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Tong

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Everything posted by Tong

  1. Ok this is the best meterless FC 2C combo I could come up with FC 2C (DC)> 5C> 2AC> delay j.2B> 2B(1)> 5C> 2AC> delay j.2B> 5B> 5C> j.214A> 5B> 5C> delay 2C> delay 214B Damage: 4246, Meter Gain: 42 Slightly better and infinitely harder that the CH 5C combos that does around the same damage, but still better!
  2. Delay the IAD and j.C.
  3. It's more difficult on certain characters, like Teddie. And you want to hit 5C as high as you can.
  4. There you go man: http://youtu.be/cH19XDQbJng?t=2m16s
  5. Yes if it's from a 3C. Just not off HF> Tsuika. But it's not like it was the greatest thing he ever had or needed anyways.
  6. I see, so the damage buff had a price.
  7. X - A [ ] - B /_\ - C R1 - D
  8. I noticed that Minazuki's slashes have more hitstop in comparison to Sho, so this might be the reason why he can SB Metsuga> 2A. If you're talking about the Fatal Counter loops, then you should try this combo: FC 2C> dash 2AB> 236A~B (JC)> delay [j.C> 5C 2AC]x 2 j.C> 5B(1)> 2B> 2AB> 236B~ delay B~C~214A~A Work on virtually everyone, midscreen, corner, does good damage and is pretty reliable.
  9. Tong

    [UNIEL] Hyde

    It probably works on Counter Hit.
  10. He's talking about the 2A pickup after SB Dive, like Minazuki's. https://www.youtube.com/watch?v=K-3FcK_1jok Yea tried that before on Yu (the best hitbox for that) but couldn't make it work, Sho's SB Dive works in a different way apparently. It would've been pretty good for him.
  11. Collapsed: A Volatile Fighter with a Sword in Each Hand:
  12. j.B is also a gdlk move to get in, and in case they try to anti air you can use j.2C to bait them and earn a nice combo. You can't be too defensive as Sho but his Survival Knives help alot when it comes to controlling space.
  13. Nice guide! Great work man Oh you also forgot to list Guard Cancel Evasive Action.
  14. EX Teleport or 214AB (it has some invul) or Knives.
  15. ZCs are worth learning, and all it takes is an hour of grinding.
  16. You need to hit them high enough to combo into 2A/5A without spending meter.
  17. Tong

    [UNIEL] Hyde

    5C> whiff 2A is a better option after blocked 236A.
  18. Finally, here it is: Collapsed: Litchi #13: Pretty nice, great work man
  19. Oh dont get me wrong, I'm not saying it's useless or anything. It's just that given Minazuki's meter gain and just how versatile he becomes with at least 50 meter, it's worth saving it. Anyways gave that string a try and I've been having success with it on many characters. My advice to hit it more consistently is to use "... 2AB> 214A> delay 4B> delay 4AB> 2A ..." instead of 214B. And sadly it doesnt work on Sho because his falling hurtbox is dumb. It's easier on some characters and harder on others.
  20. Doesnt seem worth imo lol
  21. That happens when proration and untechable time reach lower values, on airhit 214B the character needs time (untechable time) to reach the ground and slide. During combos this value tends to decrease when more moves are used during the combo. CH 5C combos are mostly used to punish whiffed DPs and Fatal Recovery stuff. CH 5C (DC)> 2B> 5C> 5B> 2B> 5C> 5B> 2AB> 214C> 5A> 5C> 2C> 214B is a pretty simple and effective combo that costs no meter and does around 4.3k in the corner.
  22. 2B is one of his best starters, you can loop twice ( xx 5C> j.B> j.C(1)) and still earn the knockdown on characters that can be looped. 2C sometimes is too slow to punish some things and wont Fatal Counter in time.
  23. Or using the S-Hold system by holding A until the gauge is green.
  24. Midscreen/Corner 214C = safejump j.B Corner 214B = safejump j.B or 5C>236A> 214> safejump j.B or back airdash j.236C (useful for beating faster reversals that would hit you out of j.B) If they start delaying wakeup after 214C you can use dash in 2A> 5C> 236A> 214 to make them respect you a little more.
  25. It might be like one of the input interpreters issues we had in BBCP, except that it only affects the US version apparently. Or maybe just bad inputs.
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