Raymk Posted August 5, 2014 Posted August 5, 2014 Just to make a quick note, and so there is no misunderstanding about it: 22C is a low hit only when Hyde's sword comes in contact with the opponent. If they block the projectile alone, it hits mid.
Raymk Posted August 5, 2014 Posted August 5, 2014 actually i think that if the sword hits on any 22A/B/C, its a low on all versions
Zouf Posted August 5, 2014 Posted August 5, 2014 No it's not, only 22C. But it's not really useful. When people will notice that we don't have an overhead, they'll just guard low all the time and that's it.
ipirate9 Posted August 5, 2014 Posted August 5, 2014 so i've heard that doing a blockstring into 6B > orbital finisher is good because it leaves you at a great range to react to their next move. I assume that doing 6B[1] is the preferable way to go about this, but i'm not sure on the frame data of that move so i'm not sure whats best. From here, I've tried doing for a 2A / 5B reset (depending on their range/ what they are doing), reacting to jump in with dp, and anything else with a 22A/B. It seems a pretty useful tactic to mix into the pressure when meterless and is a much better route than going into orbital>explode from a 2C or something (leaves you at a better range). What do you guys think?
D.R.F. Posted August 5, 2014 Posted August 5, 2014 6B (1)> 5C (or (5[C])> 2A is a pretty good pressure reset If thats what you are looking for
Skye Posted August 5, 2014 Posted August 5, 2014 Anything into 5[c] > 2a is good. 5b and 6b (1) combo into 5[c] on air hit so it's great for catching jump outs.
ipirate9 Posted August 5, 2014 Posted August 5, 2014 Hmmm ya that helped thanks Are you guys starting your strings with 5A or 5B to reverse-beat to 2A? My problem is also keeping Linne from jumping in with fire balls. I cant seem to dp her because her fireballs have some invincibility when they come out, and 3C gets hit my the fire ball. The only way i've around this seems to be dashing under her but that can be quite tricky Any ideas?
D.R.F. Posted August 5, 2014 Posted August 5, 2014 Linnes normal Kuuga has no invul. It might just be the hitbox getting to you real fast. If they space it correctly you are probably just have to block
Loryuo Posted August 6, 2014 Posted August 6, 2014 seems the delay for the 236b 236a followup for combos is pretty annoying to keep it consistent. so many matches lost cause of the follow up whiffing.
Zouf Posted August 6, 2014 Posted August 6, 2014 Hmmm ya that helped thanks Are you guys starting your strings with 5A or 5B to reverse-beat to 2A? My problem is also keeping Linne from jumping in with fire balls. I cant seem to dp her because her fireballs have some invincibility when they come out, and 3C gets hit my the fire ball. The only way i've around this seems to be dashing under her but that can be quite tricky Any ideas? Air Kuuga is broken. It's + on guard and leads to a huge combo on hit. She can keep pressuring you forever with it on corner. The only way out is to react with 41236C, which has a ton of invincibility, and will catch her pretty easily. DP and 3C are both no good. DP doens't have enough horizontal range to catch her, and 3C only has head invincibility, thus projectiles will always hit you. Best strategy is to guard, wait for chainshift and meters, and try to escape with an EXS move.
ipirate9 Posted August 6, 2014 Posted August 6, 2014 Air Kuuga is broken. It's + on guard and leads to a huge combo on hit. She can keep pressuring you forever with it on corner. The only way out is to react with 41236C, which has a ton of invincibility, and will catch her pretty easily. DP and 3C are both no good. DP doens't have enough horizontal range to catch her, and 3C only has head invincibility, thus projectiles will always hit you. Best strategy is to guard, wait for chainshift and meters, and try to escape with an EXS move. You have expressed all my frustrations so eloquently
ipirate9 Posted August 6, 2014 Posted August 6, 2014 seems the delay for the 236b 236a followup for combos is pretty annoying to keep it consistent. so many matches lost cause of the follow up whiffing. Its hard to remember how to delay is properly, I drop it at least once a match cuz I dash to early. I agree that its a weird timing but PRACTICE PRACTICE PRACTICE!! Just remember, you dash a lot later than you would think
Loryuo Posted August 6, 2014 Posted August 6, 2014 yeah i'll just keep practicing him until i get it down. It's just annoying is all. especially when i think i'm dashing but it doesn't come out and i get 5C lol
Hollow Exia Posted August 6, 2014 Posted August 6, 2014 Its hard to remember how to delay is properly, I drop it at least once a match cuz I dash to early. I agree that its a weird timing but PRACTICE PRACTICE PRACTICE!! Just remember, you dash a lot later than you would think I have also had problems with this. I'm finding that A orbiter into A rekka is easier to dash from than B orbiter. My main problem now is getting the A rekka to come out. Plus my training dummy is Linne and her hit box makes me rage on the level of Kratos in god of war. Plus there is the fact that 66C sometimes does not come out or when it does the opponent will tech and the whole combo falls appart.
