Tong Posted October 22, 2012 Posted October 22, 2012 And, here's some useful frametraps: 1-frame 5A> 2AB 5A> 5C 2-frame 5B/2B> 236CD 3-frame 2A> 5C 2A> 2AB 5C> 2C 4-frame 5A> 236CD 5-frame 5B/2B> 2C 5C> 214AB
shinobispectre Posted October 29, 2012 Posted October 29, 2012 When would one use 236D? I remember someone saying it leaves us plus on block... So is this Ryo Sakazaki's Ko-ou Ken? If so I am totally up for block strings using it! :D But what should I use it for?
Beat_By-X Posted October 29, 2012 Posted October 29, 2012 (edited) I have questions : 1- What is the best throw corner for OKI ? CD + 2B (spécific characters) JC 214B + D CD + B (counter) JC 214B + D CD + D 2- Possible to list all anti-wake up BD please ? Exemple : anti BD CHIE = A + JUMP CANCEL anti BD KANJI / AKIHIKO = back dash + C anti Labrysx2 = Jump AirTurn or chaine + BD when you see the BD animation of labrys in your presssing ... ???? SKD possible to list all your technique anti BD by characters please ??? Edited October 29, 2012 by Beat_By-X
Kikuichimonji Posted November 7, 2012 Posted November 7, 2012 Is there a difference between 5D and 2D, or is it all just trolling?
skd Posted November 7, 2012 Posted November 7, 2012 Is there a difference between 5D and 2D, or is it all just trolling? it started out with trolling, then famitsu released their frame data and it was in there, lolol
skd Posted November 7, 2012 Posted November 7, 2012 I have questions : 1- What is the best throw corner for OKI ? CD + 2B (spécific characters) JC 214B + D CD + B (counter) JC 214B + D CD + D 2- Possible to list all anti-wake up BD please ? Corner grab into oki, generally you just have to do 5D if you want 5D oki. if you want jD, you can do 2A 5C 2C 214B j2A jD With distance however, you can do j214B (5B/2B jC j214B, like you posted) ender into 5D oki (react and punish dodge with 5A if you dont do it tightly enough) if you WANT 5d oki and are willing to spend 25 meter for it, grab 2A 5C TK j214AB works (you can also do 1 more lion rep into 5AAA ender if you want damage off of this). If you set up oki with jD and land another grab (has to be staggered, for example like...j2A jD meaty 5A 2A grab), the way izanagi forces himself into the corner gives you more distance for the grab letting you actually get away with grab 5C 2C backdash sweep 5D. generally, most dp's can be baited by crossing up. i really dont have too many strategies, aside from good spacing + 2C backdash beating some counters (chie comes to mind) im sure someone posted it before, theres an option select you can do to deal with supers after mitsuru's DP uhhh, as far as beating dp's goes, safe jumps safe jumps safe jumps. you get safe jumps off j214B (though you can just go for 5D oki lol) and 214C which is how i would end /all/ of my midscreen strings. tl;dr good spacing, stagger your normals, safe jumps. 2C backdash is a good tool due to its good range and short burst of invin from the backdash which dodges some counters after activating them, but thats about it. There are some option select punishes for DP's to deal with super cancel however.
darkpath Posted December 30, 2012 Posted December 30, 2012 When would one use 236D? I remember someone saying it leaves us plus on block... So is this Ryo Sakazaki's Ko-ou Ken? If so I am totally up for block strings using it! :D But what should I use it for? If you can psychic a fireball you can use it since it's projectile invulnerable but for others mainly a combo finisher(cancellable).. it's more like a burnknuckle to me
crimsonstardust Posted January 14, 2013 Posted January 14, 2013 Question about setting up 5D okis. I've noticed in a lot of match vids I've been watching that most players seem to place 5D 2 or 3 character spaces away. So when you set up 5D okis, is there a generally agreed on sweet spot or something to start the oki?
LiveWireX Posted January 14, 2013 Posted January 14, 2013 Man, I'm just gonna say I'm so glad I found this thread. And as or the 5D thing, it's always seemed that it happening that far away is just a result of it typically following sweep more than anything, I believe. If there's more to it than that though, I'd love to hear it.
Chris Chaos Posted January 14, 2013 Author Posted January 14, 2013 Three character spaces sounds pretty far, TBH, if you get them off of sweep with your knockdown and press 5D, you should be able to keep them in place on their wake up (It becomes iffy if you hit them with max range sweep). Be aware, there are things you have to look out for as well as of them not teching or characters DP'ing your oki, those are scenarios you have to watch for when you apply oki pressure but you can punish them. It's more than just keeping the opponent still, you gotta open them up in the process.
