Fireryda
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Everything posted by Fireryda
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Nope. I only get lag when playing anybody 1 bar or less. 2 bars and i can do his combos but they're a bit strict. 3 bars i can do them perfectly almost like offline. but i haven't played in .. since the day BBCS released in US so yeah. definately a temporary thing. probably is a server over-load because i noticed heaps of lag after matches when it tries to upload results to server.
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More like eclipse should make a section for character specific follow-ups ;P
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Hit him out of 2D with a chain. Depending on what sledge you can follow up your chain and hit him out of the recovery. j.2c is your best bet here as it gives huge hit-stun.
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Personally. I don't use the 214D~C except during corner cross-up combos. I prefer to get back to full-screen chain zoning after a Jayoku. I think 6D~A x3 > 623D builds ~15 heat? Isn't too shabby considering most combos end in a DD. You can just combine best of both worlds with 4D~Ax3 > j.214B# though
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j.c(1-2) or j.b (I think j.b might do more damage overall since less proration to the dj.c's) to be safe and dj.cx5 > j.214b Takes a bit of practice with the momentum but far better.
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1. You're just doing it at the wrong time. Jump cancel windows are after each hit. If you're going over them, you're doing your j.c's too late. 2. Best thing to do is practice but you could roll over to 3 or 6 then go to 4 so you don't get a complete 214 motion. 3. 6A > 236236B. Mix up with IAD j.2c > land > 3c and stuff like that. 5D~C always crosses up on hit if they don't move backwards unless it's tager, even if they're in the corner. Try to use that as j.b has to be blocked high you can force them block 5D~C > j.b ..
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Gravity well, 6A anti-air. Or 214D. It forces Hazama to go high or block. His air-dashes aren't very good but he can stop the spikes by shooting them with a chain. If he does that Lambda can dash 5d(ch) 236c or whatever the situation requires. It's pretty much a reactionary game for Lambda as HZ can get in a lot easier than other characters. When he has meter try to bait things and only do stuff when it's safe. Anything full screen is almost guaranteeing a free distortion. Also learn to find openings for Lambda's normals. Hazama's pressure has a fair bit of holes. You can 6A HZ's 214D~A or j.throw > rc > 5k or if you're mid-screen backdash gets you out easily. Just watch out for baited backdashes, as you'll eat a 5D~D > 2.5k On oki try to be a bit far as Jayoku has a suprisingly decent reach.. about 1/4 of the screen?
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Happens with Rachel players too. People forget about the 2nd distortion.. Good stuff cause it punishes so many things.
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When you're as bad as me you need all the damage you can get (with easy links because i drop every hard combo like ever :V)
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Personally I'd rather dash 5B/6B counter. Reward is just so much higher (6B > 5cx8 > 6c > 236b = 2300 damage..) and theres really not much skin off your back if you time it wrong and they block as you can just go into mix-ups. Obv 5c(ch) > 236c is better though. Outside of combos I don't think 6c is really that great. You can punish Reversals with 236B as well and get lots off that. Especially with the right positioning. Also does 6C really prorate less than 5C? I hit training mode a while ago 6C > 236C - 236C did 821 damage 5C > 236C - 236C did 843 damage..
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If you're hitting 5c(2) > 2c > 4d~a it won't ever do non-locked. If you cancel into do 5c > 2c > 4d~a really fast at the maximum delay and cancel the 5c and 2c pretty much instantly you might do non-locked chains. So far I've only gotten it on Jin, Haz, Lambda and Tager though.
