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Everything posted by pochp
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j.D FRC into a normal can cancel the recovery on landing : http://youtu.be/vHpx2rtuopk ... sometimes? It doesn't always cancel it. It seems kind of glitchy. So its use is probably the same as j.D, which baits certain moves such as anti airs, but in a safer way, except I wouldn't rely on it because of its glitchy nature. I tried FDing. In general, if you FD while falling, once you touch the ground, you'll still be in FD. If you do j.D FRC FD, as soon as you touch the ground, the FD disappears for a small period of time before activating again... so there's still recovery. I also of course tried to press buttons when landing, which didn't come out. I also tried j.D FRC airdash, which has landing recovery, and even j.D FRC airdash j.s j.h : couldn't get a normal to come out on landing... sometimes. My conclusion : don't use it, j.D knocks down on CH which is already enough. You can also combo j.D 236236H on normal hit (so like, j.D 236236H FRC 214K 2S 236S... whatever near the corner) so if you're looking for reward, that's probably a much more reliable way to get it.
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Montreal: Le Thread Generale Pour Weeaboo Fighters
pochp replied to BladeOfJustice7's topic in International
Actually, that link hasn't been updated yet, here's this years stuff : http://www.mtlblog.com/2014/01/montreal-poutine-week-2014/ -
Montreal: Le Thread Generale Pour Weeaboo Fighters
pochp replied to BladeOfJustice7's topic in International
It's back! http://poutineweekmtl.com/ Aight, mine is "Famtron". -
1/24/2014 Tachikawa https://www.youtube.com/watch?v=KoBVu1UjfAU&t=26s Keba vs Kiyoshi (Nu) https://www.youtube.com/watch?v=KoBVu1UjfAU&t=2m35s Keba vs Himufi (Litchi) https://www.youtube.com/watch?v=7DuK6po6VZ0&t=6m40s Keba vs UNDER (Tager) https://www.youtube.com/watch?v=7DuK6po6VZ0&t=8m45s Keba vs BARREL (Tager) https://www.youtube.com/watch?v=fn49qYEOHbI&t=2m38s Serizawa vs Yuuto (Taokaka) https://www.youtube.com/watch?v=fn49qYEOHbI&t=5m01s Serizawa vs Chin (Hakumen) https://www.youtube.com/watch?v=SXRaTWakV9g Keba vs Hikaru (Hakumen)
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So, since I don't know when I'll actually get around to editing the video, here are my the notations for everything I've recorded. Feel like this should at least be an available resource for people wondering how to combo on X move. I sometimes put several combos down for a similar starter, with a note explaining why you'd chose one over the other. The damage is usually pretty similar, so it also comes down to personal preference, maybe you're more comfortable doing the less optimal ones. You can also change around the routes, I mean the midscreen charged stein one works on almost any starter, just requires few hits before 6c, but there are ranges where it's really unstable too. Don't worry, I'm not stealing combos, I'll give credit to those who posted them here too. oh yeah and if you guys know of something better or that I did wrong, let me know!
