skd Posted August 30, 2012 Posted August 30, 2012 What is the point of j.D? trolling maybe do semi okay combos, it sets up for 214B TK j214B height which lets you get oki/combos off of standing hits in the corner with jD out. For example, off slide 5A 5C j2A jD you can meaty 5A/2A blah blah blah (jD connects) 214B TK j214B (5d here if you want) 2B jC j214A 5AAA yeah this works off like any starter, jD prorates relatively well
darkpath Posted September 1, 2012 Posted September 1, 2012 What's the difference of a j.214B to 2B to a j.214AB to 2B? both seems to connect and functions almost the same The combo by the way is 2C>214B>j.C>j.214B/AB>2B>5C>j.B>j.BB>jc>j.B>j.C>j.214A/B>j.236236C (42XX/50heat)(non fatal)
Raging Ghost Posted September 1, 2012 Posted September 1, 2012 Any uses for 236D other than resetting pressure?
Fluck Posted September 1, 2012 Posted September 1, 2012 Fatal Counters and gives decent stagger time when it does.
Raging Ghost Posted September 1, 2012 Posted September 1, 2012 Fatal Counters and gives decent stagger time when it does. And any setups for it?
Fluck Posted September 1, 2012 Posted September 1, 2012 Nah, it's more to punish stuff like blocked DPs.
Kikuichimonji Posted September 1, 2012 Posted September 1, 2012 (edited) What's the difference of a j.214B to 2B to a j.214AB to 2B? both seems to connect and functions almost the same The combo by the way is 2C>214B>j.C>j.214B/AB>2B>5C>j.B>j.BB>jc>j.B>j.C>j.214A/B>j.236236C (42XX/50heat)(non fatal)j.214AB is faster so on non-fatal combos you can do 5C -> j.214AB. Edited September 2, 2012 by Kikuichimonji
darkpath Posted September 1, 2012 Posted September 1, 2012 (edited) j.214AB is faster so on non-fatal combos you can do j.c -> j.214AB. So can I loop it again from j.214B>2B to j.C>j.214AB>2B? or do I have to change it all to j.214AB? edit: it seems it stops at 2B and j.C can't connect no longer even if I change the first raging lion to j.214AB, though it's fine for a FC starter Edited September 1, 2012 by darkpath
Kikuichimonji Posted September 2, 2012 Posted September 2, 2012 (edited) So can I loop it again from j.214B>2B to j.C>j.214AB>2B? or do I have to change it all to j.214AB? edit: it seems it stops at 2B and j.C can't connect no longer even if I change the first raging lion to j.214AB, though it's fine for a FC starterExcuse me, I mistyped. I meant you can do 5c -> j.214AB without fatal. You do it at the beginning of a combo because the j.214AB doesn't prorate and the 5C barely does so. Edited September 2, 2012 by Kikuichimonji
skd Posted September 2, 2012 Posted September 2, 2012 Excuse me, I mistyped. I meant you can do 5c -> j.214AB without fatal. You do it at the beginning of a combo because the j.214AB doesn't prorate and the j.c barely does so. isnt j214AB p2 the same as the other air dives? its just that jC doesnt have that magic p2 that 5c has
Kikuichimonji Posted September 2, 2012 Posted September 2, 2012 isnt j214AB p2 the same as the other air dives? its just that jC doesnt have that magic p2 that 5c hasWow I keep meaning to type 5C and typing j.c
Siefer Posted September 2, 2012 Posted September 2, 2012 What do you guys use as your oki combo midscreen? Assume that the 5D is blocked, but the followup is not. Actually, while I'm at it, what do you guys use in general midscreen for your oki mixup? Thanks! EDIT: So I don't have to use two posts, what is the optimal burst punish combo for Narukami?
Tong Posted September 2, 2012 Posted September 2, 2012 Assuming you're sandwiching your opponent: [2B 5B 5C]x2 5B 2AB 5D Not sure about the best burst punish, but something like 2C 214B -raging lion loop-
VR-Raiden Posted September 2, 2012 Posted September 2, 2012 What do you guys use as your oki combo midscreen? Assume that the 5D is blocked, but the followup is not. I put a few on the Wiki for midscreen post-5D combos, still need to add a few though. Midscreen 5D oki you can do all the high low mixups or cross ups. jump j.B, jump land 2A, jump j.B(JC over) > 5DD, j.B > fuzzy j.A, j.B > roll 5DD, etc.
Kikuichimonji Posted September 3, 2012 Posted September 3, 2012 What do you guys use as your oki combo midscreen? Assume that the 5D is blocked, but the followup is not. Actually, while I'm at it, what do you guys use in general midscreen for your oki mixup? Thanks!On everyone but Chie: 2A 5B 2B 5DD 214B dash 2AB. It doesn't work on Chie, from what I've been told. I haven't played many Chies myself. If you cross them up, you have to do something like 2A 5B 2B (jump cancel) 5DD j.b 5A/5B 5C 2B 5B 2AB.
Siefer Posted September 3, 2012 Posted September 3, 2012 (edited) Thanks for the help guys! I've been having trouble with midscreen post-5D combos though, specifically, I find that the 5DD will whiff the majority of the time I try to do it. Does anyone know what I'm doing wrong? EDIT: For reference, the combo I'm using to go into it is (2A)-2A-2B-5B-2AB-5D. Edited September 3, 2012 by Siefer
Kikuichimonji Posted September 3, 2012 Posted September 3, 2012 Thanks for the help guys! I've been having trouble with midscreen post-5D combos though, specifically, I find that the 5DD will whiff the majority of the time I try to do it. Does anyone know what I'm doing wrong?You're probably pushing them away from Izanagi by dashing. Always start the blockstrings with j.b after sweep -> 5D, unless you're playing against someone who can hit you with an air unblockable uppercut for doing it (Yu).
