Hyde Posted September 12, 2014 Posted September 12, 2014 Hey guys I have been having quite a bit of trouble with people who like to delay tech and press buttons on knockdown, and who like to get up back dashing. I was just thinking after playing a set with a friend of mine, who LOVES to back dash on wake up, could we meaty 22A as an OS for back dashing and delay get ups? I'm testing it now but Its inconsistent. Sometimes they get hit, other times they dont. I know we can meaty BO to call out back dashing, and 66C to call out button mashing, but is it possible at all that 22A/B can cover both options?
Zouf Posted September 12, 2014 Posted September 12, 2014 It can, but it's negative (even unsafe at close range) on guard, and you can hardly combo on hit. Doesn't worth the risk imo. Also, i'm not sure it covers backdashes. They have a lot of invul in this game, so it will probably whiff. If you are REALLY annoyed by this, orbiter A should cover both options, allow a combo on hit if you use the follow up, and is safe. But then again, since backdashes are character dependent and vary greatly, it shouldn't work on everyone.
Vhaeraun Posted September 12, 2014 Posted September 12, 2014 214a > delay 214a (tk height) is + on block, should be incentive enough for you to use 66c > rekka to on their wakeup. Not to mention that leads to a 3k meterless if it hits If 2a whiffs because of wakeup backdash, then (2a) > 6b[5c]. It should cover their backdash range, unless your opponent is a Seth, Merkava or Orie. 6b[5c] is a good pressure starter as you have lots of options after that (2a/5b, ~236a > 66c, assault jc, (2a) > dash 2a)
MahouShoujoA Posted September 16, 2014 Posted September 16, 2014 So i picked up hyde this past friday at casuals , took advantage of bretts online tourney to try to get some footage. Can i get some critiques? Is there anything like CH specific confirms or stuff like that i should take into account? I tried to keep my stuff pretty basic because i have a lot of trouble with rekka delays and the post rekka pickups on netplay.http://www.twitch.tv/thebrett/b/568728946/?46m50shttp://www.twitch.tv/thebrett/b/568728946/?1h4m30s I think these were the only hyde matches i played that night, since i wasnt feeling comfortable with my inputs after the gordeau match.
Zouf Posted September 16, 2014 Posted September 16, 2014 At 47:20 : combo is 5A > 5B > 5C > (2C) > 236A > 236A > 66C > rekkas. OR 5A > 5B > 2C > 5[C] > j.B > j.C > j.6C > dash > (66C) > rekkas. Depends if you want hard corner carry or not. 47:34 : j.C (CH) > 5B combo 47:44 : rather than rekkas here, better do a 5B before to help you hitconfirm. You can also go to another air combo, but opponent will air tech at that time. 48:06 : when 236B hit, you can OTG with 2A > 5B (5C) > rekkas for 1000 more damage 48:40 : After 2C in the corner, you can B+C > 236A > 236A > 66C > rekkas. 50:58 : j.[C] > anything will combo. Best route would be 2C > 5C > rekkas > 3B > 5C > rekkas 52:10 : her overhead is unsafe, if you wanna punish, use 6B / 2A. 5A is too slow (10f), never use it for punish. Actually, don't use it at all. You should maybe DP after her 236C. Since it's +3 on guard, they'll try to frametrap after it. You'll probably land 1 or 2 DPs before they begin to fear. 53:05 : 236A from this range is +. 6B would have caught her jumping or mashing. Other than that, your defense is really solid, better than mine lol. You should really train for delay rekkas, once you get how it's done, it's fairly easy to pull. And it's a must for any hyde player. I didn't watch all the matches :P
Viskar Posted September 18, 2014 Posted September 18, 2014 It didn't happen in the videos, but CH or Shield/GRD Break assault JB/JC/J6C etc give you a really strong starter. It's pretty much a raw 5[C] starter. And since that's one of Hyde's few ways to open people up, it's useful to know. Assault JB/J6C are slightly better starters than Assault JC for whatever reason. For example this blockstring will CH reversal 2B from Eltnum: (filler) 5[C] 2a(whiff) -> Assault JB(CH) Example combo routes: Assault JB 2A 5C (at this point you can confirm if it was CH) -> no CH -> 2C fireball 66 C B.rekka -> CH -> A.rekka(2) B.rekka(3) 5B JC J6C Dash JA(2) JB JC 3C B.rekka (corner-to-corner combo) edit: ----------------------- @HydeKido It's not the exact answer to your question, but learning all the corner carry combos helps a ton and removes their ability to backdash on wakeup. Even 2A*3 starter leads into full stage minus 1/5 screen w/ meter, and full stage minus 3/4 screen w/o meter. Any starter can corner carry further than P1 start position all the way to P2 corner without meter, even an assault starter.
Zouf Posted September 18, 2014 Posted September 18, 2014 Oh I didn't know CH on assault could extend the combo so much. Thanks
Vhaeraun Posted September 20, 2014 Posted September 20, 2014 What Kumichou does on grd break jc is [midscreen] Assault JC [GRD break] > 2a2c5[c] > delayed rekka B > 2c > Orbiter+explode > dash C > ender [corner] Assault JC [GRD Break] > 2a2c > delayed rekka A > 3c B+C > 3b2c > Orbiter+explode > 5c > ender enders would be 623a > 214c rekka B
Hyde Posted September 21, 2014 Posted September 21, 2014 Hey guys I have been trying to start doing Hyde's corner Oki with 3B > 2C but I can't seem to get the timing down for it. And then there are time I get either 3B >3C, or just plain 2C. Since undernight kind o saves inputs I was wondering can it just be done with just raw 2C or do you guys have any tips to make 3B > 2C come one more consistently?
