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Posted

air-to-air

well you seem to think that whiffing an attack mid-air makes you "dead weight" when this is not the case. Testament has a very nice "pre-emptive" air to air game...and while you might not be able to beat some stuff on reaction, throwing things out at when you jump can provide for REALLY nice screen coverage.

in General it's going to be j.S...fast...long range good priority and good recovery as well as good "abare"...if you use this immediately after a jump, you can net, land, green block an on-coming attack (usually) or just double jump and do something else (another j.S, any of those options above or j.D)

j.K similar to j.S but shorter range and faster start-up/recovery

j.D a.k.a "The Wall"...this move is pretty much unbeatable once it's already out there...sure it's kinda slow but you shouldn't be throwing it out when you're close enough to get hit anyway. Regardless...the range and priority on this move is just too good to pass up. Unfortunately however you don't get the comfort of being able to do another action after using this mid-air whiff...unless you're really high up

Zeinest- sure it's mostly pre-emptive, but it limits the opponent's air game regardless..forcing them to do a quicker move or something with better range

on a side note...if you're getting stuffed while doing 6P, you're not doing it at the right time...this should pretty much only be used on wake-up and during EXE pressure. Also good to note is that 6P is linkable from c.S as well as 2D. 2D is 14 frames while 6P is 17...so they're going to be hard to block on reaction....and both will lead to a nice combo/knockdown anyway. You complain about the proration but at proper spacing you can go directly into badlands loop from that on 90% of the cast leading into at least 150-200 damage and some nice tension and maybe even a skull.

one last thing you state that forward EXE can't combo into anything...but it definitely can. From a good distance away you can still 6K, and from small distances you can k or S...you also mentioned nothing in terms of the FRC as combo purposes...forward exe will ALWAYS hit after a 2D (from what I've seen...it will hit pretty damn far)

anything->2D->H EXE...if you're close enough or in the corner, 6K->badlands...

if you start a combo with 2D you can H EXE->K->air combo (I think >.>)

if you're far away when dust hits you might have to FRC

6P(overhead ^_^)c.S->f.S->2D->H EXE FRC->TKbadlands

or run 6K badlands

or run K->S->air combo

or run S-> air combo

or (about half screen) Instant air dash j.H->j.D->Zeinest-> dash j.K->j.S->j.H->one hit badlands side switch, land->HS->Zeinest->TK badlands->p skull

you also mentioned that you can't combo after an air-throw but he definitely can

outside corner-

air-throw-> H EXE FRC->6K badlands->TK badlands->TK badlands...with correct spacing you can do HS badlands TK badlands after the first TK badlands and end in with dash->p skull

this was around 136 damage...didn't get the p skull at the end but I threw it out without a dash and was definitely close enough

**NOTE** this combo will probably be character specific

in corner-

H EXE->c.S->Zeinest->run, j.K->j.S->badlands one hit...side switch will happen...HS-> zeinest->TK badlands->phantom soul- 111 damage

just tested the last two on ky...all of the others should work

All good information. Thank you. :)

@Corner-Trap: I know theory has no substance alone, and I'm not totally experience-less either. I'm trying to combine the best of both worlds here, not promote t3h 1337neZ u\/ /\/\@d c0m80$$$. :-P

Posted

air-to-air

well you seem to think that whiffing an attack mid-air makes you "dead weight" when this is not the case. Testament has a very nice "pre-emptive" air to air game...and while you might not be able to beat some stuff on reaction, throwing things out at when you jump can provide for REALLY nice screen coverage.

in General it's going to be j.S...fast...long range good priority and good recovery as well as good "abare"...if you use this immediately after a jump, you can net, land, green block an on-coming attack (usually) or just double jump and do something else (another j.S, any of those options above or j.D)

j.K similar to j.S but shorter range and faster start-up/recovery

j.D a.k.a "The Wall"...this move is pretty much unbeatable once it's already out there...sure it's kinda slow but you shouldn't be throwing it out when you're close enough to get hit anyway. Regardless...the range and priority on this move is just too good to pass up. Unfortunately however you don't get the comfort of being able to do another action after using this mid-air whiff...unless you're really high up

Zeinest- sure it's mostly pre-emptive, but it limits the opponent's air game regardless..forcing them to do a quicker move or something with better range

on a side note...if you're getting stuffed while doing 6P, you're not doing it at the right time...this should pretty much only be used on wake-up and during EXE pressure. Also good to note is that 6P is linkable from c.S as well as 2D. 2D is 14 frames while 6P is 17...so they're going to be hard to block on reaction....and both will lead to a nice combo/knockdown anyway. You complain about the proration but at proper spacing you can go directly into badlands loop from that on 90% of the cast leading into at least 150-200 damage and some nice tension and maybe even a skull.

one last thing you state that forward EXE can't combo into anything...but it definitely can. From a good distance away you can still 6K, and from small distances you can k or S...you also mentioned nothing in terms of the FRC as combo purposes...forward exe will ALWAYS hit after a 2D (from what I've seen...it will hit pretty damn far)

anything->2D->H EXE...if you're close enough or in the corner, 6K->badlands...

if you start a combo with 2D you can H EXE->K->air combo (I think >.>)

if you're far away when dust hits you might have to FRC

6P(overhead ^_^)c.S->f.S->2D->H EXE FRC->TKbadlands

or run 6K badlands

or run K->S->air combo

or run S-> air combo

or (about half screen) Instant air dash j.H->j.D->Zeinest-> dash j.K->j.S->j.H->one hit badlands side switch, land->HS->Zeinest->TK badlands->p skull

you also mentioned that you can't combo after an air-throw but he definitely can

outside corner-

air-throw-> H EXE FRC->6K badlands->TK badlands->TK badlands...with correct spacing you can do HS badlands TK badlands after the first TK badlands and end in with dash->p skull

this was around 136 damage...didn't get the p skull at the end but I threw it out without a dash and was definitely close enough

**NOTE** this combo will probably be character specific

in corner-

H EXE->c.S->Zeinest->run, j.K->j.S->badlands one hit...side switch will happen...HS-> zeinest->TK badlands->phantom soul- 111 damage

just tested the last two on ky...all of the others should work

All good information. Thank you. :)

@Corner-Trap: I know theory has no substance alone, and I'm not totally experience-less either. I'm trying to combine the best of both worlds here, not promote t3h 1337neZ u\/ /\/\@d c0m80$$$. :-P

  • 4 months later...
  • 8 months later...
Posted

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  • 4 months later...
Posted
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