Kurumster Posted December 27, 2007 Posted December 27, 2007 IAD J.2S, J.H > Land > follow up however you want It's also easier to set up oki when you frc it midscreen, I do it every chance i get.
excelence Posted December 27, 2007 Posted December 27, 2007 i do that, but i can't really connect the j.hs with anything since i flying way to long because of the iad and the target already tech recover even if i delay the j.hs a little bit... i still can't get enough un-tech able time for any follow up my basic gattling is k,c.s,hs,2hs,icespike(frc),iad j.2s, j.hs
Kurumster Posted December 27, 2007 Posted December 27, 2007 Same thing happens to me. Idk what to tell ya Sometimes it works sometimes it doesn't. =/ Maybe stop doing J.2S and just do J.H?
excelence Posted December 27, 2007 Posted December 27, 2007 i test in on Ky,Sol & Tes ... iad j.hs won't connect it come out way to slow the target is already hitting the floor
woki Posted December 27, 2007 Posted December 27, 2007 It sounds like you're just doing j.2s too early. You should input j.2s when you almost lose the momentum after IAD, so that after j.h, you drop quickly and you can connect with j.k. That's the best way I can describe it. >_< Nevertheless, you are definitely doing j.2s too early. On the other hand, if you do j.2s too late, j.h hits as OTG, just so you know.
excelence Posted December 27, 2007 Posted December 27, 2007 ... i'll give that a shoot, i'm doing iad j.2s to much latelly
Rigel Posted January 16, 2008 Posted January 16, 2008 Hi, I couldn't find this in the frame data, but does anyone know what you're at after your opponent blocks the bubble pop?
excelence Posted January 16, 2008 Posted January 16, 2008 err my mistake, not oki but rush em death, at the 1st place i can't imagine any scenario u can safely throw bubble on blocking oponent out of fish rush down for eg: target knocked down on corner hs~k fish -> iad2s (blocked) ->laser (blocked) -> iad 2s(blocked) -> fish bite(blocked)+bubble -> bubble pop ... from here on all i can think is go low with 2k or high 5d/j.p or the other risky one wait a sec and throw them and reset the pressure ... but this is a very rare case for me, for i rarely goes this far with pressure string i often throw them early after fish summon and putting fear on their mind that sometimes they spam 2p to prevent any throw and i got 2hs counter hit the other scenarios is fb bubble for safe landing eg: i got hit by Pot with his 2hs that sent me high, i tech recover and throw fb bubble and pop it when i near ground, the worst possible chance is, it trades hit but i got the spacing right for further long range drill... and btw this is not 100% safe way to land against pot and if i didn't mistaken blocked bubble pop is at least on Lv3 block stun i'm not to certain with FB Bubble but it supposedlly longer
fatewalker Posted January 16, 2008 Posted January 16, 2008 FB Bubble and normal Bubble are both lv4. the FB has no increased blockstun. i so wish it did....
EnvyHax Posted January 17, 2008 Posted January 17, 2008 You can actually throw out bubble if you knock them down with an Ice Spike, FRC. Just H P Fight, Spear, rush a bit and have the spear fill the gap between the two fish bites. At that time, summon a bubble.
Gonzales Posted February 26, 2008 Posted February 26, 2008 i do that, but i can't really connect the j.hs with anything since i flying way to long because of the iad and the target already tech recover even if i delay the j.hs a little bit... i still can't get enough un-tech able time for any follow up my basic gattling is k,c.s,hs,2hs,icespike(frc),iad j.2s, j.hs i dont know if somebody alredy ansewred this or not but when i first started doing FRC Ice Pike comboes i used the same gattle and i had trouble landing the j.2s until one day i decided to take out the 2HS. I know its less damage but its a lot easier to land the j.2s if you dont use the 2HS and if you do land the j2.s you can then j.hs land into a ground combo vs. missing the j.2s and wasting 25% tension just my 2 cents if you can land the combo including the 2HS then more power to you:yaaay:
excelence Posted February 27, 2008 Posted February 27, 2008 the timming to get the j.hs and continue with land combos is a bit troublesome and because air dashing has the same momentum, i don't think removing the 2hs on my gattling will be of much help... well i'll try it anyway btw if u realy mean missing the j2s... try to do this input on icespike 236,[9]+hs(frc),]9[,6... by doing this will guarantee u'll nail the j2s whoever the target is but to connect with land combo, the j2s need to be delayed a little (about 0,25 sec) i've seen Kazuki failed attempt on this gattling and he rarely use it, maybe it's unpractical or the reward wasn't good enough for him? i'm pretty certain to get a knock down on this gattling is pretty hard =/
Gonzales Posted February 27, 2008 Posted February 27, 2008 know that i think about we probally should be discussing this in the combo forum but whatever:keke: when im gonna try an FRC combo of Ice Pike i ussually use this gattle: 2k,5c.S,5HS, Ice Spike,FRC,IAD,j.2S,j.HS,land,c.S,5HS, Ice Pike the timing to land the c.S is sometimes strick(it's really hard to land on Baiken for some random reason) but using c.S lets me keep it on the ground instead of goin airborne the reason i stay on the ground instead of jumping after landing is cause if I continue the combo in the air i'll lose my knockdown if im goin fro damage i'll try to use: 2k,5c.S,5HS,2HS, Ice Spike,FRC,IAD,j.2S,j.HS,land,j.K,j.S,JC,j.K,J.D(i've only landed this a couple times:mad: ) unfortunalty if i try to go for max damage and my opponent does't die i lose my oki, and Dizzy Oki is solid, so ussually i'll try to go for my first combo cause even thougth its less damage i still get my oki:kitty: but yeah the timing to either stay on the ground or go airborne is different, and depending on what character im playing agints sometimes i miss it , practice makes perfect so hopefully i'll master it soon:arg:
Rigel Posted February 27, 2008 Posted February 27, 2008 What do we think of the May matchup? I know someone that just turtles and throws out dolphins and its kinda awkward and annoying. I still win, but the number of hits i take is irritating.