LiveWireX Posted January 14, 2013 Posted January 14, 2013 I have to ask, and I know it's a dumb question, but any suggestions on instances where it would be practical to use the EX versions of his moves? I tend to hear his fireball is just a long distance hit that you can't do much after anyway, but I admittedly find it surprising I haven't heard much on applications of EX Raging Lion or EX Zio-car.
VR-Raiden Posted January 14, 2013 Posted January 14, 2013 (edited) Question about setting up 5D okis. I've noticed in a lot of match vids I've been watching that most players seem to place 5D 2 or 3 character spaces away. So when you set up 5D okis, is there a generally agreed on sweet spot or something to start the oki? As for spacing 5D, yeah it depends on the combo you did, usually it will be farther from higher damaging ground combos since you're doing more moves. The most important thing is you recognize how far they are when you do it so you can react accordingly when going for jump after 5D. Like Shinsyn said if they choose not to tech you need to be ready to reset into oki, if you're closer this may mean needing to air turn. And similarly if they tech and block you want to know where you're going to land for your mix ups. In general you're gonna be at dash jump range, normal jump range, or closer so you will land behind them. You can choose to go behind by dashing a little longer though from far. I have to ask, and I know it's a dumb question, but any suggestions on instances where it would be practical to use the EX versions of his moves? I tend to hear his fireball is just a long distance hit that you can't do much after anyway, but I admittedly find it surprising I haven't heard much on applications of EX Raging Lion or EX Zio-car. No worries there's no such thing as dumb questions here. He has quite a few uses for his EX moves, less so for EX Zio though. I rarely use EX Zio but it can be used in the Aigis match up if you anticipate/react to her doing 2B from a range at which you couldn't roll through and punish, or didn't have meter for Ziodyne. Since it's 2 hits it will pass through her 2B bullet and paralyze her. Another situation I can think of is vs another Narukami, if you predict a Zio and you throw a EX Zio it will pass through and hit him. And then there's some stylish combos you can use it for too, one of which SKD posted recently in the video thread: http://www.youtube.com/watch?v=IrAGb_7GQTo EX slide is good every once in a while. It's unsafe if you cant OMC though so don't abuse it. They can punish if you whiff it too but since it goes so far and recovers at the speed of the C slide, you can get away with it whiffing more. It can catch people off guard since it's so fast and hits fullscreen pretty quick. It can go under things like Naoto bullets, Mitsuru drills, Liz beams. Also has use in certain combos, like the last ones shown in that same vid: http://www.youtube.com/watch?v=IrAGb_7GQTo and you can use it for Chie specific combos: http://www.youtube.com/watch?v=a5dm1bo1oGk EX dive has the most practical uses, its 4 frames faster than 214A so it's a pretty quick overhead at 21 frames. It gets even better with the air version which hits in 17, do that after a jump move for an unexpected extra overhead. If you do it low enough to the ground in the corner, you can link 5A and combo from it. Here's a recently posted a vid related to that: http://www.youtube.com/watch?v=wLQgU3qHQ8Y And there's probably other applications I didn't mention so feel free to add any. Edited January 14, 2013 by VR-Raiden
LiveWireX Posted January 15, 2013 Posted January 15, 2013 Oh sweet, thanks. Those links are gonna keep me occupied for a bit. And here I was thinking I'd just get a sentence or two on each. Even though I can't remember off the top of my head the bounce comparison between 214B and 214AB.
crimsonstardust Posted January 15, 2013 Posted January 15, 2013 Ho boy lots of things to go in the lab with, definitely glad to know that his ex moves are good tools in there own ways, I always pretty much held on to meter to just use Ziodyne or OMC, shows how much more brushing up I have to do.
Beat_By-X Posted January 16, 2013 Posted January 16, 2013 I have see good oki with air finish 214b + omc + d air + mixup !!!! Any video for this SKD ?
Narroo Posted January 18, 2013 Posted January 18, 2013 I have a question! Are the combos listed on the wikia for Yu up to date? I noticed that the video there is from around May, and isn't that around when Arc Sys did the balance patch for arcades? Heck, the video IS from the arcade version. So I'm wondering for which version they're for, and if for the current edition, if anyone has figured out better combos since then?
