LitchiFayeBling Posted August 14, 2014 Posted August 14, 2014 421b is also invincible to throws i am pretty sure. although there isn't a real reason you would use it to beat throws except in some frame trap situations where you cancel some normal into it and then do 2a/22a or 236a OS.
AJSmith325 Posted August 14, 2014 Posted August 14, 2014 So what do you guys use to Anti Air against assaults or jump ins?
Sashi Posted August 14, 2014 Posted August 14, 2014 3C or 66C. 623s if it's something obnoxious. Or shield.
Keech Posted August 14, 2014 Posted August 14, 2014 corner(10 bullet ench.) assault, 2b, 3c, j.b, j.a, j.c, 66c, 421b, whiff 5a, 2c(1hit), 22b, 2c(1hit), 22b, 66c reload 2573 in vorpal. I finally learned dat combo!
Sakaku Posted August 15, 2014 Posted August 15, 2014 Hitboxes: I'm not too sure about the 5CC and 214X series, if someone could double check that please?5A5B5C5CC?5[C]2A2B2C first hit / 2C second hit6B6 (f33-35) / 6 (f35-41)3C3C (different hitbox. this is probably wrong)j.Aj.Bj.Cj.[C]?d.6Bair grab? / air grab hit22A?22B?236A236B?236C214A / 214A(2)214B / 214B(2)214C / 214C(2) (this might be 214B actually)something 214X related or 5CC?421A (duck)421B first hit / 421B second hit421C(1), (2), (3), (4)
Ryyudo Posted August 16, 2014 Posted August 16, 2014 so question. learning her combos and I see it's recommended to do the j.BC route on Hyde, Hilda, Linne, but why would I ever do this? 2C j.[C] wjA works on them. Am I missing something here? lol  It's because you can end up too close to them if you do the [...] 2C, 5[C], 421B, 6B route.  6B will move forward, cross-under, and whiff on them if you're too close and not in a corner.  2C, j.[C] works fine along with any other airborne hitting combos afaik.  Assuming this what it's recommended in place of.
ShinsoBEAM Posted August 16, 2014 Posted August 16, 2014 So what do you guys use to Anti Air against assaults or jump ins? Keep blocking/Shield/Â 623B/j.throw/66C/3C.
Chumaralupa Posted August 16, 2014 Posted August 16, 2014 Ok so awhile back in this thread I think I remember somebody saying you could punish Gordeau's 623A grim reaper by purple shielding it, now that move is normally safe on block so I can understand why this might be an option, but I can't seem to purple shield multi-hit moves. I can green shield individual hits for the usual 10% EXS cost and I get the pushback (and I think it keeps me in block stun a little longer), but how do you purple shield multi-hit moves? Either I read this wrong or I just don't know how to do it.
Sashi Posted August 16, 2014 Posted August 16, 2014 Green Shield means you whiffed a shield from blockstun. In general, you want to green shield during the blockstun of the second last hit of multihit moves and let the last hit get caught by the "whiffed" shield.
ShinsoBEAM Posted August 16, 2014 Posted August 16, 2014 Ok so awhile back in this thread I think I remember somebody saying you could punish Gordeau's 623A grim reaper by purple shielding it, now that move is normally safe on block so I can understand why this might be an option, but I can't seem to purple shield multi-hit moves. I can green shield individual hits for the usual 10% EXS cost and I get the pushback (and I think it keeps me in block stun a little longer), but how do you purple shield multi-hit moves? Either I read this wrong or I just don't know how to do it. Gordeau 623A is -6 on block, you can 5A/2A for a punish without shielding, if you blow the 10% meter you make it -9 I believe which opens up 5B/2B as well on the punish list.
Chumaralupa Posted August 16, 2014 Posted August 16, 2014 Green Shield means you whiffed a shield from blockstun. In general, you want to green shield during the blockstun of the second last hit of multihit moves and let the last hit get caught by the "whiffed" shield. So in this case I'd just green shield the first hit and it'll auto purple shield the second? Also I can't seem to punish the move with Eltnum's 5A which is supposedly 5 frames, are you sure it's -6?
ShinsoBEAM Posted August 16, 2014 Posted August 16, 2014 That is what the Gordeau forums say on their frame data page.http://www.dustloop.com/forums/index.php?/topic/8878-uniel-gordeau/page-5#entry830398 I just checked, it places him out of range of your attacks, you have to 66A in order to punish, it's easier then it sounds. Off a 3C hit I like to just do j.[C] > delay 9j.B it has better proration and feels a bit more height reliable for either slightly less or a good bit more damage depending on if you have enchanted bullets or not.
Tempered Posted August 17, 2014 Posted August 17, 2014 Can someone double check for me. I'm able to mash between Gord 6b 22a if I shield the 6b midscreen. But in the corner I get CH.
yashanyu1 Posted August 17, 2014 Posted August 17, 2014 Alright so I found myself getting blown up a lot lately by wakeup 2A after 66C>22C enders. Â Am I just mistiming my meaty 2A's or does my Oki take a hit if I reload? Â Yeah I was just being dumb, on timing my oki, don't mind me.
