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Posts
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@K1rnu
Other Info
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Location
Kuopio, Finland
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PSN
Kirnupiima
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Or press P too late.
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As for OHK, try doing it after blocked IAD j.S or something, after which you land (let the blockstun pass) and then JUST DO IT. Get a feel for the range and pacing of it. Dolphin oki is also good, let the dolphin's blockstun finish and be ready to go for it instead of high/low hits.
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You can use the empty Struggle to go low once you land so it's definitely not useless. I personally practice the TK by running up (as you would in a match) and doing the 2369 from the run and I try to do it low but still it to hit. It's getting better every time but still needs just the mechanical practice.
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Oh ok, my bad. Now that I think about it it makes sense. Static difference.
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Mad Struggle also has 6f of landing recovery. I get thrown alot from it.
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Make sure you run deep under them so that you get c.S for certain (anchor hits up high). The jump cancel into j.S shouldn't be too hard after it, there's plenty of time and then hit H when it connects. Keep at it!
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I'm still learning too but if you really get it to hit meaty then that's great. You have plenty of options for safe things after it. 1- you can do aerial normals; they are overheads so keep him guessing how many until you land. If you dash jump you'll probably go over him and can either land->low or backward airdash jS (unsafe) for example. 2- land->low. If he blocks your 2K you can either continue with c.S pressure or walk a bit-> grab. These are the things I do. Sometimes they work sometimes not but atleast that's some me-time, pressing buttons.
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You can get a good feel of the charge times by doing H Carcass Raid. If you do it right he will remain standing. With my execution his que will move two recovery animation frames and then you can do another 8H. I believe it's the same charge time for both Stinger Aims and Carcasses so basically you can charge [1] and do whichever special you like with the same timing and return back to charging.
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The stance can be broken easily with Stinger Aim YRC. That of course costs meter but is really safe. Good findings you have there.
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I can't connect 6P to 6H for the life of me. Maybe doesn't work? It's supposed to be a gatling right?
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You cancel the second hit of 2HS into carcass raid. It's really tight. I input it 66[3HS]69S and look for the sweet spot at the end of the hitstun in second hit of 2HS.
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Thanks for the alternative combo! I was wondering why I whiffed the IAD jS on I-No today. Any tips for I-No and Millia matchups? I played both a little in +R but as Venom now it's really tough. How do you make the space to summon balls and protect yourself from HCL and hoverdash air throws while doing it?
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There's a systematic error with all the listed combos' enders, jSHSD doesn't work. jH does not gatling back into jS. I think jSHD is the correct one. Cheers! Good commentary @NEC DaiAndOh!
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I've found 6H to be surprisingly good against IAD but you kind of have to yomi it. 6P is fine and on counter hit combos to 6H and set. You can also S Double Head Morbid to shoot K and P balls straight up, it's really neat when it hits :D Oh and air throw is the name of the game!
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Negative edge doesn't work anymore I used to Carcass Raid my 2Ss with it all the time but not a big deal.