koogy Posted January 18, 2006 Posted January 18, 2006 Dolphin FRC is Designed to help you pressure better, not combo. It's designed for both.
pulsr Posted January 18, 2006 Posted January 18, 2006 HS has the vacuum suck kinda ability, if they throw out just about any normal into its range itll eat it and you get a CH and you go for death experience combo. dolphin is everything for you btw ;0 anti low move, anti air move, anti back dash move, anti person move... anti blah blah blah.... frc is just a nice way to keep additional pressure + go for big dmg mainly big damage... i find it worthless to waste tension on dolphin pressure when you can zone 90% of the characters anyways.
pulsr Posted January 18, 2006 Posted January 18, 2006 HS has the vacuum suck kinda ability, if they throw out just about any normal into its range itll eat it and you get a CH and you go for death experience combo. dolphin is everything for you btw ;0 anti low move, anti air move, anti back dash move, anti person move... anti blah blah blah.... frc is just a nice way to keep additional pressure + go for big dmg mainly big damage... i find it worthless to waste tension on dolphin pressure when you can zone 90% of the characters anyways.
Manta Posted January 18, 2006 Posted January 18, 2006 They are invulerable while waking up, but you still get the chance to throw the first attack before they do, it's a question of getting the timing right. Otherwise known as Okizime.
Manta Posted January 18, 2006 Posted January 18, 2006 They are invulerable while waking up, but you still get the chance to throw the first attack before they do, it's a question of getting the timing right. Otherwise known as Okizime.
zand Posted January 18, 2006 Posted January 18, 2006 Dolphin FRC is Designed to help you pressure better, not combo. this is plain wrong. Considering dolphin FRC pressure can be defeated by IBing and 6Ping half the time and is generally not worth it as flashing guard bars make overhead kiss worthless (generally uncomboable on counterhit), and even then if someone is blocking may really doesn't have a super great mixup outside of OHK~ That being said, and the fact that dolphin FRC's are at the heart of every single combo that she has makes your statement so wrong that you should probably edit it so people don't accidentally listen to that horrible advice before reading this post!
zand Posted January 18, 2006 Posted January 18, 2006 Dolphin FRC is Designed to help you pressure better, not combo. this is plain wrong. Considering dolphin FRC pressure can be defeated by IBing and 6Ping half the time and is generally not worth it as flashing guard bars make overhead kiss worthless (generally uncomboable on counterhit), and even then if someone is blocking may really doesn't have a super great mixup outside of OHK~ That being said, and the fact that dolphin FRC's are at the heart of every single combo that she has makes your statement so wrong that you should probably edit it so people don't accidentally listen to that horrible advice before reading this post!
Manta Posted January 18, 2006 Posted January 18, 2006 Just stating what I use it for, and I use it to pressure, and perhaps saftey against the IB happy. I have a hard time on some of the Dolphin comboes being the pad monkey that I am.
Manta Posted January 18, 2006 Posted January 18, 2006 Just stating what I use it for, and I use it to pressure, and perhaps saftey against the IB happy. I have a hard time on some of the Dolphin comboes being the pad monkey that I am.
shinquickman Posted January 19, 2006 Posted January 19, 2006 this is plain wrong. Considering dolphin FRC pressure can be defeated by IBing and 6Ping half the time and is generally not worth it as flashing guard bars make overhead kiss worthless (generally uncomboable on counterhit), and even then if someone is blocking may really doesn't have a super great mixup outside of OHK~ And the opponent could easily FD anything after dolphin FRC and prevent being pressured/getting the guard bar raised all together. Wait, it's not possible to combo off a CH OHK?
shinquickman Posted January 19, 2006 Posted January 19, 2006 this is plain wrong. Considering dolphin FRC pressure can be defeated by IBing and 6Ping half the time and is generally not worth it as flashing guard bars make overhead kiss worthless (generally uncomboable on counterhit), and even then if someone is blocking may really doesn't have a super great mixup outside of OHK~ And the opponent could easily FD anything after dolphin FRC and prevent being pressured/getting the guard bar raised all together. Wait, it's not possible to combo off a CH OHK?
Tritone Posted January 19, 2006 Posted January 19, 2006 Wait, it's not possible to combo off a CH OHK? Dude, have you ever tried it in training? May flies all funny and weird.
Tritone Posted January 19, 2006 Posted January 19, 2006 Wait, it's not possible to combo off a CH OHK? Dude, have you ever tried it in training? May flies all funny and weird.
shinquickman Posted January 19, 2006 Posted January 19, 2006 Well, I would, but I don't have #R on me now. I never took the time to test it before either.
shinquickman Posted January 19, 2006 Posted January 19, 2006 Well, I would, but I don't have #R on me now. I never took the time to test it before either.
pulsr Posted January 20, 2006 Posted January 20, 2006 the only time you can combo off an ohk is if you RC or do a whale (sometimes). it is worth it to RC it if they are blinking enough to land a 6p CH though
pulsr Posted January 20, 2006 Posted January 20, 2006 the only time you can combo off an ohk is if you RC or do a whale (sometimes). it is worth it to RC it if they are blinking enough to land a 6p CH though
Manta Posted January 20, 2006 Posted January 20, 2006 Alternitivley you can use the long time it takes for your opponent to hit the floor after OHK to set up a dolphin hoop above where you expect him/her to land, if you're lucky you may even be able to get two dolphins out of it in time for an okizime.
Manta Posted January 20, 2006 Posted January 20, 2006 Alternitivley you can use the long time it takes for your opponent to hit the floor after OHK to set up a dolphin hoop above where you expect him/her to land, if you're lucky you may even be able to get two dolphins out of it in time for an okizime.
PhaethonH Posted January 21, 2006 Posted January 21, 2006 In general, face-down wakeup is slightly longer (2 to 6 frames) than face-up wakeup. Also, Chipp has a really funky wakeup animation, so most okizemes need to be modified against him. Maybe he starts fidgeting later and stands up speedier than others (delayed visual cue), maybe he gets to move during the tail end of wakeup invulnerability ("wakeup cancel"?), maybe he's just really really "short" during his wakeup (quirky hitbox), I don't know. But clearly Chipp's wakeup is just weird.
PhaethonH Posted January 21, 2006 Posted January 21, 2006 In general, face-down wakeup is slightly longer (2 to 6 frames) than face-up wakeup. Also, Chipp has a really funky wakeup animation, so most okizemes need to be modified against him. Maybe he starts fidgeting later and stands up speedier than others (delayed visual cue), maybe he gets to move during the tail end of wakeup invulnerability ("wakeup cancel"?), maybe he's just really really "short" during his wakeup (quirky hitbox), I don't know. But clearly Chipp's wakeup is just weird.
hatorri hanzo Posted June 14, 2006 Posted June 14, 2006 Does May's DAA have the same dizzy effect as her regular 6p?
K2 Posted June 14, 2006 Posted June 14, 2006 Does May's DAA have the same dizzy effect as her regular 6p? no
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