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Everything posted by Villainous
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You dare doubt slayer?!?! GET OUT!!! haha for real though, He was sitting around number 4 or 5 last time I checked unless things have changed. That's still really good though. Oh and on 2P....it also combos into 2K now.....which combos into 2H now.....which combos into BBU......which combos into winning. So yes, it's much more effective than it used to be, by a long shot.
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Basically....everything he does links into a way to get them in the air getting relaunched. 2K 2H Big Bang Upper is the biggest improvement to his game EVER. Not only that, it gives you a knock down and let's you continue raping, and you also don't need as much meter to do damage as you did before, via pilebunker loop or whatever. At most you need 25%, if that now. Much easier to get. Not to mention Dead On Time is 0 frames now and gets really easy counter hit combos which lead to death. So...yeah. More, easier damage, and lots of good additions to his game. All the little things really helped. Now he's just really solid and not just gimicky.
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I'll translate his burst quote...I think it means... AAAAAAHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH! Ok.....I'm done being useless.
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Just curious what you guys use for throw setups with slayer, since I've been experimenting with stuff. If you train them to block on wake up with 6K, the feint into throw is actually half decent, if used sparingly.
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Slayer's 2S beats out most of pots air shit, doesn't it? I hate that reflector into slide head shit on wake up, it's cheesy as hell. But I dunno, my advice is to not get knocked down and don't use mappas or 2D. Poke safe but not predictably or you'll get hammer falled. You just have to be safe and unpredictable. I feel safest when pressuring him. You've both got tools to beat each other and you're both cheap as fuck, so you just have to be one step ahead of the pot. I'll be playing a good potemkin this saturday so maybe I can try some stuff out and come in with some good advice. Or you could learn to play chipp and win on time outs. ^_^ Also Kugler, red pandas are win.
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More than likely, they threw you out of bite and your 4H input at the end of bite caused a throw break. I'm pretty sure command throws can't be broken.
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I think the "this works on" section is confusing. It'd be better if you had a "this doesn't work on" list when there's only a few that it doesn't work on, and excluded damage so it's easier to figure out who we can and can't use it on. I don't think damage done is super important. Hell, maybe you could even just use the little character smilies. But otherwise it looks excellent.
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Hey that was a really good video. A lot of realistic combos that you can actually do in a match. Very well done. In the future, try using different stages / costumes for variety, otherwise it was awesome though Oh and what's the trick for setting up 2 hit DHD? Does the j.H work on a lot of characters or what?
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Well, I know OCCASIONALLY you can do eternal wings to get a CH when she keeps jumping in, but it's risky and not a reliable anti air for sure. Maybe you just have to sit back and let her jump in on you x_x
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Damn I just read this whole thread, took me a damn long time but I feel like my Zappa's much improved. 214D 236P is really hard timing on normal hit. I think it's probably a just frame. But man...wow. Raou touches someone and you win the match. He's so ridiculous now.
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Here's a flashy one with Raou for midscreen, does about 360-ish: j.H 2H 236SK 6H 632146S run foward 6H 236SK etc etc etc
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Ok, anti air vs may, when she gets all jumpy and over your head. Seems like even 2S will trade at best with most of that stuff, but usually can't even hit, and I don't think 5P's hit box would reach past the damn anchor. Anyone else played a good may before?
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Did a combo tonight on accident that turned out to be really awesome and I got a "WTF ARE YOU SERIOUS?" from someone watching. 6H air hit -> 236236H -> K Mappa -> 5K JC Air combo Did a fuckload of damage vs. May too.
