Tage*Proto Posted August 16, 2009 Posted August 16, 2009 Tage*Proto: Nice j.2C loop at the end but you need to work on your combos. You kept doing 214B in situations where you should have comboed off of 623A~A. Thanks for the advice, I was wondering if you could clarify a bit on this part here, in what situations does 623a-a yield more then 214b? Thanks.
MisoSowee Posted August 16, 2009 Posted August 16, 2009 Thanks for the advice, I was wondering if you could clarify a bit on this part here, in what situations does 623a-a yield more then 214b? Thanks. are you talking about using it as a lift? in general 623a~a has less frames, and only one hit, so it'll be slightly more lenient on timing window. if that's what you're asking... o_O
MadRhetoric Posted August 16, 2009 Posted August 16, 2009 Tage*Proto: It depends on your stars. 623A~A combo is going to get you the best damage for only 2 stars, plus the long duration of the combo and large number of hits if you get them into the corner means its good for star building as well. 214B combos can do more damage but burn through your stars quickly. 214B and 623A~A are comboed into from different moves and are used differently so if you can hit with one by all means do it, but when you're at low stars you should try to be using 623A~A BnB until you have enough stars for a powerful 214B combo. The exception is the j.2C loop off of 214B if you're right next to the corner. Allelujah: I won't lie, 2A is his best all-purpose poke. That being said its not his only option, the other ones just take more pratice and foresight. If you learn how to use 6A and 6B invuln to CH those are extremely useful. You can also pratice inserting counters into blockstrings whether in a natural gap or forcing one with an IB. 214B and dash j.214B can be useful because of their speed, invuln, and low/high hits if you know when to use them. Throwing is also another option, especially CH throws, but you have to be careful with them since you can get punished hard if you're not careful. If you're not right next to each other 5C, 3C, and 5B become options as well.
Tage*Proto Posted August 16, 2009 Posted August 16, 2009 Ah I see, thanks a lot rhetoric. And real quick, by powerful 214b combo's, you mean like, 5 stars with 214b(1) into zantetsu right? One more question, if it's early in the round and i'm trying to hit my 623a-a bnb's for star building, if i'm up close poking with 2a and 2b, if 2b hits, should I not go for renka and just save the orbs? Thanks.
faultydefense Posted August 16, 2009 Posted August 16, 2009 Ah I see, thanks a lot rhetoric. And real quick, by powerful 214b combo's, you mean like, 5 stars with 214b(1) into zantetsu right? One more question, if it's early in the round and i'm trying to hit my 623a-a bnb's for star building, if i'm up close poking with 2a and 2b, if 2b hits, should I not go for renka and just save the orbs? Thanks. its a momentum thing really, just how much is it worth for you 2b > renka teaches people that not blocking will get them kinda hurt, at the same time, if its early round i tend to save the orbs
Zero Reputation Posted August 17, 2009 Posted August 17, 2009 Can someone please tell me how to freakin SJC consistantly after 2C in the BNB. Delayed JC to 2C, no problem, super jump canceling after the 2C, not happening. You can only cheat with generic JC 2C on like 3 characters. It seems like no matter what because the stick is already in the 2 position after 2C that SJC canceling takes an extra go back to nuetral then back down then up. If I take my time to make sure the super jump comes out, it is too late. If I do it fast I just get regulard jump. Anyone got anything for me?
MadRhetoric Posted August 17, 2009 Posted August 17, 2009 Can someone please tell me how to freakin SJC consistantly after 2C in the BNB. Delayed JC to 2C, no problem, super jump canceling after the 2C, not happening. You can only cheat with generic JC 2C on like 3 characters. It seems like no matter what because the stick is already in the 2 position after 2C that SJC canceling takes an extra go back to nuetral then back down then up. If I take my time to make sure the super jump comes out, it is too late. If I do it fast I just get regulard jump. Anyone got anything for me? try going 2C > 4269 or something like that. I find its easier to do it consistently if you roll it.
