Guardian
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Why don't more people use 3p, 2HS FRC in pressure?
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Indeed, in FL when playing Alex G, they often had a saying that goes: "Don't kill the fish" If she's not full screen, and you do hit the fish (with anything), she can punish you for about 30% w/o tension into wakeup guessing games. Wait for your chance to get advance. When you're in, she has no tools to get you off of her.
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Here's a combo for all of u combo vid fans (on crouching Jam, in corner) 5Sx2,5S 214p~pile, RC, 5HS, IAD, j.k, fall j.k, land, 5HS, sjc j.HS, j.D, j.2k~ender of choice(j.D OR j.k land 5P jc j.D OR j.k, land BBU) IAD j.k loops are TOO GOOD.
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If you can block it, then it's not a true UB right? For all practical purposes of human execution, wakeup UBs (puddle and ex drill) are about 99% guaranteed. Far drill FRC~IAD j.S is definitely debateable, but outside of supers and DPs, all the other ones are pretty much guaranteed. D-step FRC out of puddle UB? I'm seriously skeptical about that working. I wouldn't have a hard time believing these methods would work if someone, somewhere(coughJAPANcough) could do it SOMEWHAT consistantly. But everytime I see Eddie vs X (in videos and from personal experience), perfectly excecuted UBs are guaranteed.
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All wakeup unblockables are guaranteed if done correctly. You can 236236HS out of the puddle UB, but if you're not in the corner Eddie can just cross you up and UB you, then you just took CH dmg. Also if your super is blocked, you're in for just as much hurt as you would've been if he UBed you, if not more. BD~jumping works against -p- and -k-, but if he does -s- you can get sucked back to the ground for more guessing games. The way to beat Eddie is the way everyone else has to beat him: try to score a KD while the sentry is gone then STAY ON HIM. Eddie has no real realiable way to get Slayer off of him, so once you get in, STAY IN!
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Not a viable option if Eddie throws in a 5k inbetween the hits. Then you've just lost half your life. Now if he's going for a 50/50 by jumping, then that'd be your best bet (IB~1F jump). The best thing is to just learn the mixup and watch for the throw. There are VERY few guaranteed guard string~unblockable setups, so if you see the -D- coming and you're in guardstun, FD jump; you won't get unblockabled. If you're really feeling gutsy, SB the sentry strings then CH Eddie for big damage.
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Besides, 6k mixups after mawaru are SO 2007 :-P
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Did I help? I hope I did so I can feel special. The new eddie CV on youtube looks pretty cheap btw: http://youtube.com/watch?v=dyt1EUGcMzo
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I did some investigating, and it's not about jump height. It's about the momentum of the IAD j.k. You have to get the j.K to come out BEFORE the forward momentum of the ad is over. Then after you get that, you have to get the 2nd j.k right before you hit the ground. If your iad j.k begins to descend at any point, the 2nd kick won't come out. The timing is pretty tight on both kicks. I can only get one rep of it in a combo, at about 20% of the time, only on Potemkin. What helped me see it is doing iad j.k, and seeing if I fell or kept 'gliding' across the air. It's possible to try it w/o actually hitting the character, but that's insanely difficult. This isn't slayer related, but I noticed it while I was practicing: When you first do an IAD, is there a certain time frame where you can't attack at all(like the first 3-4 frames of the ad)? I was trying to do the j.k immediately after the iad, and the game would register the imput but nothing would come out.
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Vs Sol: CH 2HS, 5HS sjc j.HS, j.D, j.2k, j.k, land BBU, 5HS, sj~iad j.D, j.2k, j.k, land, 5p, j.S(2hits), j.2k, j.D Guaranteed KD and about 235-240 iirc.
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New eddie combo vid on youtube: http://youtube.com/watch?v=wxmbxNLGLNI The iad j.S j.HS, -p-, 6p, -p- loop looks VERY interesting. I'm thinking the iad j.S, j.HS, -p- will become one of the new fav frame trap/rushdown options now. thoughts?
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I actually hate this matchup. Zappa's centipedes beat damn near everything, the little eddie gets beat out by dogs and ghosts, and zappa's movement make it hard to lock him down. Eddie's 5p goes right over him, and Zappa can lock Eddie down something nasty in the corner. I'll give the edge to Eddie only b/c he has wakeup unblockables and does way more damage.
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It was posted in another thread that got ported to this one. And when is eddie ever w/o shadow meter? lol
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America!!! FUCK YEA!!!!!
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Why? If you knock her down in the corner w/ >25%tension you win. She can't zone you w/ projectiles b/c you can reflect them all. Her rushdown can be problematic, but eddie has problems when he's rushed anyways by almost any character. 6P beats any of her jumping moves. If you know the slash matchup, it's almost just like that, except in eddie's favor, and you don't lose 80% for a wrong guess.