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Montreal: Le Thread Generale Pour Weeaboo Fighters
pochp replied to BladeOfJustice7's topic in International
Anyways, you guys better be there this Sunday, because we'd like to have our monthly tournament. Where : Foonzo Start time : 6pm Games : BBCP, GGXX+R, maybe something else if we have time or interest Stream : twitch.tv/bibiquadium ? Entry fee : free! Format : Double elimination, 2 out of 3. @Kazuhiro : 0232-8526-6860 -
I'll start working on a video to help explain setups and oki when I finish with this video for combos. I'm done recording, but I need to find a computer that can edit 720p without lagging... In the meantime, here's a short answer : Midscreen : There are characters/players that you feel like you can beat at neutral. Don't bother running oki on them, just end combos with Sword of Decimation, and set up a lot of steins. You don't want to take the risk that you'll guess wrong and give up the advantage. Ex : 2a 2b 2c 5c SoD 5d 4d 236a Otherwise, here are a few things you can do : 2a 2b 2c 5c SoD dash meaty 2b - you can do the 2b earlier to catch rolls, it's not very tight, but worth it against valk, haz, tao, and staffless litchi, at least. ...6c 5d 2d SoD - they block SoD, then the lasers from 5d and 2d come out and keep them in place. ...6c 5d SoD dash 2d 214d - if they don't wake up right, they'll get hit by 5d and it'll combo into 214d. ...6c 5[d] j.c - depending on height and character, can be a safejump, and then you get good mixup options. - see https://www.youtube.com/watch?v=Spdcw1ZK00M ...not lowest j.2c j.5d dash meaty 2b - same as first one, except you have a laser to hitconfirm or continue your blockstring. Ex : ...2b 5b 3c ]d[ airdash j.c j.2c ...j.2c dash crossunder 2b whiff - alternative option on j.2c, the crossunder gives a nice mixup, and is also the same timing to catch back rolls. You can also 2b earlier to fake the crossup. ...6c ikutachi j.5d dash crossunder 2b whiff - mix of the two ones above, you get a mixup and a laser to help get a full combo. ex : 2b 3c ]d[ j.b j.c j.2c etc. Corner : The advantage here is you can generally cover more options than midscreen, so it's usually worth going for. There are once again too many setups to list everything, so here are a few ideas to get you started. First, here's a basic setup for a bad starter : -2a 2b 5c SoD 5c 6c 2d 623c jump forward barrier, then either airdash j.b/j.2c or land 2b - safejump, as you're blocking, and then if they don't immediately reversal, they block the laser from 2d, and you can mix them up. If they block this mixup, you're still in a good position. Here's how to safejump 9f reversals off anything : -throw 5c 2c j.b j.c dj.c j.2c land j.b/j.c -6b 6c SoD 6a 5c 2c j.b j.c dj.c j.2c land j.b/j.c -2b 5c SoD 5c 2c j.c j.2c 2b 6a 6b 5d j.a j.b j.c dj.c j.2c land j.b/j.c Standard setups, these are all done off a j.2c that is higher than minimum height, so either like j.c j.2c, sj.2c, dj.2c, delay j.2c, etc. -2d 6d 2b 3c neutral jump (block) - baits counterassault, then, on hit, wait for the steins to hit, keep blocking in case they burst, then do like j.c j.2c etc. on block you can do an airdash mixup, so either late airdash j.b, or land 2b, or late j.2c. -2d 6d 2b 3c forward jump (block) - same as above, except it'll drag the opponent out of the corner allowing for a cross up or any other dirty tricks you can think of. Don't do this if they have a burst, a good chance they'll use it, which knocks you down in the corner. -j.5[d] (2a 6a 2b 3c)/(2a 6b) gives you one mixup, hitconfirms on hit, and allows you to keep the string going on block. -j.5d 2b - catch rolls, and still get a single laser, so similar options to the midscreen one afterwards. -j.2d j.6d walk late DP - Confirms on hit, and on block you keep the advantage due to the steins. Feels kind of gimmicky but works rather well. There's an old setup from CS that I haven't tried in matches yet but seems really solid, as I see some Jp players go for it, requires a more specific combo ender though (which is why I didn't know you could do it in this game yet), ex : -2b 5c SoD 5c 2c j.2c 2b 5c 2c sj.2c j.5d 2b 6a :2c j.c j.2c j.5[d] (2b) - the 2b at the end will catch rolls, and will whiff if they neutral tech. It'll also place you out of range of some reversals, like inferno divider, so they can't even RC. You lose your meaty though, but get a charged laser which gives you similar options to the previous setups. Most of these corner setups I listed end with you having the advantage, you can usually go for one more ground mixup, so like high/low/throw/throw bait, and then eventually go into 236d/214d, keep the advantage, maybe get another mixup. Do your best to keep them in the corner, take minimal risks, stay at the range where if they airdash they still land in front of you.
