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excelence

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Everything posted by excelence

  1. @722 : Dizzy 2s is very fast and has low profile, i don't think jump in from her ice spike range/closer is a wise choice to punish her whiffed anything f.s->6s is a much better option, while if you're further away she will f.s Buri =/, and btw her only big giant disadvantage is a whiffed 2hs. from there Buri can punish with 2s jump in
  2. i haven't get the chance to try this setup but i think if Dizzy do the p/k fish extension she can punish the starship on the mid of it's execution thought she does got hit by it =/
  3. afaik on running combos only has a little bit of momentum that usualy only matter because of spacing issue after the 1st hit ji in any point i[finput][/finput]fter that will not keep the momentum for further follow up(for i believe the momentum is already expired unless u're doing DI/Necro Install/level 200+ ai/playing gold character).
  4. i agree with your saying staying on ground on this match up, and i just want to add a little more, on neutral try to stay on mid and close range (not to close or she'll grab you). the 6hss i think would work great here and btw setting up something versus Bridget is hard imo since he has that delayed wake up option
  5. i think back on slash my friend use it on combos for VT loop set up. something like... VT(rc) ad j.d, 2hs ... un-practical and for show off only i think he show me on the practice mode and never realy use it on the real match... some cv back then also use it occasionaly
  6. horsie? ... i go against tactical Ky thought that usualy leaves the start of the match neutral
  7. the weight and hit box is a big pain in the ass to deal with. sometimes i'm to fast and sometimes i'm to slow, well at least we can hit confirm it and didn't waste a card for otg hit
  8. I RC into IK mode if i go against ABA when i got the 3rd knock down on moroha mode
  9. err yep that's the goddies written on paper in Ky Match up *watch your spacing when he do SE, the closer the better things he can do with SE to punish Burst Rush is Frc SD knock down or CSE->FB that lead to 150~180 dmg(with Puff ball FB it'll mostlikely trade hit) *2s is god like -> no complain on this one *Long dash 2d Oki indeed will go through VT but Good Ky Player will rarely do VT, RTL is much better option for all or nothing and of course blocking on wake up is the best option Ky player has + GS reversal will crossup and punish Jam 2D anyway with tension to spend, his SE presure is realy solid DON'T UNDERESTIMATE THAT!
  10. err, Eddie only need one puddle->6p x3 and he'll destroy Jam if iirc =|
  11. i do ksmh_k to deal with slidehead,6hs,back dash and j.d ... that moves has lots of priority ... judge gauntlet is a lol thought
  12. yep the aerial tatamis can be blocked low, but it leaves you on more block stun, and btw thought Baiken Play defensively, she's still quite fast and a melee character(that means she'll be near you all the times), charging out of nowhere might actualy kill you
  13. but 2k->2d gattling is a lot more safer than 2k->2hs and leaves Dizzy with more option on Block string :|
  14. nope it's supposed to be 5:5 and sometimes because of my friend stuborness on his match up it's become 6:4 on Dizzy advantage in my games and just like zaeris say + i'm being on his SE pressure that i able to kill him most of the time
  15. Never like after Throw combos -> ice spike, to many hit on it wouldn't net a knock down on certain character even with the certain hit or combo count... misstiming the ice spike on knock down combo after throw would sometimes allow them to do low tech recovery
  16. dunno ... if i don't pause i got normal Ryuujin
  17. for Ryujin(Ja),Ensenga(Jo),Bubbles(Di),Yousanzen,VT+RTL(Ky),Fortissimo(I-no mid air super), Anji Blue Orb, Venom Mid air FB, Starship(Br),BL(Te) the attack button input was pressed a while after the 9/7 for Jam Ryujin 2369 pause k not 2369+k for Rk Rocket and any Ky Stun Edge variation u need to delay the attack button a lot longer, i'm not certain with RK but i think his jump start frames was to fucked up and SE has minimal aerial height before when it can be inputed for Axl Bomber if i didn't mistaken do it like these 21478963hs edit: forgot to add, on Jam gattling the input should be c.s,f.s,9 pause,236k
  18. err... yeah on this match up, most of the time i was the one chasing him =| ... the match up is pretty easy thought (no random dry summon, get air pike coverage, dp bait, patience) i just want to get the momentum at start of the match
  19. OS can keep his charge lv btw makes you go freaked out all the time
  20. lower iad determined by how fast u press the 6 after 9 anyway i'm usually alter the iad j.d, iad 214k, chojin, puff ball,fb and tick throw
  21. thx... i've try that j.s and i forgot if i drop the combos or the djc follow up won't connect after j.s,... i guess i need more practice/adjusting my gattling
  22. about j.s have u try it on Ky? =| i mean the lowest possible j.hs to connect <- that'll connect if the target was on their lowest point before they can tech out and yeah it's more like 6[6]...[9]
  23. for the BRP combo, if i skip the f.s, the first j.hs on sj won't connect because they float to low ... ach well my friend advice me to skip the ji as well for the GB combo i'm pretty certain i'm doing the lowest possible 669 j.hs ... i'll try to put more practice this combo
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