Incendia Posted November 7, 2007 Posted November 7, 2007 Ky's VT Loop is situational in whether you require and FRC or not. It all depends on the position and the height of your VT/LJ.
SSMugen Posted November 7, 2007 Posted November 7, 2007 Looks like the loop works best at mid range using the S VT instead of the HS because LJ usually doesn't connect with the HS one off the ground
Shinobi! Posted November 7, 2007 Author Posted November 7, 2007 Sometimes yes, but understand that S VT floats people higher than HS. People can tech out of VT before the Javelin comes out. HS VT is 100% foolproof for connecting to Javelin and you may have to delay it sometimes to stop it from whiffing but most of the time that doesnt happen.
purify Posted November 7, 2007 Posted November 7, 2007 Running SVT is always a free VT loop on all characters. I find that I rarely need to FRC for loops and it's not worth it usually anyway. Take the knockdown. You don't always have to use 2P to continue the combo. You can use 5K often, sometimes c.S if they're lights. the combos are pretty easy and eventually you'll just know whether or not they're be at the correct height to do a loop.
SSMugen Posted November 8, 2007 Posted November 8, 2007 Yeah I just figured that out yesterday night Shinobi. Thanks. Ky has massive combo potential even more than Sol Badguy it would seem.
rtl42 Posted November 13, 2007 Posted November 13, 2007 RTL delete this please wow how did you know i was going to read this? anyways no off-topic posts in here OKAY okay :D
Donutholes Posted December 12, 2007 Posted December 12, 2007 Is there any potential behind TKing his Ride the Lightning overdrive? I know that I messed around with in training on #r on pc, but never managed to actually get the input to work on an online match. But now that I've moved on to AC with a stick, I'm wondering if it's even worth it to try. From what I know about input, it's probably best to do 6321469 HS for a stick, as if you went straight for 632149 HS you'd probably mix an 8 in there and miss the overdrive. For keyboard, just go for the 632149 HS and you'll get it off. All I know is that it's an overhead wannabe to go after a blocked sweep, as his 2D is JCable, and that if you do it running, Ky will slide forward in the air instead of on the ground (possibility of an oki crossup?). Thanks.
JetEnduro Posted December 15, 2007 Posted December 15, 2007 From what I know, Air RTL recovers really fast upon landing, allowing you to do more than ground, then again, I haven't played this game for a bit so I could be mistaken.
purify Posted December 15, 2007 Posted December 15, 2007 Jet's right, air/TK RTL is better than ground in every way, really. Is it a good option? I suppose, until your comp starts blocking it every time (it's not so much of a mixup since what else would come after the 2D? Stun Dipper, though a low, would be only one hit in many situations) There are other overheads that don't cost any meter and do just as if not more damage from combos, then again, RTL has applications those do not given invincibility. If you can execute 2D > TK RTL reliably, give it a shot. I'm not sure what you mean about the sliding forward thing. If you were to crossup with RTL, it'd be only one hit anyway I'd think.
Sytha Posted December 17, 2007 Posted December 17, 2007 Air RtL isn't an Overhead. As for TK RtL... The Air version has almost no recovery so I guess it's safer on Block is the main draw. However it has no invincibility frames at all. So... The Ground version still has something on it. The main use of air RtL is Combos. Combos after Air RtL when set up right do like 250ish damage I think. Maybe more. Altho it's kinda awkward setting it up right.
purify Posted December 17, 2007 Posted December 17, 2007 My bad, I guess I just assumed certain properties about it over time since I never used it for anything.
Linuka Posted December 18, 2007 Posted December 18, 2007 Yeah, I've always used a TK Raidozaraituringu, so you don't end up with them throwing you, but of course, if a wakeup super is in order (people -do- still sometimes fall for though) I may through one out there, but I usually don't as if they block, I'm eatin' a combo.
shtkn Posted January 3, 2008 Posted January 3, 2008 so one tactic that i've been playing around with in training mode (which i saw in some video a long time ago) is the following: ACSE FRC, then air dash and try to cross them up. However, you can stop your momentum with a j.D thus making this a somewhat of a mixup opprotunity, then land and combo. I've only experiemnted with this in training mode, so this may be one of those theoretically possible, practically useless things. If anyone's brave enough to test this out, i'd appreciated hearing back from you.
JetEnduro Posted January 8, 2008 Posted January 8, 2008 Eh, that's been around since /. It was one of the first things I tried when I first played Slash at TGA a long time ago. It's not really something to stress over as it's really inconsistent and extremely dependant on positioning to make it look tricky as to which side you'll land on after the j.D.
CrimsonDisaster Posted March 31, 2008 Posted March 31, 2008 Where would we discuss AC+ EX Ky and his awesome FB lightning strike D:
purify Posted March 31, 2008 Posted March 31, 2008 What, he has that? You know I was talking to Beast about EX characters (and I still haven't played the game) and said "you know he should have a FB 222D, and it'd launch". Like how it does when FB crosses over it.
CrimsonDisaster Posted March 31, 2008 Posted March 31, 2008 FB lightning strike is indeed 222D, it's faster than his normal 222H and can be done whenever (can't be cancelled into, though, at least not that I recall). Spikes into knockdown regardless of where they are when hit, just drops from the sky and hits them really. Blockable =[ No real followup options or anything, mostly just good for interrupting things or hitting people randomly.
purify Posted March 31, 2008 Posted March 31, 2008 Random lightning. Just what I've been waiting for.
低姿勢 Posted March 31, 2008 Posted March 31, 2008 Didnt I already post EX ky stuff in other thread??? Anyway umm actually you can cancel into ex lighting strike, and you can combo after it if you do it at high heights, say flip slash, duck hs, lighting strike, duck jab to launch is combo. Also the lighting hits later then it looks though, and if ky is hit, it wont hit the other guy, so they can be engulfed in lighting hit you, and they wont be hit. Though to be anal, actually regular ky can combo into lighting strike, you just have to do it precisely when the guy hits the ground OTG wise. Though even then it wiffs with every set up that I know so.... You can f+k to lighting strike though on an air opponent if that counts I guess.
Mechanica Posted April 13, 2008 Posted April 13, 2008 You can f+k to lighting strike though on an air opponent if that counts I guess. ending a 6HS loop with 6k, lightning strike would be stylish
Coinage Posted September 17, 2008 Posted September 17, 2008 ok, i have a funny question for ky players. Is it possible for Ky to mash j.s while both you and your opponent are in the air? The comp got me into an air combo and spammed j.s and yes it was ONLY j.s and hit me 8 times before a 623S-H
Nakkiel Posted September 18, 2008 Posted September 18, 2008 ok, i have a funny question for ky players. Is it possible for Ky to mash j.s while both you and your opponent are in the air? The comp got me into an air combo and spammed j.s and yes it was ONLY j.s and hit me 8 times before a 623S-H No, the only way you could possibly get that many hits is in a dust combo, and even then you can't use JUST j.s.
Coinage Posted September 18, 2008 Posted September 18, 2008 so is possible for the cpu to do things we cant, i wished i can show a video of this because it was funny.
purify Posted September 18, 2008 Posted September 18, 2008 The CPU can't break the rules like that, no. Ky's full dust combo does have a lot of j.Ss in it, but j.Ps and a jump cancel fill in the gaps between them. If you weren't paying close attention, it may have looked like 8 or so j.Ss.
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