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2HS is the only thing Johnny has to get RK off of him. If the RK player has good TK skills, 6K won't always save you, as the missle can CH you for massive combo damage. Best thing is to play it safe and FD jump block before the missle seperates. I hate this matchup, RK's 2K and 2HS both go under Johnny's 5k, and Johnny gets no MF combos after 2D. MC pressure is almost moot if he has >50% tension. His pokes are better, he does more damage, and he has more life. Definitely in favor of RK, and you have to be very patient to take advantage.
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If at anytime you have the shadow ready, do an unblockable on wakeup. They help alot here, as you don't have to worry about her counters. If she does the anchor, sword, or run back counters during shadow pressure, it's pretty much a free combo for you, regardless of whether or not she hits the shadow (unless she frc/rcs the counter). A well timed 2HS can beat out her crossup counter, but I wouldn't recommend using it though because if she delays it you could be CH. Try baiting her counters or just plain fdc command grabs on wakeup. Alot of patient baikens are unpatient when in comes to counters, so meaty 5k~jump will cause her to think twice about counters. Meaty drills are also good counter bait because you have time to block any counter she does. If she's turtling with tatami mats, use your HS drill to try and get her to block. Don't try to aa her with nobiru because air mats beat just about all of the shadow's pokes. Use 22D everynow and then to beat her air mats and CH her for dmg. She's definitely a pain in the ass to fight, but no one is too hard for eddie. If you command grab her in the corner, with 25% tension, do this: HS summon, -d-, 22d (unblockable), -s-, 214k~41236s, -HS, jump~float j.HS (2nd unblockable), 6P(2hits)x3, 5S, 2D (she should be dizzy no matter what), 22s before she wakes up, after 22s hits, 6p(2hits), jc j.k, j.hs, j.D, land sjc j.D She dies. Yay eddie.
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If Eddie command grabs Chipp, Millia, Dizzy, Bridget, I-no or Baiken in the corner with 25% tension, they all die. PERIOD. Eddie is such a broken piece of shit.
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On Sol/HOS, the following 1 hit SG setup works, confirmed today: 5D, HJ~FDC, j.p, j.D, land, 236k, j.K, j.HS, 41236s~-S-, -HS-, overhead of choice for UB. When done properly, the SG will be one hit and they will fall into the puddle. I tested this out on the sols and works pretty well, didn't have a chance to test for other characters though. Yay for brokeness.
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A few pointers for your consideration: -You have excellent fundamentals(burst baiting, tick throws, etc), so that will serve you well -During your -k- pressure do more standing mixups w/ 5k and 6k. Make sure that every starting tick you use after -k- is either high or low. Make them afraid to do anything. -Start being cheap and using unblockables on wakeup and during your pressure strings. If you do a meaty 5k on wakeup, it might as well be an unblockable -Be careful about gatling strings~summon, unless you use the -p- summon. Someone can mash out and kill your shadow if you use -k-, -s-, or -hs- -Oh yea, more unblockables.
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People are getting hit with ch -S- now? O_o It is possible to get a tensionless one hit SG on Johnny, just did it this past weekend (much to my surprise). If you want pure damage, you could also just go into a puddle SG loop. But I guess that wasn't what people were asking huh. I'll just remove myself from this conversation now. Eddie pwns.
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Against Pot Get him blocking. Once you do he's at your mercy. If he always BD on wakeup, time a wakeup drill such that it catches him at the end of his BD animation. Running up and doing 214S frc shenanagans work well here, as if the 214S whiffs, and he goes for a pot buster/throw, you can just jump and punish or do another 214S. Whenever the shadow is out Pot really can't do much of anything once he starts blocking. If he is doing things while you're rushing him down, or he's beating your strings, then work on filling your holes in your rushdown so he has to guess. Then if he guesses right the entire time, just UB him at the end of the string Man that matchup isn't even fair sometimes.
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Do drill (22S or 22D) unblockables against VT/dp type characters (Sol, Ky, Bridget, ABA, Robo-Ky, Jam, etc). If timed correctly, VT or no VT, they'll get UBed. Everytime you try a -d- 5k ub, the DP will beat you, so take care.
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If timed correctly, it's a true unblockable. I've never seen a person block it. Practice mode is a little cooky about it b/c depending on the settings, they'll get hit by one hit and not the other, if they just don't block it outright. All the unblockables in that vid are true.
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Good shit Teyah! Let me know if you need any combos/strats/etc tested out, or if you need any help with this guide. i'll be happy to contribute.