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Everything posted by Digital Watches
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Except by faultlessing in the air, yes. Also true Um, okay, explain exactly how you proved this? Er, I'm somewhat doubting this, or I'm reading it wrong. Could you explain exactly what you did, and possibly make a video? Meanwhile, we have a frame data section on this very site that you could read to find out a lot of the stuff you just mentioned.
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General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE
Digital Watches replied to Kairi's topic in Archive
Dude, you missed the worst offender: Jam 236236H FRC x N = unburstable infinite. -
Probably.
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Nerdy little trick for those situations where you don't know if you'll build up meter in time to bomber: Do your combo, then end it with 62363214S+D. You get a FB if you have the meter, and a kokuu if you don't! Honestly, this is too hard to be useful. Don't do it.
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Er, that's totally not what I meant, nor is that how charge partitioning works. What I'm saying is that GG has a very long input buffer, but if you charge for the minimum amount of time, it won't hold the charge for long enough to run.
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Eheh. Negative edge has been in GG forever, as is it in most Capcom fighters, so... thanks for the tip, but it's well known. The thing about neg. edging to avoid whiffs when attempting running rashou is good (I actually use it myself) but it's really a failsafe rather than something you should rely on. The real way to make sure you always (or almost always) get your running rensen/rashousen is to know that you have to charge a little longer than usual so that you have enough charge stored in the input buffer so that it's still there after running a bit,.
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Yeah, that's the first extra-damage rep people started playing with. It's not as good as j.D by itself, but it's easier to get off, especially on heavier characters.
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Fun flashy combo: 5-rep BLoop (not counting initial bomber) On slayer: TKB --> c.S, j.D, Bomber --> (j.D, Bomber) x 2 --> 2S, j.D, Bomber, rensen (FRC) --> IAD, bomber, rensen, 2. I'm sure you can do shit like this or worse on a lot of characters, especially like... TE and DI Not really worth it, because it barely does more damage, but like racking up hits and going for a bunch of untechable 2S, 6K, I could see it psyching someone out a bit, maybe making them burst at a dumb time or something. Besides, the 25% meter builds up during the first part of the combo (depending on your pulse, you can build like... 50-60% meter with a long BLoop.)
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OH! This might explain a lot of things that have been weirding me out for a while. 1. In the meaty IAD j.S/Puddle unblockable, you have to block the j.S first, then the puddle. 2. Projectiles don't appear to be affected by the inherent crossup-guard system that doesn't allow meaties to hit as crossups (or more accurately, meaties can be blocked both backward and forward). 3. This thing, with Chipp non-reversal DPing out of the puddle. It needs more testing, but here's my current theory: Projectiles can't hit meaty. Anything considered a projectile will hit one frame after normal moves would otherwise connect on the opponent's wakeup.
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It's less a matter of combos than positioning. Getting them into the corner is good, because it allows you more solid mixup, pressure, and allows you to do more damage. And there's nothing wrong with posting stuff you know, I just reserve the right to disagree.
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Well, yeah, but there are other factors to consider. For one thing, if your combo is long enough, you start building meter after the FRC penalty wears off. For another, I'd say a corner push is worth the extra meter even if it doesn't net you much more damage. Thirdly, if it's the same amount of meter, why not do more damage? I really do not see what you're trying to say here. Besides, you can build enough meter to work with from an oki guardstring anyway, and you're NEVER going to need more than 50% at a time for anything practical (Any non-corner-push practical combo can be done for 25% meter.) so sitting on extra meter instead of using it is just dumb.
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Er... Like I said, at 25% meter, it's not a risk, and you can do stuff other than guard (it's even a decent tick-throw) if it's blocked.
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Nah, if you do the bomber kinda high, you can definitely hitconfirm, especially since it's got a ton of hitstop, and the leniency between bomber RC and raei is fairly large. What could you possibly ever ever gain from a 5P RC? Aside from the fact that that will kill your damage, I don't think it combos into anything good.
