Hellmonkey
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if it lands go straight into tatami or 5HS tatami for most damage
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yeah, it's not RF i lol'd
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It's 5-5 If Baiken manages to get hits in, even off her counters, it will do big damage. Millia has the speed and moves required to deal with counters, and Baiken takes enough damage that she doesn't need to get in many times to win. Generally, whoever gets momentum in the match will win it, the pin is a pain to deal with as Baiken because it can't be countered at all if used correctly, giving Millia at least one free mixup if she catches Baiken in the wrong spot. Baiken doesn't have the height or speed to poke Millia very well out of the air. Both players have to be extremely careful. It's retarded to say that the Baiken just needs to be patient. She needs to actively make sure that she won't get caught in bad positions where Millia can mix her up, and watching for counters too much will just get her thrown and dead quickly. Throwing pokes out at the right times and predicting Millia's movement in general is the best way to get hits in. Millia losing her pin gives Baiken a big advantage in poking, so the Millia player needs to be careful not to waste it stupidly. Baiken can't jump in at Millia on the ground safely at all while poking, so any decent Millia who notices a Baiken doing that can punish her hard.
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Works for me. I didn't really feel like whoever wrote this knew Eddie well.
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Eddie: Average Damage S: Rank drops if Eddie can't dizzy.Max Damage S: Not much different than his average damage, overwhelmingly S+Pokes C(S): Drills and skull together are very strong. If you don't stick out 2S early it will lose. 2K is strong in AC but it is a bit weak.Pressure/Lockdown B(S): It is very tension dependant but the advantage frames of drill special is too good. Mawaru is good for locking down, making his lockdown A rank.Mixup S+: Unblockables, lol.Okizeme S+: ^Against ground B: Flying early j.K and his air game in general is strong if used well.Anti air C(A): Slow 6P and early little eddie slash. If it lands, the return is huge but it's not especially strong. Breaking out of pressure C: Throwing out 2P can be annoying, but that's it.Defense D: This is his weakness.In general C+(S): There are no complaints?Overall rank S+: ^Good matchups: From okizeme unblockables into unblockables.Bad matchups: People say Baiken but it's 50/50. Really only himself. Some parts I wasn't exactly sure of, they don't really say much.
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ABA, Eddie, Zappa, Faust, Bridget, Millia those are left?
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Kurumster needs to go on time out.
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did we still need those lists translated?
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http://gamechariot.com/07g3kekka.html Popy Asa (PO) vs En (SL) Nanashi (VE) vs En (SL) Ueo Yellow (上尾イエロー) (SO) vs Saki (JO) Saki (JO) vs En (SL) Ueo Yellow (SO) vs Nanashi (VE) Gamer's Vision Noren (SL) vs Nose (のせ) (ZA) Makoto (真都) (DI) vs Ina (MI) Tokido (ED) vs Nose (ZA) Nose (ZA) vs Ina (ZA)
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You could just stop your run slightly short for the same effect without having to FD
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There is some variation in her 5D combos: when she's midscreen or further away from the opponent generally you want to just do j.S j.S instead of throwing a HS in. Also, you may need to delay your second j.D so you're lower. There are some times (against ABA mainly that I've seen) where you want to use j.K or j.P instead of j.S, but it's fairly uncommon. Once you get a good feeling for where her move's hitboxes are and the hitboxes of the rest of the cast you'll learn when to use which combos, there are too many different situations to write out each. To get the second rep of her dustloop without tension you can either do the fastfall combos, or against a few of the lightest characters you can do j.SD SD 5S [j.S] j.D, since they're light enough not to land after a low corner j.SD. Her 6K is throw invincible during it's startup, so you want to time it so when they wake up, it is still at the end of it's startup (not meaty). If they perfectly 1 frame jump, they will escape it like this, but this way if they reversal throw it will whiff and you'll get a counterhit. This will also punish some backdashes, and if they do try to jump but don't FD fast enough you will catch them. It will lose to fully invincible moves, but it's hitbox is great for hitting certain things like anji's HS fujin, which are otherwise very hard to punish. Her baku are great when used correctly. They can punish almost any move in the game if you buffer it before your block (it's in the guide.) Because there is no proration on it, you can get some big damage if you land it counter-hit, and the followups can completely change a match around. I would recommend learning her without it first though, because it isn't something to rely on.
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No way! Potemkin's only strong point is Slidehead!
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CUT (California Unification Torunament) Videos 11/17/07
Hellmonkey replied to Hellmonkey's topic in Archive
...but i love you and my eddie has improved since then :V -
CUT (California Unification Torunament) Videos 11/17/07
Hellmonkey replied to Hellmonkey's topic in Archive
I'm still learning him lol. -
CUT (California Unification Torunament) Videos 11/17/07
Hellmonkey replied to Hellmonkey's topic in Archive
It was held at cal poly san luis obispo in a classroom, worked out really well. -
Brackets here Results page here Matches on youtube here and here Big thanks to Adam and Max for making the videos available!
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If his life bar is lower guts will be active and it will do less damage, make sure his guard gauge is always the same too.
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which ones are left to translate?
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oh, with the IAD, you have to IAD to connect almost anything midscreen.
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Yeah, I meant corner, and SPD/SPSD work on most characters it works on in the corner (you can almost always get SPSD vs Pot, for example)
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Midscreen you could j.D FRC ad j.tatami, but in general your best option will always be a mat. Midscreen after the mat you can iad j.SD or SPD depending on what character you're against, and in the corner you will always get the loop after the mat. It is by far her best option, and gives her the low tatami advantage if it does happen to get blocked, keep in mind though that you'll have a little bit of ground recovery because of youzansen (the only way to prevent ground recovery after youzansen is jump cancelling before you hit the ground)
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You should be able to connect with a mat every time if you make sure you use back jump when you do it by inputting 6321473S (that's how I do it) Sometimes the mat won't connect if you do a running youzansen (623696S, or it's variations) Also, make sure you're doing the tatami by negative edging from your RC, so do the motion 236 and then RC with K S and HS, when you let go of your RC it will negative edge your tatami mat. This gives you more time to hit confirm it and make sure it comes out before you hit the ground. As for the FRC, don't even bother.
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youshijin or possibly baku 99% of the time, there are VERY few moves a fastest youshijin, and NO moves that aren't invincible a fastest baku won't punish (refer to the updated section of the guide for what I'm talking about)
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wat
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You can cancel dashstop into moves, so it is the same speed. Generally Baiken should be stopping her dashes with FD while option selecting a GC though, unless you are planning on doing a move directly out of it like 5D (not that I recommend it, 5D in general is awful against good enough players who can block it, which is almost any good player)