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Late reply, been working with it. I find it easier to do 6c FC (midscreen) > 5[D] > 66~6a > 5c > ]D[ > 5[D] > j.b > j.c > j.2c > j.5[D] > ]D[ otg > 66~j.c > 6a > 2c > ]D[ > 5[D] > j.c > j.2c > 3c > ??? (depends on spacing) > j.2c = 4.6k
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Videos are cool too in this thread. The other thread is mostly for posting, this thread is preferable for any discussion, and might as well link the video if we want to talk about it. I like it too, because when you SoD close enough to the corner it's worth it for the extra damage. On the other hand, 5c 6c 2d DP can be done at a farther range, so you can add more normals before. Just a few tests depending on how you hitconfirm it (tested on Mu), the difference is not very significant, but I think it's worth knowing both and the ranges at which they work best. 2a 2b 2c 5c SoD 5c 6c 2d DP 2538 2a 2b 5c SoD 2b 6a 6b 5d DP 2474 2a 6a 2c 5c SoD 5c 6c 2d DP 2735 2a 6a 5c SoD 2b 6a 6b 5d DP 2668 dash 2a 5c 2c 3c SoD 5c 6c 2d DP 2794 dash 2a 5c 2c 3c SoD 2b 6a 6b 5d DP 2961 2a 6a 2b 5c SoD 5c 6c 2d DP 2462 2a 6a 2b 2c SoD 2b 6a 6b 5d DP 2616
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Doubt it, plane tickets are sooo expensive right now, 550+... Think I'll stick to what's in driving range this year, so like ECT, Toryuken, UMAD, maybe Winter Brawl... and planning on saving up for Evo too.
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Montreal: Le Thread Generale Pour Weeaboo Fighters
pochp replied to BladeOfJustice7's topic in International
Yeah that's the current plan. I also like Dora's thoughts : http://t.co/cK201956w7 My personal current opinion is that although she's banworthy, the ban itself would do more harm than good. In other news, would you guys be hype for a Kokonoe only side tournament at the upcoming monthly? (Most likely Feb 2) -
Amane and Bang are usually the ones that stuff wont work on. Tsubaki and Izayoi I feel have a weird vertical hitbox that makes the timing of the hits on some combos different, because the lasers will hit them earlier, or they become too high for 6a 6b, and also makes high 6c 5[d] not a safejump. Other than that, Valk, Haz, Carl, and Azrael for some reason give me some trouble in random places, I can't say specifically what besides back throw dash 6a on haz. If you're trying the midscreen BnB off charged stein, it's unstable on Rachel, but everything else is ok on her. That's all I can think of for now. In CS, some combos wouldn't work on Tager, but that hasn't been an issue yet, thankfully. Dash 2b crossunder still doesn't work on him though.
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Was looking for some anti Kokonoe stuff, but the combos work on everyone, so I'll post them here. If anyone has better stuff, please share. Midscreen SuperBall or midscreen/corner Teleport, same combo dash 5b CH 6b 6c bnb Corner Super (on 5c 6c stuff, barrier block to be safe) 5c SoD dash 2b 5c 2c j.c j.2c 2b 6a 6b 5d j.a j.b j.c dj.c j.2c (4348) if you don't have meter or don't want to spend it 5c 6c CT dash 5c 2c sj.2c 2b 6a 6b 2d SoD dash 6a 2c sj.2c (4986) if the following ones are too hard 5c 6c CT dash 5c 2c sj.2c j.5d 2b 5c 2c 5[d] j.c j.2c 3c j.2c (5117) 5c 6c CT dash 5c 2c sj.2c j.5d 2b 5c 2c 5[d] j.c j.2c 3c 214d Omohikane (5984) SuperBall isn't that fast, so you can safejump it like most reversal, here are some ideas : corner throw 5c 2c j.b j.c dj.c j.2c land, falling j.b 6b 6c SoD 6a 5c 2c j.b j.c dj.c j.2c land, falling j.b 2b 5c SoD 5c 2c j.c j.2c 2b 6a 6b 5d j.a j.b j.c dj.c j.2c land, falling j.b also, if you hit 2b when landing you'll beat backdash, not good vs teleport though, you'd have to wait and 5b, so be alert
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Haven't seen Dio vids in a while but his Mu is even better now : https://www.youtube.com/watch?v=FL8haBs_q-E great example of the "planning" I was talking about. Another thing I noticed, maybe I'm wrong but, watching Serizawa this time, is that on some starters even on crouching he won't combo into Tachi, when the opponent has a burst and he's near the corner to avoid getting bursted on, and being knocked down in the corner. I think I'll start doing this too, I feel like it's a risk I don't need to take, that leads to some losses. @Malaka : DP RC is great because you just take the advantage from your opponent. Don't rely on it too much against stronger players because they will bait DP harder when you have 50 meter. That said, you can also take advantage of that to escape pressure, but you have to show them you're willing to DP. Do like DP RC 5c and then if it hits, 6c tachi etc. on block like 5c 236a or 5c 5d jump or something like that. J.2C is that good, check the video I linked, Dio uses it well at neutral. Sometimes you don't need to do anything besides block to punish. Sword of Decimation is bad on block for the one using it, so just block it and you have some advantage after. This is the case for a lot of situations in the game, especially like, when your opponent tries to call out your jumps or other actions besides blocking. Backdash 5c is good, do it until your opponent shows you he knows how to deal with it. Don't forget, you can only use 2b once per string, that's why you want to use it late. Something like, dash 6a 5b 2b might catch them expecting an overhead.
