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Everything posted by pochp
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Discuss the matchup here. I'll add information to this post when I can get around to it. Not all the matchups are represented in my local scene, and the character is new, so please contribute!
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Discuss the matchup here. I'll add information to this post when I can get around to it. Not all the matchups are represented in my local scene, and the character is new, so please contribute!
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Discuss the matchup here. I'll add information to this post when I can get around to it. Not all the matchups are represented in my local scene, and the character is new, so please contribute!
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Discuss the matchup here. I'll add information to this post when I can get around to it. Not all the matchups are represented in my local scene, and the character is new, so please contribute! Matchup can be frustrating sometimes, walk forward, jump, superjump are decent options. Taunt is useless at neutral, dies to her fireballs. 236236H is your best bet to beat fireballs, if not just get in slowly, you will take a lot of damage in the process, either from chip or bad decisions, but there's not much you can do about it. Both characters' pokes have good range too so you need to respect justice even once you get close. Somehow 2H seems to work very well for me. Justice's wakeup speed is kinda deceptive, and you have to be careful of her counter, but luckily it loses to lows and projectiles, so taunt oki or 236p oki is recommended. Also, be careful of the Micheal Blade super, goes very far, fully invincible, and can be FRC'd. FB dash also needs to be kept in mind, as they have some invicibility. The air one is especially dangerous because it's right when you feel like you can start poking without being afraid of a bomb. I feel like 236s at neutral is not terrible in this matchup, has anyone else tried this? It goes far and can hit justice out of fireball startup.
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Discuss the matchup here. I'll add information to this post when I can get around to it. Not all the matchups are represented in my local scene, and the character is new, so please contribute!
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Discuss the matchup here. I'll add information to this post when I can get around to it. Not all the matchups are represented in my local scene, and the character is new, so please contribute!
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Discuss the matchup here. I'll add information to this post when I can get around to it. Not all the matchups are represented in my local scene, and the character is new, so please contribute! On defense, 214p is really good against H-Stroke the big tree and the dives. 214p also goes through notes so if they aren't expecting it, you can score some nice counterhits. You can dash under HCL. 2D and 6P are really useful in this matchup. j.D also baits HCL if you happen to jump. Her hitbox seems kind of weird iirc for combos, you need to alter the timing on IAD j.HS after 236s FRC.
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Discuss the matchup here. I'll add information to this post when I can get around to it. Not all the matchups are represented in my local scene, and the character is new, so please contribute!
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Discuss the matchup here. I'll add information to this post when I can get around to it. Not all the matchups are represented in my local scene, and the character is new, so please contribute!
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Discuss the matchup here. I'll add information to this post when I can get around to it. Not all the matchups are represented in my local scene, and the character is new, so please contribute! Patience is sooo important. You can dash through fireballs, but mostly just try to play really safe. It's hard for each character to approach the other, and due to Kliff's slow movement Ky can afford to throw out a lot of stun edges. It can seem hard to fight because of this, but keep in mind those fireballs have a lot of recovery if they don't FRC. Catch them slipping, safejump, fuzzies, and take it. I like to neutral jump, and not commit unless I see something, be careful of Ky's j.K. Random j.236d is decent, but saving meter for 236236h is probably the best.
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Discuss the matchup here. I'll add information to this post when I can get around to it. Not all the matchups are represented in my local scene, and the character is new, so please contribute!
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Discuss the matchup here. I'll add information to this post when I can get around to it. Not all the matchups are represented in my local scene, and the character is new, so please contribute! Seems pretty hard to fight Chipp at neutral, pokes aren't too reliable since he moves so quickly. I prefer fighting him in the air, but I haven't played the matchup in a while.
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Discuss the matchup here. I'll add information to this post when I can get around to it. Not all the matchups are represented in my local scene, and the character is new, so please contribute!
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Discuss the matchup here. I'll add information to this post when I can get around to it. Not all the matchups are represented in my local scene, and the character is new, so please contribute! Counters, small... at least she dies quickly. Seems like a "take a life lead and play safe" matchup. Any advice at neutral? Tatami seems really strong vs Kliff's big hurtboxes so I don't feel as confident poking.
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Discuss the matchup here. I'll add information to this post when I can get around to it. Not all the matchups are represented in my local scene, and the character is new, so please contribute! Can be frustrating, but don't get discouraged, all you need is one knockdown! Feels like at neutral, Kliff's pokes are generally at a disadvantage. Jumping is also very risky, because of your slow movement, you might just end up losing a lot of tension. If you happen to be in the air, you can take a gamble and go for j.D which would make an anti air chain whiff and give you a knockdown, but he can just counter on reaction if he doesn't commit and there isn't much you can do about that. One thing I like doing is staying fullscreen, waiting for Axl to whiff something, and then use taunt. I can then follow the letters to safely get closer. At Kliff's 2d range, you can start making axl scared of using chains. His counters seem to work pretty well against some of kliff's jump ins, so be careful of those when going for oki. However on the other hand, Axl should have a bit of trouble pressuring kliff, you can react to his 6H with 214P and get that knockdown you really need, but besides that, just block a lot and be very patient.
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Discuss the matchup here. I'll add information to this post when I can get around to it. Not all the matchups are represented in my local scene, and the character is new, so please contribute! 214p can work nicely against butterfly oki, but like any reversal, it can get baited, luckily at worse it's a throw. Anyone have advice on dealing with the guard points, both as reversals or at neutral?
