Eshi Posted August 16, 2012 Posted August 16, 2012 it carries cyclone level over just like his throw, I'm interested in knowing if either of them on their own are actually affected by level.
Ajsnipes9 Posted August 16, 2012 Posted August 16, 2012 I use this for pressure often 5aa (or 2a) 5b kill rush B. Hook (A) weave© B.Hook (A) Duck (D) Corkscrew (B) now that cork at the end is a fatal counter so if they get hit either they fly or they fall but a block is possible but the duck is confusing for most players. also for those over blockers i use Duck (D) throw since is the fastest thing to use there. also mentioned earlier the lovely sweep kill rush (a) is handy and for those fights against the annoying teddie j.c seems to work well if spaced correctly
zyphur Posted August 16, 2012 Posted August 16, 2012 The throw is deeply effected by level. If you throw at level 3 you get a wall bounce. I do kill rush A>boomerang hook a>ducking d>Throw all the time. The reason its different is because the throw doesn't actually reset your cyclone. So when you 4a>6b it wall bounces
Eshi Posted August 16, 2012 Posted August 16, 2012 I use this for pressure often 5aa (or 2a) 5b kill rush B. Hook (A) weave© B.Hook (A) Duck (D) Corkscrew (B) now that cork at the end is a fatal counter so if they get hit either they fly or they fall but a block is possible but the duck is confusing for most players. also for those over blockers i use Duck (D) throw since is the fastest thing to use there. also mentioned earlier the lovely sweep kill rush (a) is handy and for those fights against the annoying teddie j.c seems to work well if spaced correctly trying to land a raw corkscrew like that is a really bad tactic against good players. if you have 50 meter to OMC it then you're better off going for EX Duck > Corkscrew cross-up after the A hook. It's MUCH more difficult to correctly block while still countering mashing.The throw is deeply effected by level. If you throw at level 3 you get a wall bounce. I do kill rush A>boomerang hook a>ducking d>Throw all the time. The reason its different is because the throw doesn't actually reset your cyclone. So when you 4a>6b it wall bouncesWell yeah, but the cyclone level doesn't affect the THROW itself, it just carries over from the throw. Which leads me to believe it doesn't affect the AOA either since they're both basic system mechanics.
zyphur Posted August 16, 2012 Posted August 16, 2012 When you say AOA do you mean literally change the move? Because it makes it faster, I personally tested it. It doesn't however change what combos you can do.
Chazmobile Posted August 16, 2012 Posted August 16, 2012 It says it makes it faster (and safer?), there has been no mention on differences in the follow-up combo.
Eshi Posted August 16, 2012 Posted August 16, 2012 When you say AOA do you mean literally change the move? Because it makes it faster, I personally tested it. It doesn't however change what combos you can do.you said earlier that it has no effect, does this mean you tested it and disproved it? That's pretty cool if so!
Heroic_Legacy Posted August 16, 2012 Posted August 16, 2012 AoA gets faster/safer over the course of gaining levels. Doesn't do more damage or give you a better followup combo. Sweep gets safer/more damage over the course of gaining levels. Loses the ability to special cancel it once you have at least 1 level of tornado.
zyphur Posted August 16, 2012 Posted August 16, 2012 Yes, I went and tested it. Wanted to get my facts straight. It comes out in like 8 frame <<< guesstimate
zyphur Posted August 16, 2012 Posted August 16, 2012 And thanks heroic, I always wondered why I couldn't kill rush sweep into killrush.
LionHeartx Posted August 17, 2012 Posted August 17, 2012 (edited) Hmm I'm not sure how to land sweep xx duck xx corkscrew. In that 12 min combo video for Aki the guy did a meterless fatal and ended it with that but I cant get it to work. D duck is faster right? So I should be using that? Edited August 17, 2012 by LionHeartx
a Lisianthus Posted August 17, 2012 Posted August 17, 2012 sweep>214c or 236c>corkscrew only works if they're at a high enough height in the air (ie level 3 B+D>sweep, 5aa>sweep)
Dacidbro Posted August 19, 2012 Posted August 19, 2012 The trick is you have to flash a weave first. If you do duck -> weave -> backthrow it will work. Probably not the kind of solution you wanted but it is valid. It MIGHT also be possible to delay the backthrow just beyond the duck's cancel window so that it can't give you a weave, but this can't be any faster then just flashing weave and doing backthrow. You canadian menace, stole my thunder! I just figured this out today. However, it's generally impractical because of how fast grabs are, usually if you do weave first you'll actually get counter hit grabbed by their "grab tech" With conditioning though.. or wakeup timing :] I thought I was so smart, you had it days in advance. :[
PozerWolf Posted August 19, 2012 Posted August 19, 2012 Hmmmmmmmmmmm....... I'd like to work on a guide for this character. He has so many variations of combos, but which one to do is usually a huge question. A description of why those combos are necessary would be needed. Not to mention, the Jap BBS has found some interesting information as of late for this character. I just don't understand what it does, lol. Well, some more training, hopefully in the next few days I'll have my Aki where it needs to be, that way I can be of more help when feeding players info.
