Rhiya Posted August 6, 2014 Posted August 6, 2014 214a~b definitely isn't -bad- fuse is one of the highest ranked linnes, period, and he spams it in pressure like a madman I'm not sure how I feel about it, but I think I'll make a point of trying it some more today/tomorrow
Pnoth Posted August 6, 2014 Posted August 6, 2014 ye i use 214b a lot for pressure, it it better to do the a followup after? i always end it at 214b and then try to catch them mashing or go for a grab or something.
LunaKage Posted August 6, 2014 Posted August 6, 2014 Just tested out some of Bell's B+C stuff in training mode, and for the life of me I can't punish Merkava's EX Noodle arms after B+C invulns it. It just seems like B+C's recovery is too much. The only thing I've been able to punish it with is a 2A if he ends up close enough, otherwise Merkava recovers too fast to punish with 2B or 5B.
Rhiya Posted August 6, 2014 Posted August 6, 2014 Just tested out some of Bell's B+C stuff in training mode, and for the life of me I can't punish Merkava's EX Noodle arms after B+C invulns it. It just seems like B+C's recovery is too much. The only thing I've been able to punish it with is a 2A if he ends up close enough, otherwise Merkava recovers too fast to punish with 2B or 5B. EDIT HERP You need to make it whiff then punish mb is also range specific
Karedis Posted August 7, 2014 Posted August 7, 2014 Is dash canceling 236A on block actually safe? Not sure what kind of options I should go for after I make them block a grounded Kuuga.
stickystaines Posted August 7, 2014 Posted August 7, 2014 It's safe depending on the range you threw it from and assuming you dash cancel asap. But usually you'll be at disadvantage, so you can get mashed out if you try to press anything. That's honestly the way i beat most standard Linne's; since they just try to get in from dash canceled kuugas.
LunaKage Posted August 7, 2014 Posted August 7, 2014 EDIT HERP You need to make it whiff then punish mb is also range specific Yes I know, but what I said still stands, Linne just doesn't recover fast enough to punish with 2B or 5B. She can punish with 2A or 5A if you got the range correctly, but are Merk players really gonna use EX Noodlearms when you're that far away? Especially since this is supposed to be anti-EX Reversal wakeup baiting. Linne is usually super close during the wakeup game.
NagorbMan Posted August 7, 2014 Posted August 7, 2014 Is dash canceling 236A on block actually safe? Not sure what kind of options I should go for after I make them block a grounded Kuuga. As a follow on to this question, did anyone answer the question or test if roll has invincibility? Kuuga->Dash Cancel->Roll might be able to beat dudes who are mashing. You can also just not dash cancel and kuuga again, I guess.
katsudon Posted August 7, 2014 Posted August 7, 2014 214a~b definitely isn't -bad- fuse is one of the highest ranked linnes, period, and he spams it in pressure like a madman I'm not sure how I feel about it, but I think I'll make a point of trying it some more today/tomorrow Personally, I feel it's one of the best moves at her disposal- it hits multiple times and is safe on block- not to mention that there a quite a few combo routes out of them upon hit confirm. I feel like I'm too reliant on it though, so I want to try some other pressure options- but 214 a-b a few times in a match a few times will usually result in your opponent starting to play a more defensive game, which gives you more options and opportunities to go on the offensive. On a different note, how does everyone fight against Yuzu? Once you're in her face, you're there to stay- but HOW do you get in without taking a bunch of damage in the process? Her 4B is currently the bane of my existence, think I'm approaching her wrong.
NagorbMan Posted August 7, 2014 Posted August 7, 2014 Rolling her mist finers seems to work for me. I don't have that much exp against yuzu but in my mind you just need to make her whiff and then go nuts.
NagorbMan Posted August 7, 2014 Posted August 7, 2014 Alright so I screwed around in training mode before going out but I learned that rolling is not lower body invincible. Sent from my HTC6435LVW using Tapatalk
Ayane Posted August 7, 2014 Posted August 7, 2014 @Luna it took me a while to figure out how to punish the noodle arms. but u can actually press B+C super early. Like during the super flash. You want to do it as early as possible to get thru recov asap. The only thing I don't like about the BC on merk is u have to back up then wait it out. when normally on knockdown I start running them to the corner until they recover. Also yes roll does have invuln. The way I tested was record Linne spam rolling (while you are in the corner) and press a button. Invuln to projectiles seems like almost the entire roll while invuln to normal attacks seems to be more towards the end or at least a smaller window. I have managed to completely roll Grim Reaper though. I think there might be moves like throws or lows that it might lose to but haven't tested yet.
NagorbMan Posted August 7, 2014 Posted August 7, 2014 I just recorded the dummy to spam roll and I tried to 2a it. If theres any invuln its very unreliable against 2a, but more likely it is just upper body invuln.