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Not useful at all, but I find it funny, so I'll post it: c.S, 5H, Rensen (FRC), 5P (1), Rensen connects on every character but: OS, CH, MA, MI, SO, BA, BR, and IN If you FRC the second rensen, you can get a modest BLoop for around 200-240 damage (Depending on the character). Utterly useless, but fun and hard.
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How to corner push from TK bomber: Tested on Anji: Meterless: Low TKB, Rensen. If you can get this right, it should always hit, pushes them far, knocks down, and gives you some time to run in. It does about 120 damage on anji, which isn't bad for free. 50% meter: TKB (RC), Raei, run up, corner BLoop. (On anji I did 3P, 2S, j.D, Bomber, j.D, Bomber, 2S, j.D, Bomber, Rensen, 2.) Okay. Yeah, it's a bomber RC combo, I know how it sounds, but think about it: It's the same meter you'd spend to do a rensen FRC into FB, and it does 256 damage (242 from halfscreen or more, since you can't get 3P to hit fast enough and must use 2K), which is NOT bad. To compare: c.S, 5H, Rensen, FRC, IAD j.D, FB, Bomber, j.D, Bomber, 2S, j.D, Bomber does 237-ish and doesn't start from an overhead (If you start it from a low it does less). Of course, a rensen FRC corner push can be done from about 1/3 screen for 25% meter and do not bad damage, but from halfscreen this option isn't bad. This isn't stuff I'd use horribly often, just options to keep in mind. SPEND DAT METER.
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Nope. Jump-install means you actually start jumping (which takes at least one frame) meaning that your benten will start out, if done perfectly, on the second frame after wakeup. If you're trying to beat a low meaty with it, this obviously won't work.
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Eh, I'll take the extra damage over a bit of extra meter to sit on.
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I disagree with a lot of things being said here: 1. Benten S is a fine reversal as long as you're sure the meaty won't hit your feet. 2. Housou is only a reversal option ONLY if the attack your opponent is throwing isn't meaty. Remember, 2F until active means that if they fuck up their meaty even slightly, you get it. Also, due to the way it works with hitstop, it's good to know what level of move you're trying to counter. As a general rule: Level 5: free hit, guaranteed on activation. Level 4: opponent has 1F, etc. Therefore countering 5Ps (usually lv.1) isn't really that good, as often the opponent can just do a normal gatling or whatever and beat you out. 3. There are some situations where Axl can effectively zone. What I mean when I say he's not a zoning/keepaway based character is that he shouldn't be trying to run away and keep his distance after scoring a hit with something long range, because unlike things like Faust, Testament (fortress), and Venom, he doesn't really have any way to set something defensive up. The larger advantage of Axl's range isn't the ability to zone out, it's the ability NOT to get zoned out by other characters (except for venom.) That's why his matchups v. Ky and Testament (Venom is different) are in his favor. All zoning really is is trying to keep at a distance where your moves will hit and their moves won't. 4. Eh. Axl is pretty bad at fighting up close on the defensive, which is exactly why you shouldn't put yourself in a defensive position. The only character that can't really get in on Axl well is HOS, and that's if you've got really good reaction time and are very patient.
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Nah, reversal timing is easy once you get the hang of it.
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Yeah, that's what I thought.
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Welcome back Shoto! (For now at least) I'll admit it's a gimmick, but most of the time I use Kokuu, I try to grab a counterhit on a move that someone uses anticipating something that WON'T stop my momentum from an IAD (usually a 6P of some kind). If you get it low enough, it'll CH any 6P in the game, at no real risk, since it's a projectile. I agree with this completely. There are also SOME (very few) matchups where I go for NOT KD, because eventually they'll either keep teching, have no air options vs. me, and die of 2S, or just not tech and get knocked down anyway. Agreed also. Are you certain? I'm not 100% sure of this... Otherwise this is all true.
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Yup.
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If you FRC it... which you should almost always do anyway. Well, often times you can running Raei FRC to cover massive distance, but yeah, like I said it's a fine option to rensen over them. Well, it's not more blockstun, but it guarantees that the move hits later in the pullback, meaning the SD is higher. That's how meaties work. I think he's been busy with law school lately.