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Montreal: Le Thread Generale Pour Weeaboo Fighters
pochp replied to BladeOfJustice7's topic in International
Bring Pokemon pls, I want to see how bad I am at it. -
@Wild Candy : I think if you read below you'll find some answers, I also wrote a small summary on the wiki. If you were looking for more than that let me know, I could always elaborate. First I'd just like to say that it was pretty good, neutral was okay, combos were okay. Defense, offense, and planning would be what I'd say should be where you focus. Even if it was a long set, I might have misjudged something or I could just be wrong in general, maybe a lot of mistakes were related from nerves from playing a set or something. Too many jump ins, unnecesary risks. Seriously you could have gotten anti-aired way too often. Combo into 6c on crouching, either like whatever into 5c 6c or 2c 6c... then depending on starter, full combo or oki or whatever. ex : 2a 2b 5c 6c 5d SoD, or 2a 2b 5c 6c tachi j.d dash 2b cross under Use meter more, like counter assault and rapid cancel. It's hard to block mixup online so don't hesitate to spend ressources to get out, DP RC is great. On the offense, 6b(1) RC 2b is also great, or even just 3c RC 2b. Could use more j.2c at neutral. I feel like you could block more. I'm sure a lot of the situations were like missed DP or backdash timings, but my point still stands. I also feel like you could use more planning. Whether its what to do after a knockdown, to what to do when something whiffs, or even just recognizing patterns in your opponents play and being ready to counter them. Like there were a lot of situations that involved whiffed 236a. Have a plan for when that happens, either anti air if you judge that you have time, or DP if they're close, because you know they will press a button. Also, your knockdowns, you're placing a charged laser most of the time, but it doesn't feel like your blockstring takes advantage of it, you could either use it to hitconfirm your mixup, set up a crossup or something... hit the lab! I feel like when you use an option, you're only ready for a small amount of possibilities, and when something that you weren't expecting happens you kind of freeze. I'd say not doing anything isn't a bad idea, but more planning and thinking about possibilities will help you avoid that. Your mixup and blockstrings could be better, I feel like you're going too early into 2b. Do a few more normals before it, it becomes much more effective as a low and as a pressure reset the later you do it, its also a lot easier to hitconfirm than 3c. I saw you do this a couple of times, but doing it more regularly makes everything scarier. Corner okizeme, setplay, and just keeping them there felt kind of inexistant, it might be unclear how to go about it, as there aren't many resources out there outside of a few combo videos... I've been thinking about making a tutorial video to explain it better, but also surprisingly busy these days. If you need any details on something lemme know.
