-
Posts
1,554 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by skd
-
I wouldn't get too excited. if instant blocking hasn't changed that's only a 1f(buffer works, but still) window to punish hf(assuming that remained unchanged as well), with changed hitstop it's not out of the question that he messed that up. plus, there are still faster moves :v Sent from my SCH-I535 using Tapatalk 2
-
to get a feel for the timing, something that helped me was inputting the ~236*C/D* as if i was hitting C/D when the second hit of the inferno divider would connect (of course, slightly earlier though)
-
yo those crossup OMB's hahahaha
-
www.youtube.com/watch?v=IrAGb_7GQTo i realized i should stop being lazy and just upload w/e i feel like/find, more content is probably better and maybe others can take some stuff from it too. sadly at this point in the games life its pretty moot but ill try to keep the habit for bbcp this video in particular shows how 2A can be used to crossup on back tech in the corner, as well as a better RC combo for high prorate
-
iirc isnt total "combo time"(whatever the hell that equates to) related to the starter? ranging from A to D, D yields the most "combo time" unless that was just result of a bad translation, im pretty sure D DP would be pretty good in that aspect (unless it only refers to normals or something?)
-
http://www.youtube.com/watch?v=n38WtRu0eQY&feature=youtu.be Izayoi CMV, nothing really new except trans-am routes i guess. ill toss it in the OP
-
pretty solid amount of people for tsb, if you count me / lord knight / lich / etc the level of play is pretty good I guess. please please please come to tsb at least! I'm going to try to run more things when bbcp hits too so stay tuned~ Sent from my SCH-I535 using Tapatalk 2
-
Normally, when you do the OMB 5D Sweep 5B/214B combos, 5D hits in such a way that only 2 hits would connect normally, but the sweep forces them down for all 3 hits. 3 hits can connect without the sweep, which usually involves having the opponent higher up and forward than 214D pushes them. For example, Airgrab RC 2B 5C OMB 5D produces 3 hits on teddie, whereas 214D OMB does 2 (With slight changes in timing, you can make 214D produce that "3 hit" height). BUT on teddie, you cant force all 3 hits with the sweep. doing so will cause the combo to drop unless you use a faster move (Sweep > 214A during 5D, for example) but if the combo was already going to produce 3 hits, then the sweep will connect without a problem. SO, for example, in the corner: 5A 5B 5C 214D OMB 5D 2AB 214A 5B *Connects* 5A 5B 5C 214D OMB 5D 2AB 214B *Drops* 5A 5B 5C 214D OMB 5D 2AB 5B *Drops* (Anti Air) 2B 5C OMB 5D 2AB 214A *Connects* (Anti Air) 2B 5C OMB 5D 2AB 214B *Connects* (Anti Air) 2B 5C OMB 5D 2AB 5B *Connects* the first group are starters that produce 2 hits instead of 3. HOWEVER, by delaying the OMB after the 214D, you can produce the 3 hit height. This is actually really difficult though haha.
-
>not blingee avatars also http://www.youtube.com/watch?v=TcQoa5AgUqY&t=6m28s we got fuzzies???
-
hey! thats embarrassing. I should make my photos private ;_;
-
that girl? you mean me right? thanks!!! i try
-
uwo, looks like i was right, mode change combos!! super goes into high damage on hit, reward is really high @_@ I'd like to see people buffer dashes into the 2B so the 5C connects better, but thats probably going to come later ending combos without using double jump might be important for mixup situations (land vs airdash) so maybe Aigis blade sj jB jC jD might be the go to ender
-
http://www.youtube.com/watch?v=9rXsvqYBC5w taken from my description, im lazy "my computer is doing some weird shit while rendering so it came out kinda weird. both of these should be used to KILL, if you are unsure the 25 meter combo will kill, use 5C instead of the last DP. If the enemy neutral techs and mashes you actually get punished for DP ender. For 75 meter cross slash, its just jB j214AB 5B 2C j214B j214A CS, it does marginally more damage than the normal TK dive route (AoA~D 5B 2B 5C j214B 5B 2C 214B j214A CS) but allows you to start it farther from the corner. Good to know, just in case i guess." for throw combo into oki, you can do 2A 5C j214AB 2B(1) hit jC j214A 5D, but they can roll it (you can punish the roll if you react to it) i dont really think theres a point to spending meter before going into oki though, because you generally only spend the meter at that point if its going to kill.
-
that...doesnt change what i was referring to lol, the statement is still fallacious. How can something be even, then punishable on IB? tl;dr version PROBABLY punishable on IB at max range, not neutral on block in any regard as far as i know. i have not done extensive testing but the overall consensus is its very unsafe.
-
this doesnt make any sense, IB is only -2 to blockstun. Something thats even THEN punishable at -2 is impossible. the fastest moves in the game are 4f. I dont believe its neutral in any case. edit: reworded something, i need sleep. the point persists though
-
ocv like you ocv'd gamefa- o
-
http://www.youtube.com/watch?v=B2KHisWwfow&t=10m20s w
-
we knew she could combo off grab midscreen from like her pv! its been a while ;v 6A guard point to dissuade/punish mashing might be limited to trying to reset pressure off of slightly neutral moves, i havent seen anyone gatling into it off of anything other than 5A (which can be avoided by crouching so...) it might be a little bit limited in that aspect. of course other gatlings into it probably exist too. im worried it might be a GP like valk 6A anti air, which isnt special cancelable as far as i know? hopefully she can cancel into teleport afterwards, though her anti air options arent very lacking in the first place. at the same time, if you would just gatling into 6A GP to punish something (aside from DP's and the like), you may as well just frame trap into something with more cancel options. 6A guard point vs grounded opponents (as opposed to air options, which are pretty limited overall) is also slightly risky because it gives the opponent the opportunity to cancel, which can turn out pretty bad if the opponent is aware haha. Its usefulness will probably be determined by how quickly the armor actually starts up, if its less than 5 frames that would be incredible. edit: to clarify, we already know that it has head and body attribute guard point, but nothing about foot yet so yeah other random stuff: 3C is jump cancelable on block, Noir edge is PROBABLY overhead (lol, this was a terrible idea) i keep seeing it connect but theres no overhead "!"(at least not a discernible one), 5A crouch whiff is character specific, Noir edge can be used to confirm crossup jC (lol), 6A punishable w/ no cancel izayoi is jank
-
she cant when in the corner and throwing the opponent away from the corner, the wallbounce is simply too far for a full combo. i think GA 2C was speculated to be + or really close to neutral. first hit vacuums. Notable gatlings are 2B 5B and jB jA 6B is really fast, lol
-
depends where and how high you hit it, its pretty finnicky. If they are in the air and block it, or block it standing with the top of their hitbox, its punishable. if you hit their feet, its much harder to punish (maybe punishable with IB 5A/Grab, im not sure. I wouldnt be surprised if it was straight up punishable like that, as tong said its very unsafe).
-
i asked jiyuna this like day 2, i dont know if he did it right but he said it doesnt connect
-
my narukami cmv was on jourdals channel when it got bopped, but heres a re-up :\ http://www.youtube.com/watch?v=3a-iOnbbFR8
-
this is a good post are you coming to tsb this weekend?
-
first of all, even without OD in between that link is already character specific, secondly 3C JC OD DP doesnt connect iirc. i dont knowabout OD cancel, maybe.