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Well, the airborn thing is true, but because EVERYTHING links into 2K 2H BBU, he can pretty much get an air combo whenever he wants, regardless. 2H launching on any hit is his biggest addition this game. Even up close, you can combo it without meter. Also, his air combos do WAY more damage than they used to. All I ever remember doing was 6H into pilebunker for damage in slash. Now because of how they changed him, you can really make use of his ENTIRE arsenal and work damage in. It's wonderful. Oh yeah and slash dandy helped his wake up game and cross ups A LOT. I can't tell you how many free hits I get S dandying under an airborne opponent and owning them crosswise or bunker. As for bite.....6K blocked into bite in the corner is still a really good setup. I actually like bite better this time around because I'm not fucking up bite loops after 3 or 4 bites. bite bite bite SUPER JUMP god damnit. Since this is a combo thread I should post something relative to combos. I found (midscreen) 6P FRC 5H IAD j.D j.2K j.K relaunch today. Kinda cool,
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Ok I was messing with combos in the combo thread and I can't land: *launch (e.g. BBU)* → <H [JC] j.2K → delay j.K → land> x3 → H xx PB At most, I can get like...one rep of the H JC j.2K j.K loop. And after I wanna finish it, the pile bunker won't land, they're always too high in the air. Could be because I was practicing vs. slayer, but what's the trick to this combo? Even if you land j.K as low to the ground as possible and follow up with 5H, they can usually tech out after being hit for a while.
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Yeah if they can mash out of it, you can substitute in 2K 2H BBU. I doubt many people could mash out of that.
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He gets combos so much easier now though than before. The less pile bunker loop the better. KDX, if you wanna practice basics for him, try the links first, IE: SSx2 2K 2H, or just 2K 2H. Then things like K K K K Mappa and K 2K 2H. Generally most of his links have the same timing, or close to, so it's very easy once you get a general feel for his rhythm. As for combos, basic stuff to try is like.... 2H BBU 2D K JC j.K j.2k j.K JC j.K j.2K j.K j.D j.2K j.D etc etc till they hit the ground. that variation of the air combo works on the most characters, you can use other stuff after the 2D, like c.S JC j.S j.2K etc etc, but it's good to get familliar with things. I switch up what I do depending on weight class, like for characters such as aba, you have to change your combo around to work with how heavy she is. Then maybe things like CH DOT, TK DHD for the 2 hitter. You can also link c.S into either pile bunker, so doing something like mappa RC c.S pile bunker is more reliable than a lot of other enders to that. CH 6P IAD j.H land and then whatever you want into an air combo, either c.S or 5H. Practice linking 6K into 5K or 2K Uhh..5K into 6P works now vs. crouching. 6H vs. air into 5P or 5K JC air combo. EX pile from certain distances can combo into K Mappa 5K JC air combo. Also he still has a bunker loop in the corner, you can do something like CH Pile, 5H pile, RC 5H pile RC 5H pile. CH Mappa into either BBU or 2K 2H BBU. The latter is easier. Bite into BBU combos. That's all of the easy stuff I can think of. Hope it helps.
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Hmm....I'd say try to mix up the pokes a little more, I noticed you using 2H a lot, so if you do it a lot, try to do something like 6H to catch them in air when they start jumping in anticipation. I guess try not to miss your links and go for BBU combos when you can get them, since everything seems to chain into 2H one way or another. Pretty good stuff at the end though.
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Got a link to that? I wanna check it out.
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Yeah, I'm having trouble getting down the 5.H into jumping AD whatevers. Usually I'm too low to do multiple hits: IE the Ky combo, and if I try to slow it down to get higher, jump into air dash is too slow and they can tech. Maybe I just suck at that particular combo, but it does seem like it'd be more reliable if I could actually land it as opposed to BBU 2D combos.
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Wow that must have taken a lot of time to put together, thanks man!
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Only use for it I see is like....landing a j.H too high accidentally and them blocking it, giving them a free throw. You could use FLJ after j.H to avoid them throwing you. It also crosses up if you do it at the right point in a jump, but you get like 20 damage so it kinda sucks.
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I wanna try incorporating all of his feints into one long ass confusing move. like....Empty D step into mappa feint into fake 6k into dust feint into throw. It'd never land, but damn that'd be awesome >_<
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How do you guys get throw 6K BL vs. Ky? I always get a 1 hit badlands vs him, which is bad mid screen.
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Eh? I meant MoP at the end, lol. Circular is in there too though. Oh yeah and I dunno if anyone else does this, but I have trouble doing the HS EXE FRC into IAD j.H, so depending on the range, I'll do 6K BL, TK BL, 5H BL, TK BL, 5H BL. 200 or so damage off a foward exe beast.