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Montreal: Le Thread Generale Pour Weeaboo Fighters
pochp replied to BladeOfJustice7's topic in International
Been kinda lazy with the monthlies, thinking about having the next one on February 2nd, how does that sound? (wanted to do one on the upcoming weekend but it might be kinda last minute so...) Si tu trouves rien d'autre jpeux peut-etre t'offrir un futon dans le salon pendant cette periode là. Faudrait que je confirme avec mes colocs. -
Woops haven't been keeping this up to date, took a while to go through all these matches. I'll update the first post next. 11/15/2013 Tachikawa https://www.youtube.com/watch?v=P6b3U26b9hE&t=7m6s Keba vs Serizawa (Mu-12) https://www.youtube.com/watch?v=VUezjaMg4iE&t=7m51s Keba vs Ryuusei (Litchi) https://www.youtube.com/watch?v=MOcQR5CbwyU&t=2m33s Keba vs Kuresu (Tsubaki) https://www.youtube.com/watch?v=MOcQR5CbwyU&t4m50s Keba vs 8C (Platinum) 11/29/2013 Tachikawa https://www.youtube.com/watch?v=sIOL4-n6jF4 Serizawa vs Shirushi (Azrael) 12/1/2013 Netplay https://www.youtube.com/watch?v=IuSrxeN8uAM&t=3m55s H.H vs Tahichi (Azrael) https://www.youtube.com/watch?v=IuSrxeN8uAM&t=7m58s H.H vs Kuresu (Izayoi) https://www.youtube.com/watch?v=IuSrxeN8uAM&t=11m53s H.H vs Kaichou (Izayoi) https://www.youtube.com/watch?v=IuSrxeN8uAM&t=15m17s H.H vs Tahichi (Azrael) https://www.youtube.com/watch?v=IuSrxeN8uAM&t=18m28s H.H vs Kuresu (Izayoi) https://www.youtube.com/watch?v=IuSrxeN8uAM&t=21m2s H.H vs Kaichou (Kokonoe) https://www.youtube.com/watch?v=dyF19s3kCSE&t=2m40s H.H vs Kaichou (Kokonoe) https://www.youtube.com/watch?v=YoeEJrJ5l-w&t=4m55s H.H vs Kuresu (Tsubaki) https://www.youtube.com/watch?v=YoeEJrJ5l-w&t=9m20s H.H vs Tahichi (Azrael) https://www.youtube.com/watch?v=YoeEJrJ5l-w&t=13m5s H.H vs Dora (Bang) https://www.youtube.com/watch?v=YoeEJrJ5l-w&t=19m37s H.H vs Dora (Bang) https://www.youtube.com/watch?v=YoeEJrJ5l-w&t=26m3s H.H vs Tahichi (Azrael) https://www.youtube.com/watch?v=Sb_GNEla_HI H.H vs Dora (Bang) 12/13/2013 Tachikawa https://www.youtube.com/watch?v=FL8haBs_q-E Dio vs Meri (Bullet) https://www.youtube.com/watch?v=FL8haBs_q-E&t=3m30s Dio vs ESP (Taokaka) https://www.youtube.com/watch?v=FL8haBs_q-E&t=5m54s Dio vs Kuresu (Tsubaki) https://www.youtube.com/watch?v=FL8haBs_q-E&t=8m42s Dio vs Ryuusei (Litchi) https://www.youtube.com/watch?v=bz12cTFMskU&t=3m30s Serizawa vs Nanashi (Carl) https://www.youtube.com/watch?v=bz12cTFMskU&t=7m15s Serizawa vs Shushi (Azarael) https://www.youtube.com/watch?v=bz12cTFMskU&t=13m5s Dio vs UNDER (Tager) https://www.youtube.com/watch?v=bz12cTFMskU&t=16m12s Dio vs Mabukapu (Relius) https://www.youtube.com/watch?v=Gk9KC5dIPzU&t=11m50s Serizawa vs ESP (Taokaka) https://www.youtube.com/watch?v=Gk9KC5dIPzU&t=14m45s Serizawa vs Ryuusei (Litchi) 12/21/2013 Taito Station https://www.youtube.com/watch?v=PU9vX1hDrLQ&t=7m20s Yuuke vs Hikaru (Hakumen) 12/22/2013 Urban Square https://www.youtube.com/watch?v=i94ZNab0Zus&t=18m45s Taumashi vs ??? (Bang) https://www.youtube.com/watch?v=i94ZNab0Zus&t=22m15s Taumashi vs SB Christina (Mu-12) https://www.youtube.com/watch?v=i94ZNab0Zus&t=26m55s Taumashi vs ??? (Azrael) 12/27/2013 Tachikawa https://www.youtube.com/watch?v=97R4HDnoxKU Serizawa vs UNDER (Tager) https://www.youtube.com/watch?v=97R4HDnoxKU&t=2m35s Serizawa vs Mamaso (Nu) https://www.youtube.com/watch?v=97R4HDnoxKU&t=4m55s Serizawa vs ESP (Taokaka) 12/29/2013 Tachikawa https://www.youtube.com/watch?v=B6LZiGeSQnI Keba vs Spinoza (Tsubaki) https://www.youtube.com/watch?v=B6LZiGeSQnI&t=12m15s Serizawa vs Koyatsu (Nu) https://www.youtube.com/watch?v=eFRtom6bvC4 Serizawa vs HARA (Ragna) https://www.youtube.com/watch?v=eFRtom6bvC4&t=3m17s Keba vs HARA (Ragna) https://www.youtube.com/watch?v=eFRtom6bvC4&t=5m25s Keba vs Matsu (Makoto) 1/3/2014 Tachikawa https://www.youtube.com/watch?v=dIEFvjGXKpY&t=2m13s Serizawa vs Yuuto (Taokaka) https://www.youtube.com/watch?v=dIEFvjGXKpY&t=11m55s Serizawa vs Yoshiki (Nu) https://www.youtube.com/watch?v=dlrO7034gCY&t=4m35s Serizawa vs Ryuusei (Litchi) https://www.youtube.com/watch?v=bbEPuopLB3s&t=10m10s Serizawa vs UNDER (Tager) https://www.youtube.com/watch?v=R9Ju4f7saiM&t=6m15s Serizawa vs UNDER (Tager) x2 https://www.youtube.com/watch?v=K3QxDi-sBcQ Serizawa vs Meri (Bullet) 1/3/2014 Cat's Eye Machida https://www.youtube.com/watch?v=tfok47owxNA Keba vs Momoiro (Azrael) https://www.youtube.com/watch?v=IlNMHAboTUA Keba vs DIA (Nu)
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Montreal: Le Thread Generale Pour Weeaboo Fighters
pochp replied to BladeOfJustice7's topic in International
@Lofo/Krackatoa : Bad timing, that's the same weekend as Winter Brawl. We haven't really talked about what we'll do at this point, 50/50 I'd guess. @DaiLoli : :< school is important. You're of course still welcome if ever you want to come and have a drink and chill, play games, or something. @Kaeru : 1 t-shirt and 1 sweatshirt, both large! -
Montreal: Le Thread Generale Pour Weeaboo Fighters
pochp replied to BladeOfJustice7's topic in International
Soon. -
Played around in training mode a bit 3c CH CT 6a 6b 6a 2c sj.2c 2b 5c 6c 2d SoD 2b 5b sj.2c 4588 (when close enough to the corner) 3c CH CT 6a 6b 5c 6c tachi j.2d abdc j.c j.2c 3c sj.2c 4397 Safejump stuff: midscreen throw 2b 2c sj.2c 2b 6a 6c 5[d] jc j.b beats 9f reversals, but won't work on Kagura use throw 2b 6a 6b 6c 5[d] jc j.b instead to safejump his dp corner throw 5c SoD 6a delay 2c 6c 5[d] 7jc j.b beats 9f reversals, and crosses up but keeps you in the corner. looks funny, dunno how effective. For midscreen, it's kind of hard to see what setups beats which reversals, because of the characters' different hurtboxes, you can't hit them at the same heights with 6b, so the resulting safejump has a different timing... also, corner combo ending in 6b 5d j.a j.b j.c dj.c j.2c land jump j.b/j.c is also a safejump against 9f reversals. It would be possible to get a better safejump with the sj.2c and single jump height j.c j.2c enders, but you'd have to delay the jump and I can't find something to make it consistent. Most people delay tech and these don't work on that, but they still have their uses. unless I made a mistake, 9f and more reversals : ragna DP, litchi DP, jin DP, tsubaki DP, makoto DP, azrael DP, bullet DP, most reversal supers less than 9f : Makoto, Arakune, Hazama, Noel, Izayoi, Taokaka supers, Kagura flash kick.
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Have you tried the second post? This character has lots of different combos that do similar damage but are difficult for different reasons so just try them out and do those you're comfortable with.
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Is there a reason to do delayed normals as opposed to meaty 236p, taunt, mixup, or a safejump? Seems like they might work well as an occasional gimmick, would have to try.
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Yeah same here. When it's a guaranteed punish, you can go straight into drill too when they're too far for c.s.