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Everything posted by 4r5
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You should always coin on the first opportunity that presents itself. A second chance isn't guaranteed. Well, coin or knockdown. Knockdown, especially if you're fighting ABA. If it's between getting a level 2 or doing a tech-able combo, then it's always the level 2. Unless the combo would kill. You know. You all get the idea.
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You most likely already have the reflexes. You just need to break down and capsulize the game into something that's easier, and quicker, for your mind to process. Which I guess pretty much just means, keep playing
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Hey, I just so happened to find these from the May forum and finished watching them. First impressions, the May player is slow. It was hard to say anything about you, since the May player was just handing you alot of the damage you got. It was hard to get a feel for your overall skill. Of you, I noticed you were dropping some combos and also missed some opportunity for combos. For example, on May, off of 2D, you would do Coin, dash and 6P to catch his tech. Instead you should not even give him a chance to tech, by doing: 2D>Coin, f.S>HMF2, etc. From those videos of you, all I can say is just work on your execution. Like I already said about the May player, he is slow. Maybe he was at a lost for what to do. What ever was going on, he was literally running in to attacks. He also let big whiffs go by unpunished, not even a twitch out of him. He needs to learn to anti-air, too. When you went up in to the air, it was pretty much free. I think I only saw one 6P out of him, which traded and lost him the match. All the other times, he just wasn't blocking, but he wasn't getting counter-hit either, so I'm guessing he was trying to go for an anti-air but just wasn't fast enough. Which all goes back to what I said about him being slow. So for your friend, he needs to work on his speed and reflexes. Tell him to never take his eyes off his opponent and they'll be a start. He also needs to stop trying to do his FB combo when he doesn't have the meter. I assume he practiced it so hard that his hands just do it unconsciously. I guess I should post this for the May player.
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I kinda liked the game back when each team consisted of 12 one-man-army's. Now there's all this teamwork and the pyro is good, what's up with that?
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- humor wasteland
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No offense is 100%. Those who are good in the air are those with many movement options. They can get in and still have the option of pulling back if things aren't going their way. But nah, everyone is better grounded.
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Damn dude, that was like months ago. Anyways, he (from the one vid we have of him) looks more like a fire and forget guy, like Faust. At worst, an annoying zoner like that shrine girl from Arcana Heart. You're not an Eddie clone till your gameplan revolves around setting up and landing unblockables, repeatedly. Wait a minute, this entire thread was months ago. What were we talking about again?
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May's 5D hits low enough to make the above knee invincibility on Johnny's 6P irrelevant. So if you're hitting the May player out of his 5D without suffering a trade or clash, then in that same instances you could also use a move of equal speed, to 6P, or less.
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6P May's 5D? He must not of been meaty'ing it properly. Anyways, by any chance was this con Otakon?
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All that time fighting the CPU has only taught you how to beat the CPU. Now it's time to learn how to beat people. And for you, it looks like you be starting off on the masher variety. Spamming 2D and 2S isn't you being cheap, it's them being bad. You learned how to beat their tactics, now it's their turn to learn how to beat your's. And it'll keep going back and forth like this, and that's where alot of the fun is.
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jo's 6HS has no invul. it does, however, move his hitbox backwards briefly in the startup, but 2K should hit as it moves back forward, if it hasn't hit already. jo's 5K beating out ro's j.s and 2K? I mean, it's possible, but getting it to happen requires the cooperation of both players. (no offense) i dunno. it's been about half a year since our Robo-Ky player switched over to Venom. maybe my memory is fuzzy.
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The Robo-Ky has to place the Robo-Dash somewhat poorly for Johnny to be able to backdash it. (or OD it; the poor placement is what I meant about "a bit of luck") It's pretty easy to watch for a Robo-Dash and just 2HS. Usually the worst that can happen is it clashes. But putting too much attention watching for something that might not happen can be bad as well, especially if you're using 2HS to stuff it. You whiff a 2HS, and you're likely to get hurt. It's easy to beat 2K with Johnny's 6HS, or to dash over it and throw, if the Robo-Ky player does it from far away. Like, around outside of Johnny's 5K range. If Robo does his 2K from closer in, then it should be impossible to 6HS, since 6HS almost has 3 times the start, and it should be very difficult to forward dash over, since more of 2K's active frames are being put to work.
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the framedata calculates static-defense from the first possible hitting frame. If you can get the butt to hit on the last possible frame, it'll be +4
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Dude, I just said that!
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charge up edit: and not just 236K, either
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lol, you're like a mini Steve H. You even RC'ed your VT to tack on another VT.
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I forget, was there a reason we never got anything organized on the SRK wiki?
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I don't think his commandGrab has any throw-invulnerability (if it has any at all) so you can also throw him in his startup. But if your throw and his comGrab hit on the same frame, his grab will take priority. Robo-Ky needs a running start to do his Robo-Dash, similar to a running tackle in Tekken. Robo-Dash has full invulnerability just before, and halfway through, its hitting frames. It's possible to OD it, but you need a bit of luck. I just mash 2HS and try to catch him in its startup, or if I miss the startup then it tends to clash. Or just don't give him the space/time to do it. In most cases you just have to block it. They'll try to set it up behind missiles, or your knockdown or something, and if you try to counter-poke then you get stuffed. It's a tool for Robo-Ky. It's like, the moment you second guess yourself, for fear of the dash, is when he doesn't do it. And that moment of hesitation is what he needed to get a little closer to you and do something worse.
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No more a glitch than doing anything after the recovery of anything.
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Jumping over the missiles to good for you? If he does them too close, you can 6K him. Also remember, in this game, tick-throws are never guaranteed. You can OD, forward/backdash, or simply jump out away from the command grab.
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You know what, I'm going to lock this thread. You wanna tell people how much you hate a matchup, that's fine by me. But what inevitable happens is that someone is going to start discussing the matchup and discussion should happen in the associated thread in the matchup forum.
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throw, j.K-P-S>dj.S-HS>KJ(frc), S>tj.S-HS-D>Ensenga on light chars, you may need to omite the punch. on heavy chars, you may need to add an extra kick or punch, between one of the double slashes I replied to your question about the 1-hit in the Mist Setup thread
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When doing corner throw 1-hits, it's important to make sure you get the first hit after the throw to connect as early as possible. For Robo-Ky, try inserting a delay between the j.D and Ensenga.
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We can't help you till we know the combo you are trying to do, and on which character you are trying to do it on. People usually use c.S. Are you sure standing punch to jumping kick works? Double check and make sure the beat counter doesn't turn black. I'm not sure I understand what you said, but here goes nothing. When you are jump-canceling a move, make sure you hit up after the move you are trying to JC connects, not before. Then make sure you press the button for your follow up after you double-jump. For example, with j.S>dj.S, when the first jumping slash connects, you tap up, then tap slash. You can't tap up and slash at the same time, because of the hitstop from the first jumping slash. The game will read your up+slash, and give you your double-jump, after the hitstop from the first slash. But because you did up+slash, you attempted to do your second slash before you actually double jumped. It works. Some characters will need slightly different timing for the jumping dust to connect.