atryu Posted March 12, 2008 Posted March 12, 2008 Is IAD ryujin any good? Something is telling me no. "Something" is right! EDIT: good against Chip How is that? Oo
Xkun01 Posted March 12, 2008 Posted March 12, 2008 B blade non frc punish He's right. Since it stays out so long, but I've never done this.Hmm Gotta find more uses for it.
FS7 Posted March 12, 2008 Posted March 12, 2008 ABA has a weird hitbox. IIRC doing the H(3)-6H, 6P-H(3)6H loop on her doesn't work every time, something to do with spacing I guess. I remember doing something like S-H(3)-6H, 6P-H(3)-6H, 6P-H(2)-6H-H in training mode but I couldn't get it to work consistently, so I usually do FB Puffball after the first 5H or do 6H-H after the first 5H. On a side note, May has a weird hitbox too. H(3)-6H, 6P-H(3)-6H doesn't work on her, got to finish the combo after the first 5H.
excelence Posted March 14, 2008 Posted March 14, 2008 i do h(3) loop on ABA in point blank range and i still can't make the 2nd hit of h(3) loop to connect =(
Xkun01 Posted March 14, 2008 Posted March 14, 2008 i do h(3) loop on ABA in point blank range and i still can't make the 2nd hit of h(3) loop to connect =(Don't try it.
FS7 Posted March 14, 2008 Posted March 14, 2008 i do h(3) loop on ABA in point blank range and i still can't make the 2nd hit of h(3) loop to connect =( Maybe it has something to do with how many hits you get before the first 5H. If you're doing K-S-H(3)-6H, 6P-H(3)-6H, etc, you need to run before the 5K so you get momentum to get the combo going. If you're unsure whether or not the combo will hit, finish the combo after the first 5H (H[3]-6H, 2D x 22K, knocks them down and gets you a charge, and you'll most likely have enough meter for a FB Puffbal, so it's all cool in the end.). Since we're talking about the 5H loop: -c.S-H(3)-6H, 6P-H(3)-6H, 6P-H(3)-6H-H 3 reps is the most you can get IIRC. The loop above works on Axl(200), Baiken(221), Chipp(246), Dizzy(216), Faust(190), I-No(200), Johnny(195), Ky(195), Robo-Ky(164), Testament(195), & Venom(190). Being able to get around 200 dmg without using meter or charges is simply retarted. That's one of the reasons I use Jam. You can combo the last 5H into FB Puffball > corner loop > crapload of damage > people whining about Jam being cheap > etc.
Hideki Posted March 14, 2008 Posted March 14, 2008 It´s useless to combo after a 3 rep. ground loop, specially wasting 25% meter on a pufball. Just finish with a 2+D for a charge/okizeme. And forget about maximizing damage vs Aba, all you need is to avoid her j.HS, her normal pokes, and knockdown her 3 times on moroha mode. Don´t go for the round, go for the IK.
Luigi-Bo 87 Posted March 15, 2008 Posted March 15, 2008 Maybe it has something to do with how many hits you get before the first 5H. If you're doing K-S-H(3)-6H, 6P-H(3)-6H, etc, you need to run before the 5K so you get momentum to get the combo going. If you're unsure whether or not the combo will hit, finish the combo after the first 5H (H[3]-6H, 2D x 22K, knocks them down and gets you a charge, and you'll most likely have enough meter for a FB Puffbal, so it's all cool in the end.). Since we're talking about the 5H loop: -c.S-H(3)-6H, 6P-H(3)-6H, 6P-H(3)-6H-H 3 reps is the most you can get IIRC. The loop above works on Axl(200), Baiken(221), Chipp(246), Dizzy(216), Faust(190), I-No(200), Johnny(195), Ky(195), Robo-Ky(164), Testament(195), & Venom(190). Being able to get around 200 dmg without using meter or charges is simply retarted. That's one of the reasons I use Jam. You can combo the last 5H into FB Puffball > corner loop > crapload of damage > people whining about Jam being cheap > etc. Holy shit, you can do it THREE times!!!
