Henaki Posted March 9, 2014 Posted March 9, 2014 If you have less than 50% meter you can't RC but you can YRC, so on hit = chain and on whiff when they burst = YRC. Durrrrrrrrrrrrr. Thanks
Circuitous Posted March 10, 2014 Posted March 10, 2014 I think the reason FAB wouldn't use that combo ending in FDB is because it doesn't really leave you in a good position. +3 doesn't sound bad, but it's not really very good when you're slower than the rest of the cast and don't have a good range on your PB anymore. I understand not using it on block, but on hit... why not? Better than just 5K > 2S > 2D if the stagger guarantees a sweep.
Koozebanian Fazoob Posted March 10, 2014 Posted March 10, 2014 Yeah that's a good point. But it'll depend on if stagger scaling is stronger or not in Xrd, as well as if his 2D is as fast. If it is guaranteed then that would be pretty good! That also makes me wonder if you might be able to get some pretty strong combos near the corner by doing something like, 5K 2S 6K FDB RC, Hammerbreak, Buster, corner combo. Might be too much tech scaling to get a proper combo after the PB? But we have seen PB c.S 2S 6K before, maybe that would still work. Also what is pretty interesting is that 6K combos into FDB at all. In ACPR, you can't combo 5H (which is a Level 5) into it, even on crouch hit. So either FDB got faster startup, or 6K has even more hit/guard stun than 5H? If so, 6K Hammerbreak could be at some REALLY serious advantage, like +6 or more. Also noticed that Flame Pillar does look like it has some invincibility, I saw FAB go straight through Axl's j.S with it and it was pretty deep.
Circuitous Posted March 10, 2014 Posted March 10, 2014 JP wiki says it has some upper body invuln, but details are sketchy. It also absorbs projectiles.
Henaki Posted March 10, 2014 Posted March 10, 2014 Maybe you can use it to eat a projectile and YRC it so you can act before the other person? Might be decent for fighting full screen Eddie.
Circuitous Posted March 10, 2014 Posted March 10, 2014 Could be. I think I'd rather flick, though (unless Trishula absorbs on frame 1).
Henaki Posted March 10, 2014 Posted March 10, 2014 Could be. I think I'd rather flick, though (unless Trishula absorbs on frame 1). the idea here is you can kill puppet eddie with the fire stuff and also yrc so you can act instantly. could also be good vs unblockables maybe? this is a pretty wild theory tho.
Circuitous Posted March 10, 2014 Posted March 10, 2014 I see what you mean. I'm curious about whether or not flick YRC is a thing that works. On the one hand the reflect frames are all in startup, on the other once you flick you start recovering...
edollarports Posted March 10, 2014 Posted March 10, 2014 I think you could OS it, like just input flick YRC. Either you get an YRC and don't get punched for it, or you flick, no YRC comes out, and yay flick. Could be screwy if successful flick had a PRC point though.
Koozebanian Fazoob Posted March 10, 2014 Posted March 10, 2014 the idea here is you can kill puppet eddie with the fire stuff and also yrc so you can act instantly. could also be good vs unblockables maybe? this is a pretty wild theory tho. Does little Eddie count as a projectile in terms of invincibility? I was thinking he didn't actually, but I'm not 100% sure.
Circuitous Posted March 21, 2014 Posted March 21, 2014 We need an English-speaking Potemkin in Japan please. So I've been thinking about 6K a lot. 6K combos into F.D.B. F.D.B. has 19Â frames of startup. 6K is level 6 or F.D.B. is shorter, but F.D.B. doesn't seem shorter. (It's slightly shorter.) So 6K is level 6. This is cool. There's a lot we can do with this information.Mega Fist RC c.S > 2S > 6K > Hammerfall for a fat chunk of damage and knockdown, close enough for actual oki if you're so inclined.c.S > 2S > 6K > Giganter > Gigantic Blid more big damage, probably devastating in the corner or with cranked R.I.S.C. Here's an interesting thing: FAB PRCs Hammerfall, but there's no freeze or slowdown. He still loses the meter. The heck? Also, later in the vid you can see Trishula actually being used. It turns out that j.H is special cancelable, as evidenced by the j.H > ICPM, but ICPM is too slow to combo, so you do still need the RC. Seems like a really silly oversight imo. It might only be a frame or two too slow, but it's impossible to really tell - still, you might be able to black beat it sometimes.
