 2006 Cant they just tech forward and get out of your corner traps when you do that >_>.
HmR.kS Posted September 12, 2006 Posted September 12, 2006 Hmmm I dunnoe but I always do a 2K on my OTG opponents to push them into the corner. And I don't think it's techable.
kiske Posted September 12, 2006 Posted September 12, 2006 if you decide to OTG with 2K 5S you better not followup with a gunflame after that unless the oppo doesnt tech. The most effective lockdown after the OTG 2K 5S would be airthrowing their tech or just Jumpcanceling after the 5S into a meaty HS or sth else that will snuff their air throw attempt on YOU, then proceed to pressure strings again after they landed together with you
Kairi Posted September 12, 2006 Author Posted September 12, 2006 i usually do otg 2k,2s,s,GF with sol. i sumtimes add hs, but its a 50/50 that it hits... jus never do otg hits when there guard meter is up, then u jus wasted some free hits. Please don't say stuff like never do otg in this situation it's very misleading. Why do you otg? For the most part you don't otg to do a few extra points damage, you otg to continue your offense and put your opponent in favourable position for you. By otging with some charters you could set your opponent up to tech in an unsafe position and land a match ending combo from that situation. Would you rather kill you immediate offense just to save the guard meter? It's not a bad idea at all just don't say stuff like never do this, gg isn't so black and white and there is never only one route to take in any given situation.
zer0kage Posted September 12, 2006 Posted September 12, 2006 How far can you get with some characters like Sol if you capitalize every hits with simple BnB (as simple as lets say at the corner 6P, wallbounce, 5S,5HS,2HS,jc 5S, 5D,jc 5S, 5D, VV) but you're proficient with your setups, space control and whatsoever. I ask about Sol because I want to provide an example of well rounded character like Ky and that sort. Other than setting up for Dust. When do you actually throw out 5D?
低姿勢 Posted September 12, 2006 Posted September 12, 2006 You guys do realize OTGs after certain combos make the OTG untechable right? So the even if the opponent wanted to tech they cant.
低姿勢 Posted September 12, 2006 Posted September 12, 2006 Means exactly what I said. You cant tech OTGs after certain combos.
Koozebanian Fazoob Posted September 12, 2006 Posted September 12, 2006 Sounds familiar, but I don't remember if there are any rules that determine when/why that happens.
HmR.kS Posted September 12, 2006 Posted September 12, 2006 no. what I meant was, any specific combos u can remember?
burningvigor Posted September 12, 2006 Posted September 12, 2006 Hmmm I dunnoe but I always do a 2K on my OTG opponents to push them into the corner. And I don't think it's techable. They can tech but sometimes it surprises them and they forget. I use 2k sometimes also.. but most players will just tech it so i try not to. Such as millia 2k into disk. Perfect if they dont tech.... Or chipp 2k 22HS crossup as they get up.
Shoto Posted September 12, 2006 Posted September 12, 2006 Does anybody know a thing about landing recovery? I mean if after a jump my opponent lands next to my chara (in throw range), I get a guaranteed throw since it seems that I can throw them a few frames earlier than they can throw me (common knowledge). But nevertheless it's not some sort of real recovery, as he is able to block and stuff even in the landing process. Has anybody more info on that? Like the exact number of frames or any other, better explanation what is happening here? I always accepted it as a fact and never really though about it.. but somehow it's a bit weird.. Or did I totally miss something?
shinquickman Posted September 12, 2006 Posted September 12, 2006 Correct me if I'm wrong anybody, but to my knowledge landing recovery after jump is cancellable, meaning there isn't a real recovery. I also remember reading somewhere that the recovery only prevents you from jumping or dashing/backdashing, though it seems to not apply to some chars.
Koozebanian Fazoob Posted September 12, 2006 Posted September 12, 2006 Throwing when people land is weird. You can time the grab so you effectively grab them on the frame they land, which actually causes the game to never show them hitting the ground. It also lets you do weird stuff like throw their air hitbox from the ground. Not really sure why you can't land and throw on the first frame, probably just more weird GG mechanics. It's only 1 frame though as far as I know, people land and throw all the time.
Incendia Posted September 12, 2006 Posted September 12, 2006 My apologies, i meant 2K 5S, if it made any difference. But still, thanks very much for all the advice and suggestions :D
Climhazzardous Posted September 13, 2006 Posted September 13, 2006 Here's a dumb question. What's a Guard Point? Some of Anji's moves require it.
zer0kage Posted September 13, 2006 Posted September 13, 2006 Guard Point is the point in Anji's moves where he autoguards while doing the move. 6HS is a clear example of a move with tons of Guard Points.
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