Gonzales Posted February 27, 2008 Posted February 27, 2008 well i played a May once he wast very good but i managed to figure out some stuff i'll post it later in the machtups thread
chun_li1 Posted March 22, 2008 Posted March 22, 2008 Ok, this has been bugging me since #R, all of you know it, have experienced this, if seen it in jap. vids etc etc. What I wanna know, can any 1 explain, have a theory why, if you go for far S > icespike on airborn opponents, people can sometimes tech b4 the spike hits. Another thing that annoys me, is 5K> 5HS> Icespike. Now I experienced already, that 5HS or Icespike would on occasion whiff and be blocked. 5HS I think I know why, but wth is up with Icespike after 5HS not hitting?! I can understand if Gunflame after 2HS doesnt connect, since its distance dependent (as further away the flame starts, as unlikely it´ll combo). But Icespike always comes out a predetermined spot, same speed. So what gives?
fatewalker Posted March 22, 2008 Posted March 22, 2008 exicution is the only idea i can think of. f.S is a lv3 move so if your just a little too slow with the Ice Spike then it won't combo. same with 5K -> 5HS.
Double Posted March 22, 2008 Posted March 22, 2008 if you are really close to them when you 5k or you have alot of forward momentum, you need to throw in a 2h after the 5h on certain crouching characters in order to hit with the icespike (anji is one of them, i dont remember the rest off the top of my head).
Nehle Posted March 23, 2008 Posted March 23, 2008 Another thing that annoys me, is 5K> 5HS> Icespike. Now I experienced already, that 5HS or Icespike would on occasion whiff and be blocked. 5HS I think I know why, but wth is up with Icespike after 5HS not hitting?! I can understand if Gunflame after 2HS doesnt connect, since its distance dependent (as further away the flame starts, as unlikely it´ll combo). But Icespike always comes out a predetermined spot, same speed. So what gives? When you hit someone, their upper body is thrust backwards from the force of the blow. That animation actually has a smaller hitbox than their normal standing animation. If you are far away enough, then they will dodge the ice spike or 5H until they have recovered Since Shinjin has our capping card for the time being these images were taken by my camera so the quality could be better, but they illustrate the point well enough:
chun_li1 Posted March 23, 2008 Posted March 23, 2008 When you hit someone, their upper body is thrust backwards from the force of the blow. That animation actually has a smaller hitbox than their normal standing animation. If you are far away enough, then they will dodge the ice spike or 5H until they have recovered Since Shinjin has our capping card for the time being these images were taken by my camera so the quality could be better, but they illustrate the point well enough: Argh, gome. what I meant to say (unless u mean same too), it wont combo sometimes, meaning they will block 5HS or icespike. XXX charac wide open > 5K > 5HS (blocked or hit) > icespike (blocked or hit) I think this has even happened w/ crouching opponents (which means wider hitbox and hit stun). BUT I cant recall, remeber if it was the case w/ crouch ... so lets just go w/ stand. Ok, my theory so far on this : 5HS has a weird hitbox. I think the far end comes out later then the earlier part. But for the 5HS to connect of 5K, it has too hit w/ the section before the end of 5HS. With regards to icespike not connecting after 5K,5HS, it could be a visual "deception" and your explaination above is proof. eg. 5HS, opponent reels from hit AND blocks crouching on reaction (crouch = wider hitbox) and thus blocks the icespike. Ok, so we are a little closer on that. Still leaves the far S, icespike on airborns left. Come start, working those brain cells. Its fun! PS. Im hitting 5K with the middle-tipp, not close. hope that helps in case you want to reproduce situation.
chun_li1 Posted March 23, 2008 Posted March 23, 2008 for far S, icespike on airborn I´ve tried following : 1) Keep the number of hits up to the far S, spike part small 2) cancel icespike after only 2, 3 hits into Icespike 3) use fat characters like axl (cuz on small characters spike needs more time to reach up) Fail on all. Sometimes makes me think ASW implemented somekind of Random handicap w/ Dizzy
Nehle Posted March 23, 2008 Posted March 23, 2008 Once they're out of the reeling animation, they can block it (or get hit) because their hitbox is back to normal and the attack still has active frames over it. So it looks like 5k (hit) > 5H (blocked) because if whiffs while they're reeling, and when they have recovered into the the attack, they block it. In other words, it won't whiff entirely, just for a few frames, and then they will block (or get hit, but it won't combo either way) Same with 5HS(hit) > 236H(blocked).
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