VR-Raiden Posted January 18, 2013 Posted January 18, 2013 (edited) I have a question! Are the combos listed on the wikia for Yu up to date? I noticed that the video there is from around May, and isn't that around when Arc Sys did the balance patch for arcades? Heck, the video IS from the arcade version. So I'm wondering for which version they're for, and if for the current edition, if anyone has figured out better combos since then? Most are up to date, some probably need to be updated. I've been periodically contributing to the list, and just left that video in for reference since it was already there. But as you say it is a very outdated vid so maybe it's not doing any good being there. I tried to list realistic combos for oki and damage, depending on how much meter you have and whether you're in awakening or not. Feel free to mention any combos you think should be updated or added/removed on the list, and someone can update it (I would if nobody did it by the time I get around to it). off the top of my head, FC 236D probably needs work, I haven't prioritized that since it's so rare to even hit that. and I was actually trying combos from CH 5DD just now, for when you use it as throw bait or to punish certain B+D (like Yosuke), so I may add some for that soon. hmm looking it all over now, it doesn't even have any cross under CS stuff, so that should be added too. EDIT: I will put explanations down for the Offense and Defense sections soon, unless someone else really wants to. Don't think I'm the best at explaining things but it would be nice if those sections weren't left blank. Edited January 18, 2013 by VR-Raiden
xlolxlolx Posted January 18, 2013 Posted January 18, 2013 fc d fireball meterless burst combo is like 6.6-6.8k midscreen to corner so its worth throwing out as a pressure reset once in a while
crimsonstardust Posted January 18, 2013 Posted January 18, 2013 Oh wow I didn't realize the Wiki page for Yu has larger library of combos, I always was looking at the combo thread here before I joined, alright more stuff to do in the lab, which is good cause I felt like I couldn't maximize some of my damage cause I didn't know what kind of combos I can do. One quick question, I've heard you can do an option select or something to make a teched throw safe, does this have to be when Izanagi has not done the follow up during 5D?
skd Posted January 18, 2013 Posted January 18, 2013 Oh wow I didn't realize the Wiki page for Yu has larger library of combos, I always was looking at the combo thread here before I joined, alright more stuff to do in the lab, which is good cause I felt like I couldn't maximize some of my damage cause I didn't know what kind of combos I can do. One quick question, I've heard you can do an option select or something to make a teched throw safe, does this have to be when Izanagi has not done the follow up during 5D? you can throw break while backdashing to be in a non CH state, but some characters get huge damage on air confirms (mitsuru, narukami come to mind) if you mean whiff a grab and have izanagi attack, yeah that happens when you try to grab while izanagi is out after 5d. if they jump/backdash the persona attack will come out, hopefully letting you keep pressure. 5dd is not that quick however, and if they do a move thats fast enough they can break the persona and still cancel into something else to hit you.
Tong Posted January 18, 2013 Posted January 18, 2013 I have see good oki with air finish 214b + omc + d air + mixup !!!! Any video for this SKD ? lol j.D is for the laughs not practical at all
LiveWireX Posted January 18, 2013 Posted January 18, 2013 lol j.D is for the laughs not practical at all Doesn't j.D have a ridiculous amount of startup frames? Like...I'm talking 85+ or something.
LiveWireX Posted January 19, 2013 Posted January 19, 2013 95 breeehhh Seriously? The hell were they thinking with THAT one?
Narroo Posted January 19, 2013 Posted January 19, 2013 Most are up to date, some probably need to be updated. I've been periodically contributing to the list, and just left that video in for reference since it was already there. But as you say it is a very outdated vid so maybe it's not doing any good being there. I tried to list realistic combos for oki and damage, depending on how much meter you have and whether you're in awakening or not. Feel free to mention any combos you think should be updated or added/removed on the list, and someone can update it (I would if nobody did it by the time I get around to it). off the top of my head, FC 236D probably needs work, I haven't prioritized that since it's so rare to even hit that. and I was actually trying combos from CH 5DD just now, for when you use it as throw bait or to punish certain B+D (like Yosuke), so I may add some for that soon. hmm looking it all over now, it doesn't even have any cross under CS stuff, so that should be added too. EDIT: I will put explanations down for the Offense and Defense sections soon, unless someone else really wants to. Don't think I'm the best at explaining things but it would be nice if those sections weren't left blank. Oh, I see that the combo section has been massively updated since the other day. Wow, that's a lot of combos!
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