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excelence

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Everything posted by excelence

  1. yeah, the mid air tick throw games revolves a lot on mind games. i'm not realy certain with j.p thought... rarely dealing with it back then
  2. the end result is similar thought summon fish while oponent're near -> pawnd f.s v Baiken -> pawnd well english is my secondary too @Zaeris : err yeah I-no Air Throw, but Dizzy still has her j2s(not sure if it's throw invul but I-no has problem when trying to throw this) and j.s for spacing(only got beaten by CL) and iirc I-no can't air Throw Dizzy high Jump on reaction ... no?
  3. i meant on that quote u're trying say "use the attack accordingly", i just fix it a little to match the f.s v Baiken scenario :/
  4. i do try that stuff, but back then the I-No i go against is spamming machine gun hcl (>_<), the best thing to do in this match up is go on runaway games and get that knock down, and on neutral, if she try to throw a note, it's also a trade in for fish and stuff and that "wait-and-see" mentality, actually play major role on my match up, whoever strike first -> lose a round
  5. @fabiano : i do read the whole thing, have you read I-no match up board? f.s was indeed rape her dashing, but must be use on reasonable condition like most of her offense option, if not ... read Bizzaro post, everyone can do a fake up and looks like it's you who didn't read my post read : get a knock down and summon fish read : buffer the air pike to make them hesitant read : runaway games and f.s v baiken
  6. and rape Bridget realy hard
  7. if u speaking that way, isn't that just the basis for her to fight ... everyone else? afaik the majority of my recent match up(Ky, Chip, Johnny, ABA, Zappa, Pot, Testa, Eddie and Baiken) was runing that way iirc corner Raw Fish Summon v Ky -> SE rape Chip -> might be suicide Jo -> might also be suicide ABA -> lock you down for good Zappa -> as long as it isn't Raoh/Ghost... go for it Pot -> Slidehead trade in Tes -> Exe Beast Eddie -> i wonder if he ever that far Baiken -> might got slaped by tatami
  8. that's if she's on the upper hand, I-no can hcl the fish summon on reaction as noted before XD
  9. excelence

    Bridget Basics

    and the last time i playing him i do enjoy zoning and runaway games... it does pissed a lot of my crew ... but when i just ready to kill... where the hell my tension goes!!?
  10. i'm guessing that u're actually try to stuff up his moves as it does sent u far away on ch ... well fight this one with the same tactic u go v Johnny
  11. i'm pretty certain Dizzy 5p is a good tools v her rush down, and she can 2hs I-no stbt by reaction ... frc it just to be safe and goes on neutral and only summon on fake up/knock down well it's been 4~5 months since my last I-no Fight, i think it goes up that way
  12. duh the cross up games was never crossed in my mind ... i'll try ib'ing the charge and iad over ... thx
  13. the only problem dealing with Zappa+Ghost is ... "zone". it's very hard to get the spacing right for GB ... well it's always hard against those who have long reach for OS ... for me i do fd brake and fake Jump pressure make him throw all his ghost and he's good to go ... i think . with unsummon FB moves/Tension it's a big pain in the neck umm when? ... when he do the charge, he can feint it, and i need to gamble if i want to punish it, if not i might got caught in his Upper Frc/Rc combos the only times i certain is when he do something stupid like that rolling jump to get an overhead which is an easy punish with GB and i'll take note if that BHB can deal with most of his sword stuff vRaoh : his only weakness that i know is... he didn't have any mix up, just watch out with his j.hs/2hs/6hs, since it comes out of nowhere and will shave a massive ammount of life u has with his Edguy combos upon hit... btw Fafnir has longer reach than any of his melee attack, not sure how to deal with Darkness Anthem thought
  14. for Imperial and Necro lose out to Giganteer, that because 1. Imperial case : no invincible frame during active (already forgot how many times being countered with "that's my name" etc ) 2. Necro : u pull the moves on reversal timing and he read that one
  15. thx, i don't know his j.s is really that good, btw dealing with this i think, i can just ib and buffering the back dash on it =/
  16. i don't think the s_fish is a good one to follow with air throw, but if it's forced them to block, continue with f.s to waste their tension is a better follow up for it, even if they successfully block it, u still can go crazy and try to tick throw them (opt delayed ice spike/5hs->ice spike) i still use hs_fish to force them to jump and 669hs to get aerial throw
  17. i'm quite certain it's more than 4 frames, but dunno the exact frames either ... i guess my friend didn't really use all the available option last day and playing his mind games just to much and never deal with this stuff yesterday and btw what's "fake meaty jump in -> pb"
  18. i mean exactlly what can he do to punish Dizzy back dash... it feels like her back dash pawned his Oki realy bad on my games... since i know his setup just to well, and yeah i can't think any other moves than 6hs.... but if it's hit her on Mid Screen the Potemkin must expect Dizzy to do the Back dash or else, he'll be in the hardtime afterward, btw the Imperial Reversal/necro okotta bai pawn this option ... the reward is as good as the risk involved in it either of us might die coz of this (;-_-)a and dunno about staying on mid air is a good option, i prefer to occupy the ground a lot more on most of my Dizzy match up, he has HPB and about "backdash on wakeup" do it a little late, make him do the first move, there's 9~10 frame of throw invul during wake up... u'll know if he want to PB you. go for IB first and slidehead can be back dashed btw... easier method than fd jump and a free fish for Dizzy
  19. 1 question, what can Potemkin do, to punish Dizzy Back Dash on his pressure setup and oki? ... i got 5 hours of Johnny and Potemkin session last night
  20. err yeah, Fafnir has lower body invincibility ... the best way to deal with OS is "ZONE" only got in him when he's been knocked down, don't try to aa his j.hs ... you'll lose, 6k has throw invulnerability and mostlikely stuff up any of your running attempt on oki(bd and high jump) just fd his pressure his overhead is only 5d,brp and 2hs and nothing that u can't see, the BRP(frc) has tick throw games in it just be ready to counter that on solid blocking, and watch out with your cross up games, he can stuff u up with GB and ch GB is always a serious pain
  21. Slash Sol didn't actually need any setup to do 200++ damage, iirc just with 50% tension, he's good to go... but yeah 40% constant damage output is much better than 80% from specific setup ... anyway lvl 5 SE is a real pain in the neck to deal with i already forgot how to deal with it and if in slash, he has TKCSE i think i'm going to kill myself
  22. for the sound cue... actually it help to get the muscle memorize the timming on practice mode(if there's one for ice spike ), on the real match there's very often you can't see the ice spike couse of aerial ch/corner of the screen limit...it's the best if u got the timming by muscle memories not by visual/sound cues imo
  23. pretty much, and SD is guaranteed knock down btw
  24. owww that one, once i got my Copy of /\C ... one of my friend who play Ky say... "FUCK /\C, Slash is the real GG"
  25. not combo, just "link"
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