ipirate9 Posted August 6, 2014 Posted August 6, 2014 I have also had problems with this. I'm finding that A orbiter into A rekka is easier to dash from than B orbiter. My main problem now is getting the A rekka to come out. Plus my training dummy is Linne and her hit box makes me rage on the level of Kratos in god of war. Plus there is the fact that 66C sometimes does not come out or when it does the opponent will tech and the whole combo falls appart. Hmmm the only difference between A orbiter and B orbiter is the speed I think. The A orbiter will not hit on time at certain ranges so I recommend sticking with the B orbiter. If the dash isnt coming out then you might be inputting it too early. If the A followup to the orbiter isnt coming out then you arent exploding it quickly enough Hope that helps, I play against a Linne 99% of the time and I've gotten a lot more consistent with the combo so its definitely doable
Hollow Exia Posted August 6, 2014 Posted August 6, 2014 Hmmm the only difference between A orbiter and B orbiter is the speed I think. The A orbiter will not hit on time at certain ranges so I recommend sticking with the B orbiter. If the dash isnt coming out then you might be inputting it too early. If the A followup to the orbiter isnt coming out then you arent exploding it quickly enough Hope that helps, I play against a Linne 99% of the time and I've gotten a lot more consistent with the combo so its definitely doable So I've been looking at the best time to start inputting 66C from some combo vids, and it looks like it's as they are falling. Can some one confirm? I'm not home to do so myself.
Zouf Posted August 6, 2014 Posted August 6, 2014 I do it by feeling. I don't really watch the animation at all tbh. Even if you whiff your 66C (by doing it too soon), you are on advantage and can mash 2A to reset pressure/combo. I did it a countless time. If you timed 66C too late... well that's too bad for you, you'll get punished :P
Hollow Exia Posted August 6, 2014 Posted August 6, 2014 Which is what I'm trying to avoid happening lol
D.R.F. Posted August 6, 2014 Posted August 6, 2014 Yea. Please please PLEASE for the love of god dont try and watch them fall, you will never get it consistently tbh. I tried that and it felt goofy as shit
Fatalis Posted August 6, 2014 Posted August 6, 2014 I agree with just learn to feel when to do it, and from there try to make it muscle memory. If you're trying to look for cues, etc, every time, I can almost assuredly guarantee you you're just going to mess it up. I can do this combo pretty consistently, and I couldn't tell you exactly when to do 66C, it's just something you've practiced enough that you just have a feeling and know when to do it.
D.R.F. Posted August 6, 2014 Posted August 6, 2014 You just have to play with the timing. The speed they fall at makes you wait for a while which is very awkward, but its no rocket science. Eventually you will get no prob
Hollow Exia Posted August 6, 2014 Posted August 6, 2014 Which is what I'm trying to avoid happening lol
Hollow Exia Posted August 6, 2014 Posted August 6, 2014 Damn, ok. It's just really freaking annoying cause it just feels stupid to time
jailhousefrog89 Posted August 7, 2014 Posted August 7, 2014 yeah its annoying you cant start a gatling with 2a and end it with 2a. a new gatling ive been going for after seeing someone abusing it online is gatling into 6b (1 hit) 5c charge. if the 6b hits, you get a full combo after the 5c. if not, the charged 5c is like +1 so you can continue pressure or gatling into 2a for even more frame adv
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