MisoSowee Posted August 17, 2009 Posted August 17, 2009 try going 2C > 4269 or something like that. I find its easier to do it consistently if you roll it. Or you can do 1c (or 3c, depending on your side, just down-back) 5 1 ( or 3 again) 9. so you're flicking down in the corner to do the 2c and then returning to neutral and then going back to 2 and then shooting to the other corner. it works well with an analog stick but i don't know if it works well with an actual fighting stick thing. lemme just clean that up if you are on the left side 1c>5159 or on the right side 3c>537 it works well enough for me... it gets a tad bit of practicing to get done though. (at first i was just spazzing my thumb lol)
MadRhetoric Posted August 17, 2009 Posted August 17, 2009 Or you can do 1c (or 3c, depending on your side, just down-back) 5 1 ( or 3 again) 9. so you're flicking down in the corner to do the 2c and then returning to neutral and then going back to 2 and then shooting to the other corner. it works well with an analog stick but i don't know if it works well with an actual fighting stick thing. lemme just clean that up if you are on the left side 1c>5159 or on the right side 3c>537 it works well enough for me... it gets a tad bit of practicing to get done though. (at first i was just spazzing my thumb lol) this works and its the most obvious way but he's having trouble with consistency, and I've found what helps my consistency is rolling. The problem with this way is its a ton of jerking since you have let it go to 5 then back down, then up, then down again for the j.2C. I find just rolling it from the 2 to 4 or 5 rather than letting it return to neutral by itself, then rolling it back up the side to 9 makes for a smoother motion that lets the sjc come out more naturally when you're trying to perform it consistently. It also helps with making sure you super jump in the direction you want rather than straight up because you roll the stick along the side. This technique is also good for regular super jumps, I use it a ton especially against Nu-13 because it allows you to go from a blocking stance into a super jump and back to blocking quickly and smoothly. Tage*Proto: Usually its best to keep at least 2 stars for 623A~A and if 2 is all you have its usually not worth it since you need at least a third for gurren > 6C to make renka worth doing at all.
alucard19 Posted August 17, 2009 Posted August 17, 2009 http://www.youtube.com/watch?v=aV3GB075vzY New combo vid.
4r5 Posted August 17, 2009 Author Posted August 17, 2009 neat and I was just thinking about trying out a new hakumen strategy? get 8 stars, CH 6B or 6D, into mugen combo to force a burst if they don't burst, that's fine if they do burst, bait it with Shippu for the win if they do burst, and you fail the Shippu punish they still have to fight the rest of the round with out barrier plus extra damage win/win/win?
ryokoalways Posted August 17, 2009 Posted August 17, 2009 I like it. I still don't see it being all that practical but it's better than whatever else was shown before. Only time people would really use that is if you are getting your ass handed to you mightily and you end up with 8 magatamas with them near full life and you have no choice but to go for epic come back. But what a come back it would be if you do pull it off.
aeonphreak Posted August 18, 2009 Posted August 18, 2009 if they do burst, bait it with Shippu for the win So by this do u mean u can cancel your mugen combo to shippu once you see opponent try to burst, and u won't be bursted from ur shippu startup?
ryokoalways Posted August 18, 2009 Posted August 18, 2009 The thing here is since you can cancel into shippu at any point, and since shippu draws hakumen's hitbox into a vertical position, it acts as a semi-natural burst bait. So basically, if they are not at point blank when you activate shippu, you should be able to dodge (not invincible through it, but dodge it entirely) burst, and wait for the burst invincibility to wear off, then let shippu rip for 7200 dmg.
4r5 Posted August 18, 2009 Author Posted August 18, 2009 Shippu has 7 frames of invincibility All bursts have 6 active frames. it's tight, but you can Shippu through a burst.
MisoSowee Posted August 18, 2009 Posted August 18, 2009 Shippu has 7 frames of invincibility All bursts have 6 active frames. it's tight, but you can Shippu through a burst. You'd have to time it pretty well.... :X i guess it's not that hard at higher leveled play though xD
ryokoalways Posted August 18, 2009 Posted August 18, 2009 The thing is, if you are willing to mugen, your opponent will almost surely also be willing to gtfo of there. So the good news is that burst will come early. And at high level it's not any easier. Looking for shit and timing it is significantly harder than just timing something. Now, if you really want to be cool, you'd super yukikaze that shit (1F window). Super yukikaze punish on a burst cannot be avoided.
4r5 Posted August 18, 2009 Author Posted August 18, 2009 cool points indeed. doesn't Shippu do more damage then the super-counter
MisoSowee Posted August 18, 2009 Posted August 18, 2009 cool points indeed. doesn't Shippu do more damage then the super-counter yes it does. But if you're in mugen doing super counter - shippu will yield a bit more damage. (unless you can follow-up? you might be able to follow-up super counter with zantetsu-guren and then stuff.) i dunno though o_O
4r5 Posted August 18, 2009 Author Posted August 18, 2009 i guess you can cancel the super-counter into a shippu
Sophisticat Posted August 18, 2009 Posted August 18, 2009 Now, if you really want to be cool, you'd super yukikaze that shit (1F window). Super yukikaze punish on a burst cannot be avoided. Correct me if I'm misunderstanding, but are you saying you can Yukikaze a burst? I'm not sure it would be practical even if you could since baiting that sounds quite difficult already out of Mugen, then timing it... eh. Not sure if it's worth it.
ryokoalways Posted August 18, 2009 Posted August 18, 2009 We haven't been talking about things with practicality in mind for awhile now.
MisoSowee Posted August 18, 2009 Posted August 18, 2009 We haven't been talking about things with practicality in mind for awhile now. well think about it this way. If you're in Mugen there's no harm in trying :D might as well yukikaze even if it's not super. and you can pull off a double yukikaze if they try to atk you while landing :D
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