Fireryda
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Everything posted by Fireryda
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Well even if they burst. It's good for you because at the spacing you'd use Jakou. You're far away. They're going to have to catch you.
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during the throwing - -" so he throws you and you get out of it by bursting so he has to recover. i've seen it done quite a few times. not the grab part
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623D is burstable. Burst during the throwing animation. You take damage after he throws you like half-way or something. Not sure if you'll recover in time to nail them with a 5D before they land though.
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get a feel for the distance he'll cover and 2C CH him out of the air or just d~d air-grab for bonus points.
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Only had a quick look but. Don't throw them out of the corner with 623D. Do more optimal combos. Such as when he whiffed 632146D. You should've 5C > Jayoku, would've done 4k+ easy. You're too fond of 623D RC j.6D combo. Don't use it too much, especially when you throw them out of the corner(why!?). Don't do it off a chain / 236C / 2A starter. Too much proration so it's not worth the heat used.
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I don't see how. He just didn't block? :x
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tech roll foward past you. buffer 2142142B. you either get a low/ 2b to pick them off the ground or houtenjin if they roll past you. something like that.
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Looks like it should work on Ara Haku Tao and Rachel as well.
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decreased level shouldnt affect gatlings. you should stil be able to do that unless they remove it.
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D~B is fast as hell and when you hold down certain directions you go flying at wierd angles.. I think. I've gotta test it But i've managed to do wierd ones like 2D~B(Hold 6) and pretty do a parabolic arc to the other side or 2D~B(Nothing) Go up and down then 5d~D :s gimmicky stuff xD
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Dash 5c 2c 4d/6d works iirc or dash 236236b.
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No. It's because Jayoku moves you foward. Since you do 214D~C and the opponent is high, the movement of Jayoku makes you go under. Either delay the Jayoku or just don't do it after a 214D~C
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foward dash. 4dd comes out behind you and it's slow. IB sword (pretty sure you don't even need to) and dodge it and chain.
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heres a good one.. don't get hit by 4DD.. it's like 20-30 frame start up and 40 frame recovery or something. at mid screen you should definately not get hit by it and it's an easy punish.
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Thinking about it 5B > 3C nerf isn't too bad as long as it's stil a respectable amount of time to follow it up and not a 1 frame window for a bnb Current 5B > 3C hitstun is actually pretty long. Wishlist. Jabaki to do 1/2 screen wallbounce attempt on air hit and stagger on ground CH for follow up combo. Having jabaki wallbounce wouldnt be too bad since any combos into Jabaki atm are terrible unless theres something I don't know about. 5C > 3C > 214D~C > 5C > 236D ? - 1.5-1.6k? not sure can't check so like when the opponent is in the corner he has a new combo!! like 3C > 214D~C > 236D > 5C > 2C .. yeah And for 6A/6B to be drive/special cancellable
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more recovery on 623D? >_>; i hope they dont screw up corner combos.. 5b 5c 3c isn't reliable though you almost always have to do dash 5c to bnb properly (if your 214d~c even connects...)
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5b.. 3c isn't possible? what..... there goes like most of his bnb's and now you have to do 5c > 3c... i don't even..
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Does 4D~A > j.9D work? when doing 3 chains the timing feels tight enough that you dont have time to jump chain. Relaunch combo pretty much gives the same amount of damage as a corner combo though.
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214D~B can lead to 623D near the corner which equates to more damage easily. Otherwise as an AA 2C CH will generally net you more damage if you're sticking with standard combos. After a CH 214D~B (lol if you get FC) you can do dash 4D~Ax2 > 4D~D or dash 214D~C/j.6D and get more damage off that I think.
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You can air-barrier jakou but it's pretty bad. On whiff it's horrendously unsafe.
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hmm i can see arakune and rachel on that point but i don't see what hakumen has to gain. he's giving hazama a free ticket to run away which means when he has meter he has to catch him again. if he's sitting on 0 stars then maybe.. but i don't play haku so yeah.
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well what does jump back + barrier accomplish for the opponent? it gets them away from hazama and unless it's haz or lambda they're not really making things better for themselves as they're giving him room to zone again.
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are you playing online? Noel can't do anything from far away.. unless they're just waiting for an opening to get in.
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somebody posted before but j.2DD pops them up and bring them closer to you so depending on their height / hitbox doing j.2DD > j.214D~C > j.2DD might whiff. Just need to adjust to positioning, you'll know when to after a bit of practice doing it.
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I'm going to have to agree here. But what I like about 5A is its combo-ability and fast start-up 5 frames makes a big difference at times. don't really need to hit confirm to follow it up and if they block it mid air you can get some sort of pressure on them till they land. Just theory fighting here but why do yous think 2c is better than 214d~b ? 2C has 13 startup invul from 8-12 214D~B has 6+7 startup and invul from 7-15 (going from neutral) and seems to have a bigger hitbox and better combo-ability on CH while 2C you won't get much unless they don't block it and you can follow it up with more chains or something. 2C just feels a lot more reliable to me and is just seems to be a lot safer on whiff. according to frame data its +9 faster than 214d~b but it feels shorter.