Moy_X7 Posted May 3, 2012 Posted May 3, 2012 Heheh, I gotta try that sometime. We're all Sentinel Force + Teleport over here XD
Urichinan Posted May 3, 2012 Posted May 3, 2012 Personally, I always loved using my Bombs for 5C > 5D > Dash > 3C > Momo > First Missile > Mami > Second Missile > Ender. It does no damage at all, but ugh, it's so sexy. :3
Yggjrasil Posted May 7, 2012 Posted May 7, 2012 Heheh, I gotta try that sometime. We're all Sentinel Force + Teleport over here XD The timing on it is very hard but if you can do it right, you can pretty much imitate that same type of mix-up.
excelence Posted May 7, 2012 Posted May 7, 2012 Err... how do you guys condition your opponent to not jumping / high jump / double jump / chain / whatever Sentinel Force?
Moy_X7 Posted May 7, 2012 Posted May 7, 2012 I meet them in the air with an air throw or air pressure. That or Momo, like GGJ said.
excelence Posted May 8, 2012 Posted May 8, 2012 I meet them in the air with an air throw or air pressure. That or Momo, like GGJ said. I also try to set up an air grab to prevent jump out of Momo but i feel like my jump is never in the right height that the grab always whiff... super jump? Thanks guys.
Kujikawa Posted May 8, 2012 Posted May 8, 2012 I had the same problem about jump height. Like I would go for an air tech reset, normal jump and try to grab which ends up whiffing and I got Ch'd by Rags jC or some shit. To prevent it I did some training on jump heights.
Moy_X7 Posted May 9, 2012 Posted May 9, 2012 I also try to set up an air grab to prevent jump out of Momo but i feel like my jump is never in the right height that the grab always whiff... super jump? You have to judge the distance from your opponent and yourself. You usually always want to be below them since the air throw hit-box above your character is huge. So dash in and air throw when they're directly above you with a single jump air throw.
excelence Posted May 9, 2012 Posted May 9, 2012 Err .... On my case i do almost always have them above me, other than iad > Grab setup... the timing for air Grab in this game is very hard for me to get used too >_<
Kujikawa Posted May 9, 2012 Posted May 9, 2012 2B > 5C > 236B > 66 5C > 2C > 214C > 6C > 22C > 5C > [Hammer Loop - 632146C Ender]. Can you get hammer loop off something like 5C > 236B > 5C > 214D > 6C > 22C > 6A > 6C > 22C > 6A > 22C > 66 5C > 2C > 5D (Item Equip) > [sj.B > JC > j.B > j.236XXX] (4987/44)?
Yggjrasil Posted May 9, 2012 Posted May 9, 2012 (edited) That looks feasible, I don't see why not. Those bubbleless Hammer loops gain a crapton of meter. Edited May 9, 2012 by Yggjrasil
Kujikawa Posted May 9, 2012 Posted May 9, 2012 So you can still get 2 loops + ender off a combo with 2-3 22Cs? Nice, I didn't know that lol.
Yggjrasil Posted May 9, 2012 Posted May 9, 2012 dude with CH AA 214D(Melee Item) you can get some insane damage off of it, it allows you to do about 2-3 22Cs. I love hitting Tsubaki, Arakune, and Tao out of the air with that. I get about 5-7k depending if I have hammer next or not.
Kujikawa Posted May 9, 2012 Posted May 9, 2012 (edited) *takes notes* EDIT: 5C > 236B > 5C > 2C > 214C > 6C > 22C > 6A... The 6A has really been giving me troubles lately. I can generally land it consistently in other combos, but the corner one seems to whiff with 6A (Fine with 5C). Do you guys have any visual reference for your 22C > 6A? Mine isn't working lol. Edited May 9, 2012 by Kujikawa
Moy_X7 Posted May 9, 2012 Posted May 9, 2012 I don't really have a visual reference, I've used 22C so much that I can "feel" when the 6A pick-up will work or not lol. Whew, I finally finished the Bat combos section, including its Miracle Jean counterpart. Now to tackle the Frying Pan combos. I'm not gonna add combos from 5D because no one in their right mind would use that as a starter; it has pretty crappy starting proration and it's lol -10 on block. lol, I didn't think this one would work. Pretty decent combo when you only have one Pan stock left. j.D > AD > j.C > 22C > 66 6A > 22C > 66 6A > 236B > 66 [Combo Finisher 2] (2818/36)
Yggjrasil Posted May 10, 2012 Posted May 10, 2012 I don't really have a visual reference, I've used 22C so much that I can "feel" when the 6A pick-up will work or not lol. See? My nigga Moy knows. It's like what Bruce Lee says.
CakeWasBannedd Posted May 10, 2012 Posted May 10, 2012 *takes notes* EDIT: 5C > 236B > 5C > 2C > 214C > 6C > 22C > 6A... The 6A has really been giving me troubles lately. I can generally land it consistently in other combos, but the corner one seems to whiff with 6A (Fine with 5C). Do you guys have any visual reference for your 22C > 6A? Mine isn't working lol. it's less a visual reference and more a feel thing like moy said... but generally try to do the first 22c earlier so that you can recover in time to do 6a 22c
Kujikawa Posted May 10, 2012 Posted May 10, 2012 Yeah, I guess so. Since like yesterday I never did 22C > 6A, I was doing CS2 combos and using the 5C ender etc. 5C came as a feeling, I guess 6A will overtime as well. It taking me time to get used to 6C > Swallow > jC > 22C as well. Lol I feel like I've missed so much. Thanx.
Yggjrasil Posted May 18, 2012 Posted May 18, 2012 IAD over a fallen opponent > use Swallow Moon to follow their tech (if they tech backwards or forward) and if you do it correctly, it screws up their inputs and turns them around (their back towards you).
Moy_X7 Posted May 18, 2012 Posted May 18, 2012 I've been doing IAD Swallow for cross-ups when my back is against the corner lately. If you manipulate the balloon so that it moves backwards just slightly, it will cross them up again. Think of it like Jin's IAD j.236D lol. I need to try that oki set-up. It's always good to fuck up reversal inputs and punish rolls at the same time lol.
Yggjrasil Posted May 18, 2012 Posted May 18, 2012 I just did it to a Tsubaki where when she teched, she tried to do 623B and instead she got turned completely around and she did 6B.
Moy_X7 Posted May 18, 2012 Posted May 18, 2012 lol, good shit, I seriously need to try this out ASAP.
Recommended Posts