Eshi Posted August 19, 2012 Posted August 19, 2012 akihiko has so many different hit confirms depending on the starter hit, and different combos for if he wants max damage or some type of oki or ending in super... he's surprisingly complicated o_O
PozerWolf Posted August 19, 2012 Posted August 19, 2012 Why is short hop so shitty. I can understand the entire "wait till the peak to attack" stuff, but the landing recovery... wtf... What can you get off of short j.B anyways?
kazukifafner Posted August 19, 2012 Posted August 19, 2012 You can cancel the recovery into kill rush. So, Hop jB > 236A > etc works. He can also combo hop jB into his normals on counter hit. But yeah, hopping in general is pretty bad in this game. It's mainly used as a counter to throws (and lows too, I guess); and even at that, it's still really gimmicky.
PozerWolf Posted August 20, 2012 Posted August 20, 2012 Oh yea, is there a list on the j.B combo loop of characters it doesn't work on?
kaeru Posted August 20, 2012 Posted August 20, 2012 (edited) You canadian menace, stole my thunder! I just figured this out today. However, it's generally impractical because of how fast grabs are, usually if you do weave first you'll actually get counter hit grabbed by their "grab tech" With conditioning though.. or wakeup timing :] I thought I was so smart, you had it days in advance. :[ XD well like you say, this solution lacks speed, there may yet be more to be done we don't know about ! From my point of view, always end combos with aircombo -> 214A for knockdown, then flash WeaveD -> DuckC while they are on the ground, then chose your Oki. Concerve meter at all costs to be able to EX moves during these setups. EX boomerang hook with armor might be able to eat any reversal mashing, EX Duck can cross up the opponent. And i'm sure there is more i can't fathom yet. The fact that doing this setup let's you start with a level3 meaty is just... insanity. Doing grab on wakeup here will concerve 3 cyclones. Doing unblockable boomerang hook or EX boomerang hook as well. Doing the AOA will have 3 cyclones, making it much faster and harder to react to, and MAYBE even get it's super armor sooner?? I get the feeling this character is going to be nerfed in the future (edit: had the wrong weave/duck versions, thank you for pointing it out Ikaru!) Edited August 20, 2012 by kaeru
Ikaru Posted August 20, 2012 Posted August 20, 2012 (edited) Oh yea, is there a list on the j.B combo loop of characters it doesn't work on? I thought it wasn't character specific if you used the 2B > j.B > 2B > j.B > 5b variation assuming you started from 5b FC etc. But off counter hit j.B you can just do 5AA, 5b(1) > j.B loop. Off CH j.A you can just do 5b(2hits) and loop. The weird thing is some characters have wider hitboxes so after 5B FC > killrush B > duck C > BD, you could do 665B to catch them but the wider hitbox characters (Yosuke/Teddie/Chie) you can just do 5b without dash cancelling. I've only followed up this variation with j.B > j.A > dj.A > j.B xx Assault Dive A. To Kaeru: Weave B > Duck A? Do you mean Weave C > Duck D? Edited August 20, 2012 by Ikaru
kaeru Posted August 20, 2012 Posted August 20, 2012 To Kaeru: Weave B > Duck A? Do you mean Weave C > Duck D? Derp, sorry you are right i screwed up. But i meant Weave D and Duck C. Sorry about that, i will go edit my post now.
PozerWolf Posted August 20, 2012 Posted August 20, 2012 I thought it wasn't character specific if you used the 2B > j.B > 2B > j.B > 5b variation assuming you started from 5b FC etc. But off counter hit j.B you can just do 5AA, 5b(1) > j.B loop. Off CH j.A you can just do 5b(2hits) and loop. The weird thing is some characters have wider hitboxes so after 5B FC > killrush B > duck C > BD, you could do 665B to catch them but the wider hitbox characters (Yosuke/Teddie/Chie) you can just do 5b without dash cancelling. I've only followed up this variation with j.B > j.A > dj.A > j.B xx Assault Dive A. To Kaeru: Weave B > Duck A? Do you mean Weave C > Duck D? Oh sorry, was talking about the j.B loop on ground standing opponents. Like going straight into it after 5B without a launcher. He can dash cancel 5B? And he has a down jump A? :O
Ikaru Posted August 20, 2012 Posted August 20, 2012 Oh sorry, was talking about the j.B loop on ground standing opponents. Like going straight into it after 5B without a launcher. He can dash cancel 5B? And he has a down jump A? :O cancel dash into 5b or 665b. And dj usually means dash jump from what I recall. And that grounded j.B loop I THINK is on the first page of the Technical thread. -5aa > [5b (1) > delay j.b] x3 > 5b > 2a+b > 236a => 6b !!Character Specific on Mitsuru, Yosuke, Yuu, and Akihiko!! !!Point Blank Range only!! !!Standing Hit only!!
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