Koozebanian Fazoob Posted March 21, 2014 Posted March 21, 2014 j.H combos into ICPM, but it's a hitbox thing. Since the move is super slow to go active and has a small hitbox, it's easy to not be deep enough to get it.The PRC thing, he got hit out of the startup. All RC's have startup now, so yeah you can get hit out of them and lose the meter if you get hit.Another funny thing worth a mention is Slide Head combos to ICPM as an OTG hit from full screen. Is that useful? Probably not, it does basically no damage and your advantage is awful. Maybe there's some utility in it though, in cases where you couldn't get a good mixup off the knockdown anyway.Not sure if it's possible to get a combo off grounded Giganter Bullet in the corner? Haven't seen it but you might be able to. But either way I don't believe it's useful, as I understand it you can always shake out of grounded Giganter before Bullet connects.
SuperJ Posted March 21, 2014 Posted March 21, 2014 when i was looking at jonio's 60fps footage a couple of weeks ago i noticed flick was sped up to 19f startup. 6K is still lvl5 though. carry on
Koozebanian Fazoob Posted March 21, 2014 Posted March 21, 2014 Thanks for the info, thats good to know. So you can probably combo into FDB from other things then. And that makes 6k hammerbreak what, +4 on block then? Any idea what it is just on block normally?
Koozebanian Fazoob Posted March 21, 2014 Posted March 21, 2014 I wonder then if you could get extended corner combos by using hammerbreak after 2S 6K. I've never seen anyone even try it, but I've seen plenty of people miss links after the 6K. Please check my math on this, but we've seen combos like, 2D rc 6K, 2S 6K, 5H Heat before. 6H has 8f more startup than 5H. Assuming 6K hammerbreak is +4 on block and 6K raw is at best -5, you could improve the recovery by 10f there. So if 6K, 5H links, then in theory so should 6K hammerbreak 6H. Just a thought anyway.
Circuitous Posted March 21, 2014 Posted March 21, 2014 FAB does 6K HFB 6K in the corner all the time.
Koozebanian Fazoob Posted March 21, 2014 Posted March 21, 2014 Ah, I had seen those but completely missed that he was breaking the first 6K at all. I wonder if the time slow helps make that link possible or if you could get more reps on a shorter combo starter? That ch pillar, j.H ICPM miss in that vid doesn't look like a hitbox issue either. I know I've seen it hit before though, but maybe it wad a wierd case.
Circuitous Posted March 21, 2014 Posted March 21, 2014 The slowdown from the RC stops as soon as 6K hits, and he's done it before without RCs, so I'm gonna say it's not doing anything.
XXXDC Posted March 21, 2014 Posted March 21, 2014 I'm pretty sure i saw weeks ago a legit air combo (No black beat - No RC) ending with ICPM. Â Also, i think SlideHead > ICPM is a great way to get in, way better than just 'SlideHead > Hammerfall Break x N' and still be at disadvantage.
Circuitous Posted March 22, 2014 Posted March 22, 2014 ICPM fucks full-screen Dragon Install Tyrant Rave. Yaaaaay.Even at closer range it's a viable escape if you're not close enough for F.D.B. to help.
Rapeurtugais Posted March 24, 2014 Posted March 24, 2014 On sunday i went to a gamecenter near mikado and FAB was playing. I saw him air combo into ICPM or whatever it's called without meter ! and i've seen a corner combo with 6k hammerbreak 3 times in a row
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