Viskar Posted September 22, 2014 Posted September 22, 2014 If you mean the safe jump setup, the timing for his safe jump is fairly tricky to get down. It's probably the about the same difficulty doing raw 2c as 3b 2c, so I think it's fine to omit 3b. To get the safe you jump you have to do: combo > orbiter+explode > (dash 3b) > 2c > jump cancel > small delay* air assault > meaty air normal (J6C is most active aside from JA, so I use that). From what I've noticed, the small delay* on air assault is the trickiest part, as it varies based on how extended your combo is. It's really easy to do it too soon and have your meaty whiff (giving you a fake high into low 2a), or doing it too late and it not being a safejump. If anyone has any other way to do the safejump more reliably I'd be happy to hear as well, but this is what I've seen done in match videos. As for dash 3b 2c input, you can hold [3] once your dash starts and you will still be dashing until you press B. This is one of the things I still can't do perfectly either though. I have less problems doing delayed rekkas and all the other stuff.
Hyde Posted October 5, 2014 Posted October 5, 2014 So I have really been thinking about how I wanna play the character. And I have been examining his tool, and I'm wanted your guys opinion on what you guys think BO's best use is. I know its a zoning and counter zoning tool but I wanna know what you all personally think the ranges that it should be done from. Full screen is one, keeping people out and using it as a way to get in, but I'm finding or at least from what I have been watching, around starting game distance is where I want to avoid using it. That space seems to be where Hyde loses when throwing BO. Against characters like Linne, Eltnum and Gordeau he can really but punished for throwing BO from there. Not to mention him throwing it and getting jumped in on.
Zouf Posted October 5, 2014 Posted October 5, 2014 Yes, mid range neutral BO is usually a bad idea. You'd better throw some 22A. BUT, on pressure it's a great tool as it can reset-ish pressure, depending on the distance. At 6B (2) max range, 236A will be positive and you'll be able to close in pretty safely. 236A/B at max range is a given (except against Hilda, Yuzuriha and Eltnum when she has 100%). 236A to be able to rush in safely, or force your opponent to jump, and 236B to keep your opponent away or hit them if they feel too confident. Don't neglect 236A as a pressure tool, it's really great. Even better on corner.
Hyde Posted October 5, 2014 Posted October 5, 2014 I'm a little weary of it cause it's negative, and people love to press buttons after they see it. Out of curiosity is there a block string that make orbiter positive. We've both looked into the abyss, but when it looked back...you blinked
Zouf Posted October 5, 2014 Posted October 5, 2014 Only BO that's plus is the EX version. A version can be plus. @Hyde : Nope. There is a gap between 6B(2) and 236A for it to be positive, but the pressing goes like this : 2A > 5B > 2B > 5C > 2C > 3B > 6B(2) > 236A. Here 236A is +
Hyde Posted October 5, 2014 Posted October 5, 2014 @ Zouf do you know how plus it is? We've both looked into the abyss, but when it looked back...you blinked
Hyde Posted October 5, 2014 Posted October 5, 2014 Well it is something. Are we still in range for another 6B? We've both looked into the abyss, but when it looked back...you blinked
Tong Posted October 5, 2014 Posted October 5, 2014 5C> whiff 2A is a better option after blocked 236A.
Hyde Posted October 12, 2014 Posted October 12, 2014 Does anyone know how to get 2a > 2c > 214a*3 > 3b > 5[c] > 214b*3 to work. I can't get the timing down for A rekka to let me pick the combo back up. It does works cause I've don't it 3 times it does 2915 damage. We've both looked into the abyss, but when it looked back...you blinked
Tong Posted October 12, 2014 Posted October 12, 2014 Does anyone know how to get 2a > 2c > 214a*3 > 3b > 5[c] > 214b*3 to work. I can't get the timing down for A rekka to let me pick the combo back up. It does works cause I've don't it 3 times it does 2915 damage. It probably works on Counter Hit.
Hyde Posted October 12, 2014 Posted October 12, 2014 It probably works on Counter Hit. Hmm well I was able to do it on normal hit. Can some one test these combos for me, I would myself but I'm at work they are: 2A > 2C > 5B > 5[C] > JB > JC > 3B > 236B ~236A > 66C > 214b*3 ( test switching jB and jc around if doesn't work) 2A > 2C > 5B > 5[C] > J[C] > 3B > 2C > 236B~236A > 66C > 214*B We've both looked into the abyss, but when it looked back...you blinked
mAceOfHearts Posted October 14, 2014 Posted October 14, 2014 I dunno if it still works with a 2A starter, but 2C-5B-5[C]-j.[C]-3B-2C-236B-236A-66C-214B-4B-4B definitely works. (41236C finisher optional) Also, I found out you can perform 5 66Bs in a combo. 66C-66B-66B-66B-66B-41236D-66B. It's beautiful. EDIT: Oh man, you can do even more of 'em. https://www.youtube.com/watch?v=J-pVSeSV2Ss Glorious.
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