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Everything posted by Errol
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I never said buffer the airdash, you buffer the jump. Then you can 66 when you jump. buffer gives you time to get back to 6, so it'd only be very momentarily slower. And it does help with combos if you can recognize your timing on 5c or 2c was off a bit. 96 will give you more distance, so use it when you can. I'll keep using 8 or 7 when using a 9 would either make tsubaki airdash under the character, or hit such that you can't do a proper followup - e.g. crossup after jcc..
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Same reason 866 works better. Yes, gives them some more time to fall. It absolutely makes a difference. If you're only doing 96, well, just try it. I don't really care how IAD is defined, but you can do the airdash essentially just as fast with 9 or 8 when you're buffering in 2cc.
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Do you do 766 iads? been testing some, this can save the iad when it's too high, but sometimes you just miss the first jump c hit.
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let me expand out the notation 23656x 62356x I like 2366x better. I don't know of any way to do it while running. KOFXIII has a trick where if you 2369x, then the fireball will always come out, not the dp. that doesn't work here and I don't know of any way to make this work.
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Maybe you are just getting hit because your DP is missing, because it kinda doesn't cover that area just in front/above you? 623B invuln is slow, I think you would trade if they did it fast. It would at least trade, not sure that's desirable though
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Thanks for uploading them pk, too
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basically, they eliminate your dp as an option, so they can pressure you on wakeup. if you just try to block a dp, you're giving up pressure
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Thanks for the links Kiba. How many of those were 22xs that whiffed in the corner were 22ds.. wasn't watching that closely, but saw a ton of those.
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Well, I guess you should take a look at some of the other videos, featuring Spark stomping some Noels. Besides, you can't counterpick with a character you don't know how to play.
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Depends, wolf psycho crusher almost always trades in Valk's favor vs. any of 236x, including 236d, however if he isn't doing that then yes. also, if he does it at a range where it ends within range of 5b, that's an easy punish. I also want to say that being in the air is good against Valkenhyne.. at the right times. his air to air is better, and wolf anti-air is gross.. but generally speaking I don't have success in any matchup staying entirely on the ground. Particularly Valk doesn't have good anti-air options on wake up, even with 50 heat.
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What do you use off 236C? 236C->5a->5bb->5cc->623c->2cc->236b->214b->22c?
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Thanks. Do you ever try building charge in neutral, before going in? I have a feeling that getting the dp whiff combo really down will help a lot, I have mostly been playing with little charge. OTOH, I don't think you can get a dp whiff->2cc->236betc off a 236c hit? Also strongly considering going for a lot of resets. for instance, ending with 236a, or restarting pressure with 6b instead of ending with 22c. re: 214x. feels like 214b has a tendency to get hit out of spike chaser 214c is ultra slow, think if you can get this you can get any number of other options.. 214d is good but that uses charge, and hey, it still isn't that fast. need to get a counter hit or else you've gained essentially nothing. Yeah, basically I use 214x very little in this matchup... I need to get my timing on dash super jumping over spike chaser down perfectly too.
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(newest to oldest, stopped at page 14 of video thread) http://www.youtube.com/watch?v=1RqQ_T1bMA0 http://www.youtube.com/watch?v=iJJ8pI7mzRs&feature=feedu#t=13m47 http://www.youtube.com/watch?v=13i09FiRcdw#t=11m40 http://www.youtube.com/watch?v=Y4x5eQgT-HI#t=17m13 http://www.youtube.com/watch?v=Y4x5eQgT-HI#t=36m40 http://www.youtube.com/watch?v=LepbzC9VDR0#t=9m51 http://www.youtube.com/watch?v=9_sM9FnJoNw#t=7m19 http://www.youtube.com/watch?v=qI1T2i0IXhI#t=46m36
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This is probably the most annoying/hard matchup I play, and there's tons of Lambdas in my region. I lose to lambdas to some pretty crappy lambdas because I don't have an answer for the simple but effective patterns.. Does anyone have a general gameplan for getting in? Even when you're close, a typical plan of 5b'ing your way in can fail because of 2b and/or 3c countering it so hard. Green bursts are insanely annoying with that buzzsaw too. I need to see if I can find some japanese matches.
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Try Valk? It's the same as Valk for me. 5b>2c>236etc. I have occasionally seen the 2cc come out but haven't seen it consistently enough to use it. Although, also didn't think too much about how quickly you hit them off the ground. This would mean that it'd probably be easier with a back throw wouldn't it? on side note, something feels wrong about people able to hit people off the ground with 236x, but then noel and makoto low-profile under it? bleh! on a more positive note: that dp whiff 2cc link feels really easy to get on makoto.
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IIRC, Tokido has actually logged quite a lot of time in BB, hasn't he? Don't think it was really that shameful for him to take a tourney..?
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I should actually quote, pretty sure that was in there in reference to the 6c fatal combo, not in the short post about lambda's combo, but no matter (ed: I see, you edited it out while I was typing my post). By saying that sarcasm was lost on the internet, I thought that would point out clearly that I wasn't suggesting it to be a practical combo that you should practice until you can get it. Why are you attacking people anyway? I thought tsubaki general was a friendly place.
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"hit at half screen distance from your opponents". what does this mean I don't think that combo really has any spacing requirements, if it hits you can do it... But I can see the sarcasm was lost in translation to text here. Internet fail.
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Best 6C combo? You mean you haven't seen this? Start practicing..
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[CS1-CSE] Road to Ikaruga - The Bang Social thread - Do you even 3c?
Errol replied to DaiAndOh's topic in Bang Shishigami
Funny part is that they added the heat reduction stuff after using a super, but jayoku has so much time tacked on to the front that he can still earn it all back. -
LK, what is your take on character specific combos? Does Litchi have much of these? I guess there might be some things that work on only Tager, but then it's easy to remember, because hey, it's Tager. And there can also be some combos that might work only on 30% of the cast.. How do you decide whether you're going to make use of some character specific combo?
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I think it also doesn't work on valk and platinum? But it's not that they tech before 2cc, just that it misses.
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This is character specific.
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missing 22c before 6c. that is 5bb->5cc->236d->5bb->5cc->22c->6c->ender specifically talking about combos to use when you yourself are in the corner
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Well.. maybe if you're the one in the corner it'd be good.. But still char specific. Although.. just doing a simple 5bb->5cc->236d->5bb->5cc->6c->ender probably matches it for damage and better oki then