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Don't forget that he has an actual DP. 623D. It's fast and only costs 25 heat which he'll have after 1 combo. According to frame data 623C isn't invincible all the way to active frames while 623D is. and 20 frames vs 11 frames. 623C barely leads to any reward while 623D either pushes you to mid-screen on block (still punishable though :D) or you get hit twice and go flying to the other side.. or eat a 4k+ corner combo that builds him 30-40 heat .. But yeah 6C is good since most jin's don't use 623D and 623C has terrible horizontal range. Honestly this match-up is pretty standard. Just have to watch out for Jin's j.c pokes and footsies with Ice :V
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lol Eclipse. You don't have it as bad as me. 9/10 people I can't even do 4D~A 4D~D on because of lag. ~A registers too late on reaction and I have to hit 4D when the chain comes back else it won't re-fire Also 2. You can dash.. His dash, while short, is useful because it cancels into EVERYTHING pretty much. Don't forget that 5c has huge range. Hell mix-up your chain entries. Throw your chain out so it lands infront of them and stop and bait their AA, Land > Jayoku. Also +1 to what ari~ said. You have the heat, use it to make all sorts of crap work. Don't forget that Jayoku has 8 frames start-up (aka as fast as 5b). Do stuff like 214d~b (non-ch) > rc 6d~a > 623D > relaunch in corner for that heat back. Also 236D. I don't use it much.. but it's a decent move in block-strings. Apart from that I don't use it because there isn't much reward off it when you have other options. Barely knocks back either unless it's CH.
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Yeah I take that back. Only on the first hit of 6C > 236C works. Could've sworn i red beated 6c > 236c from about the 4th hit though but i guess i was mistaken.
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6C CH you can cancel into 236C within the first 4-5 hits I think.. (if they're grounded) I'm positive it 6C (CH) > 236C works halfway through 6C but i've never been able to get it off after 8 hits (thats probably cause im baaaaaaad though)
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IMO. Dash 3C. Gotta be able to judge the distance though. Safest is to hit at max distance 3c > dash 5c > 2c > ... or 3c > 214d~a > 5a > 5c > 4d~a... If he's close enough, standard BnB. Don't need to worry about A sledge much as it barely goes anywhere. i'm pretty sure you can just chain follow up and hit him out of recovery.. maybe... Either way if he A sledges through a chain you can follow up and he can't do anything about it but block. ^ 44.44% (recurring of course) sure about above statement.
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overall j.b > 5b > 3c does more damage j.2c > 3c is just alot more reliable hell j.2c > 5b > 3c works too. hit-stun on j.2c is massive. it's just that j.b has less proration which adds up in the long run. I think you can do 4d~a > 4d~d as well instead of only 4d~d. If you're going to use j.b, hit it when you're close to them otherwise 5b won't link sometimes (because it takes too long to land i think)
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B Sledge doesn't knock down afaik. And if he hits you he has advantage. If he decides to 360 you right after it'll be a pink throw so you can tech. If he doesn't you can just jump out (or 9j.b > 5b), it's too risky to ground counter him though as if he times it right he can throw counter command grab you.
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Pretty sure you have to RC it if they're on the ground then you can go into the loop.
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No. You need grounded time to launch the chain upwards and when you start flying you can get grabbed out of it with collider. It's still a guessing game..
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Sword = 236D - hadouken motion Hungry Coils = 623D - Shoryuken motion. And read back a couple of posts for how to do the dash. Dash is cancellable into i think pretty much anything. The important thing about 214d~c is that the dash is a link not a cancel. So you do the dash right after the animation finishes.
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it's for when you hit with the edge of the 21d~c. you'll be able to barely follow it up with 5c but 2c won't link afterwards so you can't really complete the combo. dashing just gets you closer so you can follow up. Helpful after 5c(2) > 3c as it pushes them away a fair bit if you're not up close. and for AA 2C CH > 4D~D > j.214B# - Might be able to add a 4D~A if you CH them close to the ground. Normal high hit - 4D~A > 4D~D > j.214b# Low hit - j.214B# to play it safe. You could also do 4D~Ax but that might not work if they're too close and low. Thats why sometimes people use 5a/5c as AA. Links to 5c/2c respectively to pop them in the air a bit for chain follow up.
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214D~C 6> 6 > 5c so like you buffer the 2nd input of foward right after the 214d~c finishes. the best thing to do is just hit training mode to get a feel for it. theres alot of leeway so you dont have to worry about dropping the combo.
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Better be careful with that. Calamity Sword is ok but it has no invul till super flash. Not a true reversal. CA is so much better to get them off you.
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3C links on counter-hit.