geist Posted January 22, 2010 Posted January 22, 2010 214D~A only combos into 2A if you hit them on crouch unless I'm mistaken. isn't that the point? >.>
NumeroGaijin Posted January 25, 2010 Posted January 25, 2010 I'm slowly working with this character. Ill post my findings as I go.
Meever Posted January 29, 2010 Posted January 29, 2010 The super kick's hitbox seems to change a little depending on the situation. Or am I just bonkers? I instantbock and pull it out and it hit Rachel almost 3 character length away. Usually only hits two at most. Or did Rachel get a fat hitbox in this game. Also Super kick's input is balls. How the fuck do you pros use it to get out of pressure? Do you buffer the motion while blocking? When do you need to buffer to get it out?
kazukifafner Posted January 29, 2010 Posted January 29, 2010 Well, I'm no pro (not even close); but honestly it just comes down to planning and speed. Once you choose when you're gonna counter attack, use IB and input the motion as fast as you can.
freelander Posted January 29, 2010 Posted January 29, 2010 has anyone got uses for 6B? what a shitty move and can anyone post a 6C CH combo? it has huge hitstun on CH but i couldnt do anything with it besides portal super
-Ladon- Posted January 30, 2010 Posted January 30, 2010 The super kick's hitbox seems to change a little depending on the situation. Or am I just bonkers? I instantbock and pull it out and it hit Rachel almost 3 character length away. Usually only hits two at most. Or did Rachel get a fat hitbox in this game. Also Super kick's input is balls. How the fuck do you pros use it to get out of pressure? Do you buffer the motion while blocking? When do you need to buffer to get it out? if you've never reversed out of pressure before I'm sure it can be tricky just know what's coming and input 63, then 214214B, it takes some time but if you've ever played a DP character who doesn't have a conflicting moveset(ragna in particular) the motion comes pretty naturally also matchup experience is clearly everything in pulling it off, if you don't know the blockstring you don't know where to punish etc. and trust me, it's not like everyone pulls this off flawlessly 100% of the time, it takes a while to get down timing, correct times to use it, what will actually be fatal'd if it's used, etc.
BladeOfJustice7 Posted January 30, 2010 Posted January 30, 2010 if you've never reversed out of pressure before I'm sure it can be tricky just know what's coming and input 63, then 214214B, it takes some time but if you've ever played a DP character who doesn't have a conflicting moveset(ragna in particular) the motion comes pretty naturally also matchup experience is clearly everything in pulling it off, if you don't know the blockstring you don't know where to punish etc. and trust me, it's not like everyone pulls this off flawlessly 100% of the time, it takes a while to get down timing, correct times to use it, what will actually be fatal'd if it's used, etc. ^This Although I use hakumen the same thing applies, with yukikaze as with jayouku houtenjin. Gotta know the opponents character and when attacks are about to come out.
PhoenixBR Posted January 30, 2010 Posted January 30, 2010 Does Jayoku Houtenjin (236236B) come out when you do 63214214B? I never knew that...
Brotrr Posted January 30, 2010 Posted January 30, 2010 No it doesn't. He did it in reverse. I'm also interested in any 6C CH combos, mainly because sometimes I accidentally 6C instead of 3C and for some reason it hits them.
PhoenixBR Posted January 30, 2010 Posted January 30, 2010 Oh. I'm pretty sure 6C CH combos into 3C, though I've seen people miss Jayoku after that.
Moogster Posted January 30, 2010 Posted January 30, 2010 All from the Hazama JP Wiki 6C(CH When Far)>5DD>JB>5B>3C>214DC>5C>2C>4DA>214B Series 4000 6C(CH When Far)>Dash 3C>214DC>5C>JCx5>2C>214B Series 4000 6C(CH)>3C>236236B>214DC>5C>2C>4DA>4DD>214B Series(?) 4900 Haven't tried them to confirm it myself.
FuzzyWUzzy Posted January 30, 2010 Posted January 30, 2010 No it doesn't. He did it in reverse. I'm also interested in any 6C CH combos, mainly because sometimes I accidentally 6C instead of 3C and for some reason it hits them. I think I saw Zakiyama do CH6C, dash, 5B combo. Not too sure, I'll have to try it out.
ghaleon109 Posted January 30, 2010 Posted January 30, 2010 More often than not you end up pretty far away after a CH 6C, but 5D~D> j.2C>(whatever followup) will link so that's typically the easiest thing to do.
PhoenixBR Posted January 30, 2010 Posted January 30, 2010 ^ Indeed. I was wondering why some people like to use 5DC > jB > 5B instead of 5DD > j2C > 5C / 5B > (blah blah blah). Is there any difference in terms of damage?
kid viper Posted January 30, 2010 Posted January 30, 2010 has anyone got uses for 6B? what a shitty move wtf are you talking about? 6B is a pressure tool. it breaks guard primer and still leaves you at advantage to keep pressuring after it. also the startup makes it more deceptive since people may see it as an overhead. if 6B hits you get a free jayoku.
Moogster Posted January 30, 2010 Posted January 30, 2010 6C(CH) is hard to land but if it does it's an easy 4k+ damage combo it seems.
PhoenixBR Posted January 30, 2010 Posted January 30, 2010 Does 6B combo into anything else besides Jayoku or is it just like 6A? I never knew it had that much advantage on block though, will play around with it later.
ghaleon109 Posted January 30, 2010 Posted January 30, 2010 ^^ QFT! Most people I talk to use the "C" follow up because they haven't gotten used to the momentum that he gains while using the "D" follow up. I like to do j.2C though because it has a longer hitstun and you can go into Jayoku pretty easily or just dash in and 2A combo starter. I'm not sure if there is a big damage difference though, I never really look at that stuff unfortinatly =/ 6C(CH) is hard to land but if it does it's an easy 4k+ damage combo it seems. You've got to bait one... Leave a blockstring open for retaliation then instead of trying to continue pressure use 6C and get out of there. If they try something it'll CH, and if they block it your usually far enough to get back to a position where you can block the followup from them.
Moogster Posted January 30, 2010 Posted January 30, 2010 ^ True. Anyway, has anybody found out a way (or is it even possible) to use the aerial D moves in a combo? Is it also possible that you do at least 2 aerial D's when the first connects to the opponent with a counter? Ex. j.4DA > j.4DD > BnB or something like that?
junja Posted January 30, 2010 Posted January 30, 2010 http://www.youtube.com/watch?v=uDWNwKlwDFA#t=3m46s
Moogster Posted January 30, 2010 Posted January 30, 2010 I don't mean that. What I mean is, it is inserted onto a normal air combo or something. That combo can only be done with a Fatal Jayoku if I remember it correctly.
kid viper Posted January 30, 2010 Posted January 30, 2010 The other problem is, after testing that combo multiple times, it seems it's character specific on characters with big hitboxes (bang,hakumen,tager) If you hit with a jumpong chain your best bet is to just pull yourself in because there's too much recovery on th a follow up. The only combo I've done is falling j.d~a>5d~d> bnb but that's about it
Moogster Posted January 30, 2010 Posted January 30, 2010 Damn, would have wanted to see some new types of combos.
freelander Posted January 30, 2010 Posted January 30, 2010 Does anyone have a general idea when I can use the charged version of 214D-C in a combo (aside from fatal counter)? I don't know when people can tech before it and when can't. Also do counter hits generally allow more lenient combos? I just don't really understand, I came from GuiltyGear where counter hits would only modify the properties of that hit.
Almadiel Posted January 30, 2010 Posted January 30, 2010 What are the properties of charged 214D~C anyway?
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