Hellmonkey
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The Good, the Bad, and Ugly as Hell Baiken Matchups
Hellmonkey replied to THE SERAPHIC 1's topic in Baiken
Yeah, that's what I was getting at. Also, although it is not neccessary if you are close enough like it is with some other characters, similar to Dizzy, May, and I think Bridget you can delay your mat slightly after a 2D allowing a j.P from a little further distance. -
The Good, the Bad, and Ugly as Hell Baiken Matchups
Hellmonkey replied to THE SERAPHIC 1's topic in Baiken
Because you can hit Jam from so far under her in the air she's suprisingly not that bad to combo despite her weight and thin-ness. Generally if you're near the corner after mats or corner throws you want to j.P j.D -> j.S j.D, so she doesn't go as high and gets knocked down. -
http://www.dustloop.com/forums/showpost.php?p=182708&postcount=342 that?
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I don't see why this deserved it's own thread.. The Sol doesn't FD anywhere, Eddie flashes FD for a second when he wakes up as the Sol player does a TK bandit revolver. He inputs it the same way you input any air move you want to do as soon as you leave the ground- by inputting it on the ground, jumping and hitting the button (usually called tiger-kneeing or TKing). You can do that with sol's bandit revolver by inputting 236 for the move and then 9 to jump and K to have it come out. TK bandit revolver is not terribly useful, it's main purpose being to bait wake up throw or mash (or possibly even some backdashes?) It should be completely or almost completely safe to anything with the FRC since you should be able to get out of the way or block anything the opponent does should the move not connect. The FRC, as seen in the second video, can be used to extend Sol's air combos too, but again, it's not terribly useful because the amount of extra damage you get is minute for lots of tension. If you are comboing into TK bandit revolver, after 5HS or 2HS against a few characters, you can simply jump cancel your 2HS or 5HS and do the 236k when you leave the ground and FRC- you can input the jump earlier before 236k because it is jump cancelling. This allows you to combo afterwards with a jump, making clean hits even easier (you get a superjump TK bandit revolver by doing 2369k)
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I'm not a big PC fan but that was pretty dope.
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Isa is the best sol player in Japan right now, except maybe 012 who I don't know much about since we don't have many vids of him... Looking at what we see of PC and what we see of Isa since AC I don't see how anyone could think PC was better...
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Meh, PC still managed to scrub out and lose, his sol just isn't at isa's level.
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80% heat or don't bother playing robo imo
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5P a lot.
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no rush, although option selecting stuff like zappa's summon seem really good and should be well known, if they aren't already.
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This is incorrect, you can cancel your dash-stop slide into a throw -_-
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You should also include in the iad section that you can do the first forward of your dash before leaving the ground along with any jump and then forward again to complete the air dash, so 6756, and 6856 both work as well as just 956, some things like Baiken's iad tatami are much easier to get the lowest iad possible using this method because it ends in a forward motion so after buffering the 236 for the mat, 676 can feel more fluid.
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So I was playing around with option selecting throws with other moves. I realized that the old method of 6+H(normal) input on the same frame still works because other moves still take priority over HS and you still get a throw attempt (although obviously you can't cancel into FD anymore), on the ground and in the air, as well as HS+2D on the ground, as a 2D takes priority of HS(I noticed that OS'ing normals and throws was in the guide- but had not read when I was messing around, although after reading it seems to be outdated and not complete), but also that HS can be cancelled into specials during the first couple frames. I'm not sure how well known this is, but it seems like it should at least be included in the guide, as it does have some really useful applications. Anyone that has a special with a button that isn't HS, and doesn't have a special using the HS button with the same joystick input that the non-HS special has can simply cancel their 6HS or 4HS into the special immediately after getting a throw attempt in the air or on the ground. Also the slashback cancelling portion needs to include cancelling slashback into FD and back into slashback for faster slashbacks. (by holding one of the buttons to slashback along with P or K, and then tapping the third button to slashback)
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[SWEDEN] GG.se! RanBats, Community & Vids! The "Too Famous"-community!
Hellmonkey replied to Shinjin's topic in Archive
I wonder if there is any info on the qualifiers for the dream fighter's festival -
[SWEDEN] GG.se! RanBats, Community & Vids! The "Too Famous"-community!
Hellmonkey replied to Shinjin's topic in Archive
Thanks for the update as always. LOL at "tick throw, third strike" -
The Good, the Bad, and Ugly as Hell Baiken Matchups
Hellmonkey replied to THE SERAPHIC 1's topic in Baiken
He is not baiken's toughest matchup, her two worst are Potemkin and Jam. Strats vs him have been discussed, basically you need to zone him completely and not let him touch you. This means no random iad's in because he can easily 2S it and you're screwed. This also means watching for his random bbu/mappa/dandies to get in. Low mats are your friend, and kabari distanced properly. 2HS, 6K, 6P, 2S are your best normals. You really never want to be next to him without advantage by mats, kabari, or knockdown though. Make sure when you connect against him standing you end in 5S j.D for the iad mat on wakeup. Take every opportunity for damage you can because you are going to need to hit him a lot more than he hits you to win the match. If you do get under pressure, which you really want to avoid, be very careful with your counters (as in, only use them if you KNOW they'll hit or you can FRC) because one punish and you're basically dead. -
every time i watch him i'm like wtf you can do that i felt like he only got serious after kaqn's millia was two rounds up on him, since kaqn's millia isn't anything spectacular.
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it also makes the opponent stop and lol at the waste of tension
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Isa sol is superior to all sol.
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Doragon insuto-ru is the best overdrive in the game.
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The Good, the Bad, and Ugly as Hell Baiken Matchups
Hellmonkey replied to THE SERAPHIC 1's topic in Baiken
You should be looking to get under his higher pokes or below his lower ones: if you go over, generally a j.HS can land you a fat counter-hit into big damage and knockdown, and it has a higher chance of trading with moves than her other air normals. If you go low, 2D and 2S are your best options. Lots of FD where needed, including stopping your dashes, and once you're in make sure you stay in by baiting his srk with jump/backdash/kabari/suzuran or his counters with throw or delaying your moves. -
(during which you cannot block)
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you cancel the dash-stop animation, which has your character sliding forward.
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I'm pretty sure she won't block an overhead in an attack string- so with eddie just get her into blockstun with ]k[ and you get a free 6K reflect into knockdown and unblockable.. lol. But like others have said, it's not really an accomplishment to beat the computer, the game is really only worth playing against other people- so while playing against the computer might help you learn the engine and such at first, your main goal should be improving your gameplay/execution/combos/spacing etc. for when you play other people.