Kitori Posted August 8, 2014 Posted August 8, 2014 Is 6A> into w.e the best way to deal with people who jump a lot? In the mirror I tend to get beaten baddly if I'm not able to control some air space and the match usually ends up being whoever is getting in from above at odd heights wins. Also for j2.b how safe is it on block if I hit the person really close to the ground( below the knees)?
NagorbMan Posted August 8, 2014 Posted August 8, 2014 You meant 6c right? 6c seems to be her only antiair besides her dp. If they're at an angle or a range where 6c would get beaten, and you have the balls you can run under the jump in or roll under it. Otherwise I'd just block. In a somewhat related topic, is it just me or does linne not have any mix up options while doing a blockstring? It seems to me that her approach is the trickiest mix up because she can roll or assault or emptyjump low/throw and if that's blocked all you can do is a combo into a relatively slow high hit(c charge c) or string some lows until they're far enough away to either disengage or attempt another mix up. in the corner you have 63214B which is pretty good but you need cs or meter to follow up. Am I missing something?
LunaKage Posted August 8, 2014 Posted August 8, 2014 Her mixup is pretty weak imo. Even her roll crossups get blocked by my scene's weakest players. Even her Assault/Jump mixup is sketchy, sure you have empty jump throw/throw bait, but you can't empty jump low due to how slow her lows are, everytime I try to empty jump low, I get thrown out of 2B startup because they think I'm trying to throw them. She seems like the kind of character that relies on punishing and neutral to really get her anywhere, once you get your opponent blocking, you need to be super tricky and go for throw/bait type stuff, her throw baits get her pretty decent damage, since you can use tk fireball to bait throws, and that gets you about 3k in the corner.
ZDH513 Posted August 8, 2014 Posted August 8, 2014 Vs Yuzu whoever said its a game of patients is correct i usually have to start blocking instantly and wait out Yuzu and when she throws anything remotely with large start up i run and roll. Other times i run/stop to bait out unsafe moves to inch closer and when i'm in, well then i just go ham. Also on Linne pressure i noticed that Kage is 130% right that her mixup is not the best. What I do sometimes is double over heads/ assaults I know their unsafe but if i condition my opponent to block a lot and especially to block low after an overhead i find that double overheads actually open them up more than it should. Another trick is mixing up the use of Kuuga in the string. The A version is not a true block string so it might catch players who are mashing and the B version is a true string, so they wil just block that easy. I find that using the A version the opponent will block and I will dash up Grab or continue pressure. Dash up Kuuga is very unsafe on block though so I only recommend this if you have already made your opponent scared to press buttons.
Errol Posted August 8, 2014 Posted August 8, 2014 what char actually has "strong" mixup in this game? chars with command grabs?
ZDH513 Posted August 8, 2014 Posted August 8, 2014 what char actually has "strong" mixup in this game? chars with command grabs? This is my personal opinion but the charc i think with strong Mixups are Gordeau, Wald, Seth (at a higher level), and Byakuya (again at a higher level) Command grabs make a world of a difference in this game because blocking is such a strong option so wakeup command grab or command grab on your wakeup is really annoying and even if you predict it all normals are air unblockable so that just hurts more.
Pnoth Posted August 8, 2014 Posted August 8, 2014 She seems like the kind of character that relies on punishing and neutral to really get her anywhere, once you get your opponent blocking, you need to be super tricky and go for throw/bait type stuff, her throw baits get her pretty decent damage, since you can use tk fireball to bait throws, and that gets you about 3k in the corner. How much recovery do you have after tk fireball? can you continue a block string after it? I need to start using it more because j.2b for throw baits is wayyy unsafe haha
NagorbMan Posted August 8, 2014 Posted August 8, 2014 It had some advantage depending onheight but I have yet to test it for this application but theoretically it should be able to continue pressure if you did it point blank. And super canceling into EX Kuuga will always be safe. EDIT: I looked at the doc again and it doesn't say any numbers so I shouldn't spread misinformation.
klaww Posted August 8, 2014 Posted August 8, 2014 I browsed through the thread and didn't see any "USE THIS BNB" Is there any pretty universal bnb for her? Hoping she doesn't have any tight links or anything.
ZDH513 Posted August 8, 2014 Posted August 8, 2014 I browsed through the thread and didn't see any "USE THIS BNB" Is there any pretty universal bnb for her? Hoping she doesn't have any tight links or anything. it should be around here we all just kinda use our own Bnb that we are comfortable with I use 2A>2B>2C>214AA>J.B>J.6B>J.C>J.2B>2C>6CCC Other common ones i see are 2A>2B>2C>6C>63214A>5B>J.B>J.6B>J.C>J.2B>2C>6CCC
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