Luigi-Bo 87 Posted March 15, 2008 Posted March 15, 2008 Ywah, so I just tool like 70% of Anji's life at the beginning of a round with a corner loop of a ch j.s. I didn't even use any tension and I don't think he really had any guard bar. I felt really bad but really awesome at the same time! I think I'm picking up Jam pretty well. i've only been playing with her for like 2 weeks now, but I feel pretty damn solid for only playing for 2 weeks. I think my Jam is better than my Millia actually.:sad:
excelence Posted March 15, 2008 Posted March 15, 2008 @fs7 : i go directlly to hs(3) on point blank range, and i don't think the momentum i get from running're still there on the second hs(3) Don´t go for the round, go for the IK. that exactlly why i need that knock down
Dark Vision Posted March 15, 2008 Posted March 15, 2008 It always happens with her, people still don't used to be taken down by EVERY single mistake they made. (I mean, come on, whiff=puffball FC to death). anyhow, I feel like 3 mid screen loops are very situational, so in most cases i'll go for double loop for KD or wall loop(if they gonna die soon)
xenophobian Posted March 15, 2008 Posted March 15, 2008 you can always see if you are gonna connect that 3rd loop...but i usually go for 2loops max -> K 2D charge the K 2D charge ender is always better than 6HS>HS ender, cuz most of the time if they reach the corner they can tech and sometimes punish you for charging... and puffball after HS(3) is only really good after the first, it is possible after the second and third HS but it becomes harder to time and the combo is less damaging...
Luigi-Bo 87 Posted March 19, 2008 Posted March 19, 2008 So, say I want to do an IAD off of f.S or 2D, would I get alower IAD off of 2d because of I'm IAD'ing out of a crouching state? It seems that IAD'ing out of 2d makes her IAD pressure better but I'm not sure. Also, what are good IAD block strings? I usually go for IAD j.p (x2 if I feel like it), j.s or IAD j.s, j.p, j.s I don't really know what to do after that though.
atryu Posted March 19, 2008 Posted March 19, 2008 So, say I want to do an IAD off of f.S or 2D, would I get alower IAD off of 2d because of I'm IAD'ing out of a crouching state? It seems that IAD'ing out of 2d makes her IAD pressure better but I'm not sure. Also, what are good IAD block strings? I usually go for IAD j.p (x2 if I feel like it), j.s or IAD j.s, j.p, j.s I don't really know what to do after that though. IAD -> P, P, throw IAD -> HS, 2+K, RC etc... IAD -> 214+K, RC, 236+P etc... IAD -> HS -> 236+P FRC -> etc... IAD -> D -> land -> 6HS (works fine against pot) / 2P etc... / This is what I use usually...
excelence Posted March 19, 2008 Posted March 19, 2008 lower iad determined by how fast u press the 6 after 9 anyway i'm usually alter the iad j.d, iad 214k, chojin, puff ball,fb and tick throw
MagnetoManiac Posted March 19, 2008 Posted March 19, 2008 how to get close? so far i only use. IAD dash 2K qcf H randomness qcb K randomness
Dark Vision Posted March 19, 2008 Posted March 19, 2008 scare them with 2s predict their whiff and go in care with puff ball, some characters can punish you(testa can reversal, pot can buster, and A.B.A's normal just beat it) Sj can do the trick sometimes and so on.. it really depends on the match up..
Luigi-Bo 87 Posted March 25, 2008 Posted March 25, 2008 Is there a trick/better way to doing her 2d -> qcf+s, k -> charded ryujin? I can only do it if I'm like right on them, but even then I mess up my timing sometimes. I dunno why this is so wierd for me, I can do 2d -> roll or disc with Millia, but with Jam it's too much i guess.
atryu Posted March 26, 2008 Posted March 26, 2008 Is there a trick/better way to doing her 2d -> qcf+s, k -> charded ryujin? hmmm... not really. you just need to be fast and to time it right. Did you try two-in-oneing the thing? 23D6+S~K, 236+K (you can even negative-edge the ryuujin if you like, but that's not necessary) I haven't try it, but I usually solve my execution speed issues with this kind of stuff.
excelence Posted March 26, 2008 Posted March 26, 2008 the weight and hit box is a big pain in the ass to deal with. sometimes i'm to fast and sometimes i'm to slow, well at least we can hit confirm it and didn't waste a card for otg hit
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