C0R Posted August 29, 2011 Posted August 29, 2011 Note- the timing will become more strict on characters with smaller rolling hitboxes, but executed with the tightest timing it will be effective on every character.
pochp Posted August 29, 2011 Posted August 29, 2011 Woah that sounds simply godlike. What are the best combos you can get out of this for midscreen and corner?
YukiBlue Posted August 29, 2011 Posted August 29, 2011 I'd like to know that, Too. Im trying it now, and so far I've found out I get a free Mixup.
C0R Posted August 29, 2011 Posted August 29, 2011 Woah that sounds simply godlike. What are the best combos you can get out of this for midscreen and corner? I'm updating the combo thread right now 66~5c > 6c > ~SoD (Hit them higher in the air) > 6b (Maximum Height, probably won't work on valkenhan) > 6a > j.2c > j.d > 2b > 6a > j.c > j.2c > (3c > 632146c) = (4882)/(47-50), 0+1
C0R Posted August 30, 2011 Posted August 30, 2011 http://www.youtube.com/user/PNWGetSerious Fucked up the timing a little, more charged SoD would allow the stein to catch forward roll. Was borrowing a friend's phone, anyhow. You guys should see kind of how it works. Important bit execution wise is the optimal untechable 6c, like the cs1 habacan spacing or cs2 5d 214d hit combos.
FlyingVe Posted August 30, 2011 Posted August 30, 2011 Ah, I didn't know you could time it to catch the rolls like that. If you, don't have a recorder, I could make a better quality vid. Were you still planning on making that full oki vid?
C0R Posted August 30, 2011 Posted August 30, 2011 Ah, I didn't know you could time it to catch the rolls like that. If you, don't have a recorder, I could make a better quality vid. Were you still planning on making that full oki vid? At this point it would be more of a community project, the PNW HDPVR is game over status, so I could definitely use some help.
FlyingVe Posted August 30, 2011 Posted August 30, 2011 At this point it would be more of a community project, the PNW HDPVR is game over status, so I could definitely use some help. Okay, I will record the 2D>SoD>6D stuff as soon as I can then. I'm actually a bit out of the BB loop, so if you have any other setups you want me to try and do, just let me know.
SolarMisae Posted September 1, 2011 Posted September 1, 2011 (edited) Hey C0R, I've been messing around with midscreen j.2C > j.D > dash 2B stuff. How viable is it? It seems like it has the potential for some pretty interesting midscreen okizeme stuff. So far I've only messed with some simple stuffs but I'd love to know further potential or your thoughts on it. So far midscreen the j.D laser works similarly to the corner 2B or the 2D setup you're talking about here by forcing tech with the small laser. I've been doing j.2C > j.D > dash 2B > 5C > 6C > 6D > 214D. On neutral and backwards air tech they either block and lose a primer or get hit and you can get damage. I'm pretty sure this isn't the most optimal option, so I'm wondering if there are better ways to integrate the ability to put in j.D's midscreen. Edited September 1, 2011 by SolarMisae
huey253 Posted September 1, 2011 Posted September 1, 2011 I don't quite understand where you're linking 2b after j.2c, because normally it requires you to get a really optimally spaced j.2c in order for you to link off of it midscreen with j.d. I guess I never really considered applying it because the combos I do don't leave me in the position to freestyle in that way.
C0R Posted September 1, 2011 Posted September 1, 2011 Apparently I'm so good that I became Huey. Anyway, I remembered where I do j.2c j.d, but it's actually for a different setup. I think it was 6c 5d j.2c j.6d 2b 5c ]d[ (meaty on neutral airtech, usually catches them not barrier teching) 214d
C0R Posted September 9, 2011 Posted September 9, 2011 Any corner combo that includes one mid/low loop, doesn't work off the high loop. Dash in for the loop, placing the j.5d as close to the corner as possible. Jump back for the secondj.2c knockdown, stein cancel late, close to the ground with j.5d spaced a distance from the first to achieve the soon-to-be-legendary Eyes setup (I'm going to refer to it as that because it looks like a pair of eyes that open and shoot death at you.) 214d on the ground after placing the air stein. H.H demonstrated this setup and the jumpin 50/50 that followed it in his recent combo video, I'm here to list the strengths and applications of it. Applicable off the following starters near/in the corner: -Everything, including throw. That was easy. Corner stein will force block on emergency tech as well as catch quick rise and back roll. Extended stein will catch forward roll. Optional meaty 2b will otg late neutral tech attempts into good damage and the same setup. Extremely strong mixup options following force block with j.b jumpin options. j.a/b > -Rising fuzzy j.b -j.a ->Rising fuzzy j.b -j.2c -2b -3c -6b -throw empty jump > -2b -3c -6b -throw j.d > mindgames 6g... List goes on, get creative, she has a million options.
C0R Posted September 23, 2011 Posted September 23, 2011 (edited) Time to post an old one I found a while back. Dash in for the loop, placing the j.5d as close to the corner as possible. Jump back for the secondj.2c knockdown, stein cancel late, close to the ground with j.6{D} That's it. The strength of this setup is that you get three 'points' on offense before the charged stein combos off your third action or allows you to reset pressure after your third action. Every Gatling essentially consumes 1 point, where 6b consumes 2. Things that combo that really shouldn't combo but combo anyway because µ is cool, due to this setup: 2a/5a/5b/6a meaty (blocked) > 6b (hit) > 214d startup > }D{ > 214d hits > Walk Back > 6c > SoD~ > 6a > j.2c > j.5d > 66~2b > 6a > 2c > j.2c > repeat the setup with j.6{D} = 3918 if the 6b is blocked, continue the 214d input, as they will not be able to punish the startup due to the stein firing. Reset pressure during 214d. You can also perform a second gatling before 6b and still have the stein combo off it, but you must special cancel the first hit of 6b, it's first point, as opposed to the second, for a total of 3 pre-laser. This also allows you to combo from 3c into 214 with the stein hit keeping them airborne: 3c > 214d > }D{ > Walk Back > 6c > SoD~ > 6b > 66~6a > j.2c > j.5d > 2b > 5c > 2c > j.2c = 4747 And more. Edited September 23, 2011 by C0R
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