ShinsoBEAM Posted August 17, 2014 Posted August 17, 2014 Often I find I time the reload too late...but yes it can be frustrating in laggy matches. Â If it's laggy I recommend only doing the first 66C into reload. Edit: yep just lost 2 matches myself to messing up the timing, online is hard.
UmaiCakes Posted August 18, 2014 Posted August 18, 2014 Can someone double check for me. I'm able to mash between Gord 6b 22a if I shield the 6b midscreen. But in the corner I get CH.  You can't mash in either situtation...unless the Gordeau did the cancel slow. 6B 22A has a 7f gap in both corner and midscreen, you can mash 5A or 2A but they're out of range. Mashing 2B trades at best, and its not a favorable trade Honestly it much easier just to mash out of the 6B
Falco252 Posted August 18, 2014 Posted August 18, 2014 http://www.nicovideo.jp/watch/sm24267743 Â Just saw Senaru retweeting this, dunno if this is useful or anything but welp
LitchiFayeBling Posted August 18, 2014 Posted August 18, 2014 oh that's cool. yeah air 214A does a wallbounce and hard knockdown with your back to the corner. heh i wonder how i'll fish for that.  ooh uncorner with 214c 421a. very nice.  tried it out. very finicky. trying some more.  there are definitely some consistent ways to pull off this combo, but off 2b 2c you get better damage with the normal combo. however, if you land 214a 214c in the corner, this is a good combo.  after 214c 421a, i find it hard to link 2b so i just do 5a 5b 3c.  k so this combo does give you better damage in these situations, probably some more. it also is pretty spacing dependent but you can control it by delaying air 214a after 3c 8 j[c] 9, as well as the ground strings you do. also, compared to 22b ex dp CS ex dp, you don't actually use bullets, which is nice.  all with vorpal: corner: assault jC 2a 2b 2c 214c (421a) 5a 5b 3c 8 j[c] 9 (slight delay) j214a (CS) (VO whiff) 2b 421c wjA 623a (1hit) IW: 4296 assault jC 2a 2b 2c jA jB jC 66c 22b 66c 22b 623c CS 623c : ~3860 based on how many hits you get of the ex dp  2a 2b 2c 5[c] slight delay 214c (421a) 5a 5b 3c 8 j[c] 9 (slight delay) j214a (CS) (VO whiff) 2b 421c wjA 623a (1hit) IW: 4706 2a 2b 2c 5[c] 421b jb jc 66c 22b 66c 22b 623c CS 623c : ~4604  when cornered: 2b 2c (slight delay) 3c 8 j[c] 9 (delay) j214a (CS) (VO whiff) 2b 421c wjA 421c wjA 623a (1hit) IW: 5190 note that you can do this combo with less than 200 meter because you only need 100 meter for VO, but you'll probably have to omit one 421c. damage is around 4483. also note that if you are all the way cornered, your VO will probably hit. you can remedy this by using more moves in the ground string before 2c 3c.    ---- the 2b 2c j[c] route into ex dp CS ex dp will do more damage than this combo. this includes off raw 2c j[c] i believe, as well as 22a CH into dash 2b 2c j[c] (which works at all ranges unlike 22a CH 3c). but this is still a good combo to know off the "lighter" starters. and with your back to the corner, this is one of the best combos she has period.
Sadeyo Posted August 19, 2014 Posted August 19, 2014 http://www.youtube.com/watch?v=SPdFcylSAtY&list=UUSWFwW7yDCCwwajY97IaZ3w  This may be a few days old but I still like to share it. Ran into some strong players and was curious if you guys might happen to know them, even the Seth name seemed somewhat familiar to me. I'm currently in the field and probably can't spare any time to practice so settle for the mediocre performance until I get the time to make the training room my best friend. Enjoy the video or feel free to critique.
Keech Posted August 19, 2014 Posted August 19, 2014 combo by Senaru conditions vo/vorpal/corner (i'll tested with ench. bullets): 2c, 5[c], j.b, j.a, j.c, 66c, 2c(1hit), 22b, 2c(1hit), 22b, 66c, dpc, CS 214a, IW 6139 dmg. 2c, j.[c] route didn't work because he dropped after 22b, 2c(1hit), 22b, 66c and give only 4266. ow it can be harder, but more dmg(and takes only 5 bullets):2c, j.[c], j.a whiff, 5b, 5[c], 421b, 6, 2c(1hit), 22b,  66c, dpc, CS 214a, IW 6338-NOT RECOMMENDED.
RoanYagyu Posted August 20, 2014 Posted August 20, 2014 https://www.youtube.com/watch?v=yLnBEoiQRnI Â Something sorta neat with 3C combo. You can side swap really early in the combo by delaying your jump. From what I can tell the combo with jB seems to be optimal, jB seems to prorate less than jC and j[C] (tho often times combo routes given by the others make up for it) tho you can do the same with jC>5[C]. You could also do jC>dash under 5B>5[C] which is a lot easier. Â If you were to do the double j[C] route off of 3C you can decide to do j214A whiff as normal to stay on the same side or whiff jA to change sides which is the easiest I feel so yeah.Â
Ichipoo Posted August 21, 2014 Posted August 21, 2014 As well as increased hitstun and blockstun I believe.
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