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Everything posted by Villainous
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The head is untechable, the tail is not, so you have to position it so the tail hits first. How you do that, I have no idea. I almost always get the 2 hit techable version.
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Yeah that would work but a lot of the time you can get 5H and it's too far for an air combo. IAD j.D would be better for positioning on wake up but pile would be better for damage. You could always do EX bunker for longer time to get into position if you wanted.
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Hmm, I'll have to try that. What do you guys do after 2H when you don't have meter or are out of range to juggle with it from normals? I feel like it sets up for tech traps like 6H but I have yet to do anything successful with it.
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You could always just do j.K instead x_x Oh and I'm finding that when you BBU someone from max range and you can't really get anything worthwhile, you can just do BBU -> 5H Pile Bunker or just pile bunker for decent damage and a knock down, instead of like...whiffing whatever combo you were gonna try for.
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lol I think we're thinking about this too much. I only wanted to point it out because I was fucking around with the dummy and slash back mode in training and noticed I could bite without worrying about block stun >_< Really though, who the hell slash backs? I have yet to meet anyone that does it on a regular basis.
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I believe it's 2 or 4 frames after a slash back. Bite's like 5 frame start up I think, and considering human error, people won't attack IMMEDIATELY after a slash back, there'll be a small gap. They could uppercut or MAYBE like...2P, or jump away, but even in the case of 2P, i think bite would still catch it. Still, just a fun fact. I dunno how often you'd get to do that as slash backs are kinda rare for the most part.
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Wow that's silly. How low do you have to be for it to work?
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Well obviously if it's not special cancelable it doesn't work, but if you try to do something predictable like c.S f.S x2, they might try to slash back one of the hits.
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Fun Fact: If someone slash backs one of your normals, you can cancel it into bite and get a free throw!
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Yeah I do that too. You can also do 8 236P/K consistently if you're quick. The other way just seems kinda hit and miss for no good reason.
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You kidding me? Half the players there were in the air, dashing around like 90% of the time. Just stop jumping predictably.
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Yeah, definitely gotta memorize multiple combos. There's probably only like 2 variations you need though. One for heavyish characters and one for the light ones.
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Ok I keep seeing tatami dustloop all over the place. Is it just something like tatami FRC j.P j.S j.D -> IAD j.S j.D FRC Tatami jump up and repeat?
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Yeah I agree, you guys have been a big help. Much more straight to the point and well informed than most of the character threads that I frequent. STILL WAITING FOR A REAL COMBO LIST THOUGH. =P
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Eww. If I can barely do that in training mode....F that in a real match, lol. Still sexy though. Sucks the 5H followup doesn't seem to work on lighter characters.
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c.S 214k> K doesn't combo does it? I'm having trouble even getting the 214 P version to combo.
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I think it's probably best to not play in a counter mind set from what I've seen. When I was very first starting out with her, I noticed that I was sitting around waiting to guard a lot when I really shouldn't be, just wanting to test the waters with my counters. Now that I'm more used to them, I just play normally and if I by some chance get stuck blocking, then I use them. I think there's a lot more to her than just the counters though, it's just when you finally get stuck in a bad position, she has a nice little way out if need be. Zoning the hell out of them with air tatamis and then applying pressure when they're under block stun from one seems to be my general plan of attack. Or poking the hell out of them with 2D -> tatami fishing for hits into combo.
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Yeah I just did too, I guess I just sucked back when I used to practice on her. She's actually pretty easy to combo....5H in air combos all day on her. Sorry for the misinformation.
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It might just be in normal mode then but she has a really weird flench animation that she does when she gets hit that seems to push her back further when in ground combos. If you don't believe me, check it out. Moroha mode might be different though. And yeah as for the free IK....good luck with that. The ABA I play is smart enough to just eat a blood pack and take a hit if he's low, or end every combo into key grab. Either or.
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I dunno, Slayer can still out poke a lot of her stuff like 2H beating out most of her ground game. Maybe it's the fact that a lot of slayer's stuff is just a single hit and so Danzai pretty much wrecks his zoning game if used intelligently? That seems like a bad idea though since Danzai is unsafe... I know that ABA is hard as fuck to combo with slayer though. 2K 2H BBU doesn't even work on her outside of POINT BLANK range.
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Ok so I was checking out the new matchup chart from the arcadia article and it gives Slayer a 4.0 vs. Eddie, Potemkin, Testament, and ABA. I wonder why ABA is considered a bad matchup for him?
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Yeah, I get you on that. I played a lot with Baiken yesterday and got used to what's good for what situation fighting Eddie (which I gotta say, he seems a shit ton easier with Baiken than a lot of characters). Only thing I still couldn't figure out is a decent combo off of CH Ouren. Youshinjin is definitely my favorite though. Had a lot of luck with it and getting a CH isn't too hard with a good reaction time. Also got to see how bad Sakura is after hitting little Eddie with it and getting raped by EX drills. As long as I understand what's good for WHY, I should be straight. Seems pretty simple anyway. Youshinjin = No Meter Combos, good vs. air, and not as unsafe as sakura. Sakura = Invincible and a lot of damage for 25% meter, Ouren = GTFO of there move that never gets punished, and the other one = useless, except on occasion to maybe snag a throw. Oh yeah in that new Arcadia article, Baiken only has 2 bad matchups, Potemkin and Jam. Supposedly if it's not a typo, she has a 5.5 vs. Eddie, a 5.0 vs. testament (yet testaments says he's 4.0 vs. her, wtf?) and a lot of 5.5's and 6.0's. Why is jam a bad matchup for Baiken?
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Blurry Bang Upper!
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Even if I could punish Sol for doing 2D, I don't trust Yozansen at all. I only do it like..after a j.H hit. But yeah, what do you guys don on wake up? Air tatami + _____ ?
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Ehh, everything is good in moderation. I wasn't planning on whoring anything out, although I get what SH is saying. If you let yourself get punished at first, you figure out your limitations and stuff, but it's also good to play good from day one so you don't get yourself into bad habits. I like the idea of making them bait guard cancels though. Doesn't that set them up for throws pretty easy when they're sitting there expecting a counter?