Siefer Posted September 3, 2012 Posted September 3, 2012 You're probably pushing them away from Izanagi by dashing. Always start the blockstrings with j.b after sweep -> 5D, unless you're playing against someone who can hit you with an air unblockable uppercut for doing it (Yu). I'm a bit confused by this, can you please elaborate? I can't hit them with an empty jump 2A or the followup to j.B (2B-5B-etc.) unless I have the dash momentum for my jump. Speaking of air unblockable DPs, are Yu and Akihiko the only ones with air unblockable DPs? Thanks for the help, you guys are quite helpful.
VR-Raiden Posted September 3, 2012 Posted September 3, 2012 (edited) I'm a bit confused by this, can you please elaborate? I can't hit them with an empty jump 2A or the followup to j.B (2B-5B-etc.) unless I have the dash momentum for my jump. Speaking of air unblockable DPs, are Yu and Akihiko the only ones with air unblockable DPs? Thanks for the help, you guys are quite helpful. From that combo to sweep you're starting with, you want to be dash jumping immediately after setting 5D. The midscreen combo off empty jump 2A is dependent on how close you hit the 2A, if you aren't getting close enough just omit either the 2B or 5B in the combo to create less pushback (I think 5B pushes back more). Or if you're just running in with 2A after the 5D, be careful not to push them back while they're blocking 5D, I think that's what Kikuichimonji is saying. Izanagi won't move forward at all after setting 5D so you have to keep them within range of 5DD. and yes, those two are the only characters with air unblockable DPs, on the first hit of them only. Edited September 3, 2012 by VR-Raiden
Raging Ghost Posted September 3, 2012 Posted September 3, 2012 What would be the use for the D version of Ziodyne? I know it have some sort of invincibility (ex.: thrown projectiles will only go through), but it kinda leaves the opponent more time to react.
VR-Raiden Posted September 4, 2012 Posted September 4, 2012 (edited) EDIT: So I don't have to use two posts, what is the optimal burst punish combo for Narukami? air hit of 5C seems to be the strongest punish. In corner you do 5C > 2C combo, midscreen you do 5C (JC) > air combo. Apparently you can also use it to start the usual OMB combos as well if you hit it close enough. What would be the use for the D version of Ziodyne? I know it have some sort of invincibility (ex.: thrown projectiles will only go through), but it kinda leaves the opponent more time to react. Honestly have no idea, it's safer than C version but it's really slow. C version has invulnerability too, so D version seems useless. Edited September 4, 2012 by VR-Raiden
shinobispectre Posted September 4, 2012 Posted September 4, 2012 (edited) Correct me if I'm wrong but its plus on block, so you should be safe, and it fatal counters should you time it right against an opponent's air approach. Practical uses I'm not aware of though because I usually don't use 236C/D at close range unless it's enough time to get Izanagi to change to his C attack or go into 214C/D. Which do you guys find more useful 214C/D with combos? I feel 214C leads into setups better, but I'm not sure which one to really use. Mainly if I'm in a combo I use 214C because I'm not sure if the opponent will block my combo or not. 214D I use to catch people off guard and low profile projectiles. How many j.B's can you do before you cancel to C into 214A, I don't think it works after 2 reps but am I doing it wrong? What I usually do is: Starter->j.A->j.B->j.B->B+D->super cancel if enough meter. But what i would like to do is to do a j.C to 214A, what am I doing wrong? Edited September 4, 2012 by shinobispectre
VR-Raiden Posted September 4, 2012 Posted September 4, 2012 Which do you guys find more useful 214C/D with combos? I feel 214C leads into setups better, but I'm not sure which one to really use. Mainly if I'm in a combo I use 214C because I'm not sure if the opponent will block my combo or not. 214D I use to catch people off guard and low profile projectiles. How many j.B's can you do before you cancel to C into 214A, I don't think it works after 2 reps but am I doing it wrong? What I usually do is: Starter->j.A->j.B->j.B->B+D->super cancel if enough meter. But what i would like to do is to do a j.C to 214A, what am I doing wrong? When comboing and you don't have meter to super/OMC/OMB into damage, you should be ending with 214C, it gives much better oki. But if you're in sweep range that's what you should be doing most of the time. 214C is also a lot safer on block, but still unsafe. Use it sparingly on it's own, same for 214D. Both are good on block if you OMC but it has to connect for that. and as for the second question, it depends on what you're starting with. You shouldn't really be using j.A much in air combos though, that might be causing j.C or j.214A to whiff when they wouldn't normally.
darkpath Posted September 4, 2012 Posted September 4, 2012 What would be the use for the D version of Ziodyne? I know it have some sort of invincibility (ex.: thrown projectiles will only go through), but it kinda leaves the opponent more time to react. This is for downed setups like after a cross slash/214C, you can ziodyne D them allowing for a OMC mixups but I won't recommend it. How many j.B's can you do before you cancel to C into 214A, I don't think it works after 2 reps but am I doing it wrong? What I usually do is: Starter->j.A->j.B->j.B->B+D->super cancel if enough meter. But what i would like to do is to do a j.C to 214A, what am I doing wrong? you can remove j.A for that combo if you want a j.C>214A, it would end up like this.. Starter->j.B>j.BB>j.B>j.C>214A>(236236C/D)
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