Coren Posted August 8, 2009 Posted August 8, 2009 What are some good follow ups to Ice Car D into corner? I've tried 6C into standard air combos but it looks like you can tech out of it. There's probably some short follow ups that lead to a sweep but I was hoping for something with more damage potential. I like 2C, it lifts them up and you can JC it into a combo or go for 623B>623A if your combo has gone on too long. You can do 214D > 2B > 5C > hj.C > dj.C > 214B too; but it's a bit trickier. 214D > 6C > 214D > 2C > 623B > 623A is pretty damaging, but it's another 25% tension. 623D > 6C(dc) > 5C > hj.C > dj.C > 214B does less damage then the second 214D, but it's tensionless and still pretty good damage. That's all I can think of off the top of my head.
Darcius Posted August 8, 2009 Posted August 8, 2009 I do 6c 6d 5c hjc j.b j.c jc j.c j.d 214b. I'm pretty tight with my meter.
ehwhoknows Posted August 8, 2009 Posted August 8, 2009 Thanks for all the responses, I will put it to use. I also had a question about wake up DPs. There have been a bunch of times where I see an over aggressive opponent I'd like to punish with a wake up DP but every time I do this I always end up with some kind of teching. Is it a matter of timing to do a reversal DP or do you actually have to tech first then DP?
Darkhonor90 Posted August 8, 2009 Posted August 8, 2009 Thanks for all the responses, I will put it to use. I also had a question about wake up DPs. There have been a bunch of times where I see an over aggressive opponent I'd like to punish with a wake up DP but every time I do this I always end up with some kind of teching. Is it a matter of timing to do a reversal DP or do you actually have to tech first then DP? Tech then input a DP
Endymion Posted August 8, 2009 Posted August 8, 2009 Hey there, pretty new but i try hard, can win a few games etc, and enjoy playing. anyway i seem to be lvling up on more the mind games side of things and lacking a bit on the punishing combos, which i can pull off in training, but once i get online it kind of all goes downhill - im not really fast enough. Not really sure what angle i should ask for advice on, i guess a lot of it just comes with practice practice practice etc, ah well thought id post anyway and say hi
Coren Posted August 9, 2009 Posted August 9, 2009 Hey there, pretty new but i try hard, can win a few games etc, and enjoy playing. anyway i seem to be lvling up on more the mind games side of things and lacking a bit on the punishing combos, which i can pull off in training, but once i get online it kind of all goes downhill - im not really fast enough. Not really sure what angle i should ask for advice on, i guess a lot of it just comes with practice practice practice etc, ah well thought id post anyway and say hi I found your problem.
Endymion Posted August 9, 2009 Posted August 9, 2009 All i play is online, i was just meaning combo practice in training mode, or are you saying online is what can throw people off, delays etc?
shtkn Posted August 9, 2009 Author Posted August 9, 2009 yes, online combo timing is dfferenent from real life/training mode. This is especially apparant when you have a crappy connection. For myself any connection above yellow generally means no problems with combos. Anything below yellow = lag tactics or just fuck around time. your mileage may vary
Endymion Posted August 9, 2009 Posted August 9, 2009 Yeah it can be a pain with imports, uk to usa/jpn right now, hopefully the game will turn up in europe soon Thanks for advice though, ill keep at it!
ryokoalways Posted August 9, 2009 Posted August 9, 2009 Online is more for killing time more than anything else. It's still far better to look for players locally.
filphil Posted August 10, 2009 Posted August 10, 2009 That's why I make player matches called "Tri State Area" so people in the tristate won't have to deal with lagtastic matches!
Zenoxio Posted August 21, 2009 Posted August 21, 2009 What are some good things to do after Jin's 3C (dash trip move) when they're knocked down? Sometimes I can catch them with 5B to get them back into the air and combo, but it doesn't seem to always work..?
Darkhonor90 Posted August 21, 2009 Posted August 21, 2009 What are some good things to do after Jin's 3C (dash trip move) when they're knocked down? Sometimes I can catch them with 5B to get them back into the air and combo, but it doesn't seem to always work..? Provided the distance you could do 2B>5C into air combo You can form a tech trap using 2B/5B or chase grab. Provided they roll left or right. IF they neutral tech you can empty jump and mixup from high/low/grab Thats all i can think of at the moment.
Zenoxio Posted August 24, 2009 Posted August 24, 2009 So uh, Jin's 632146D. Typically use this after a throw, obviously. I just used it on a downed Bang though, and it connected. What happened?
severin Posted August 24, 2009 Posted August 24, 2009 Bang, Rachel, and Tager have tall OTG hitboxes, allowing the super to hit.. Bang's is more situational than the other two if I recall correctly (I say this from a Nu perspective).
shtkn Posted August 24, 2009 Author Posted August 24, 2009 ok, all of these posts asking questions should be moved to the simple questions thread, or the general questions thread. if your question has nothign to do with teh guide, don't post them here. I won't move the existing posts, but seriously, i figured the thread titles would make it pretty obvious where certain questions would go.
Airyaxe Posted December 11, 2009 Posted December 11, 2009 Thanks this guide is very useful. It helped me a lot in forming my block strings.
Recommended Posts