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Discuss the matchup here. I'll add information to this post when I can get around to it. Not all the matchups are represented in my local scene, and the character is new, so please contribute! Beware of the slow wakeup. High stun resistance and defense, so you can't go for an easy dizzy. Shouldn't be too hard to find a safejump vs danzai, anyone have one?
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Montreal: Le Thread Generale Pour Weeaboo Fighters
pochp replied to BladeOfJustice7's topic in International
We could meet up at my place, my last midterms are on the 23rd. -
Montreal: Le Thread Generale Pour Weeaboo Fighters
pochp replied to BladeOfJustice7's topic in International
Almost makes Love Max!!!!! sound reasonable. No disrespect to either game though, I intend on playing both. (btw for anyone interested, AH3LM was confirmed for getting a console port, no details) -
Montreal: Le Thread Generale Pour Weeaboo Fighters
pochp replied to BladeOfJustice7's topic in International
Not sure yet, but probably October 13th. When BBCP arrives we'll most likely have smaller weekly events for that, and still a monthly for BB, GG, and other games. -
Montreal: Le Thread Generale Pour Weeaboo Fighters
pochp replied to BladeOfJustice7's topic in International
I just want to learn how to unit cookie dough people. I have to say, this has made watching bbcp vids much more enjoyable. -
Montreal: Le Thread Generale Pour Weeaboo Fighters
pochp replied to BladeOfJustice7's topic in International
The new characters look interesting, but I'm more hype for Hakumen, or as Eb calls it, Unit Cookie Dough. Valkenhayn too. -
So, I'll reply to the stuff said, and then put what I'd replace the current wiki text with, tell me if it's good. If anyone else has something to say about these descriptions, please do. There's also a strategy and combo part on the wiki I haven't really filled in yet. Combos I'll get to eventually, it's just a short list of practical stuff in general, the thread is where the specifics should be. Strategy... I'd say something like.... Many matchups are dramatically different with kliff, the strategies and moves you use for some will be completely different for others. In general, you want to play a poking game with your opponent to take advantage of Kliff's long range. You don't get that great of a reward from it, so your ultimate objective is usually to get a knockdown through that and proceed to doing your crazy mixup. Poke with f.s j.s and j.h mostly, 2h and 2d are also worth using. Fullscreen taunt to provoke a reaction if the opponent is too passive, then follow the letters to get in on your opponent if he's still not doing anything. Against other long range characters (like Axl, Faust, Venom, Justice, etc.), Kliff can't rely on his pokes as much and should try to get in. 214k can be used to call out their pokes or projectiles, but be very careful with it. 236236H is a great tool to go through projectiles. On the offense, your pressure options are generally stagger 2p/2k, jump cancel 5k/c.s into iad j.ksh, anything into 236p frc iad/dash forward. 214s can be used to call out backdashes and raise the guard bar quickly, but have 50 meter to make it safe, and it's not the best use of meter. Meaty with 236p, j.k/j.s, or taunt if you have a setup (ex: ...2s 236s frc iad j.d c.s taunt). Simple high low throw mixup with 5d/2k is very good. Fuzzy guard by doing dash jump forward late j.k/j.s/j.ks into double jump j.ksh. Works great when doing a meaty j.s/j.k. You can get safejumps off the shockwave from j.41236s. On defense, you don't have the best options. Anti air with 6p/623h/5h/airthrow, but they all have their uses and weaknesses. Backdash isn't great. 214p is very good, but not when you've already been hit by a full combo, as it has a chance of failing. 3f jump can be great if you have an objective, like airthrow or leaving your opponent in a move that has a lot of recovery, but Kliff's slow air movement means jumping sometimes just puts you in a situation your opponent can easily capitalize on. Reversal super 631246H can randomly make your opponent tech out of it before the end leaving you in a pretty bad spot, so it can be risky if you're using in a situation you haven't tried before. Once you're in the air, you can create a guessing game with j.61234s, but it's rather risky. Depending on how your opponent is pressuring you, sometimes the best way to escape is just to be very patient, deal with it, use FD (SB if you can obv), maybe call out something with a low profile move (dash, 2k, 2d), or a throw/airthrow. When cornered, if you can get them to block a normal, cancelling it into 214k can get you out, but it's risky. As I'm writing this I'm pretty tired. Don't hesitate to correct me or add stuff. I'd say being old is both a strength and a weakness. Getting back pains mid combo isn't fun :< Hm, I mostly use 2p in pressure just to be sure, the mobility hasn't "killed" it for 2p, but you can't get too predictable. Kliff on offense is kinda scary, people know he hurts. Recovers pretty fast and has ok range so the use is really similar to 2p but with jump cancel. Yeah, I meant it in the sense that not many of kliff's moves will actually launch on grounded opponents, as most moves that hit air to air will somewhat juggle. I'll add the line about slidehead. Hm, I'll average that with "great" hurtbox. I don't think it's on par with some other things (thinking slayer 6p/2h), that I'd call excellent. I mean, I've been hit farther than I thought trying to hit ky under j.214d, but I haven't really tested it nor seen the hurtbox. Maybe I could ask circ so we can be sure. Yeah, could add the line about the tech trap and hitting behind. About 2s 5h setup, what I feel about it, is that it's a cool place to test your opponent's habbits. For instance, against people who I don't think are expecting the tech, I'd do throw 2s 5h (tech) 5h, and hit them air unblockable into a good combo. Against people who love to press buttons, 2s 5h (tech) 623h. Against people who like to tech forward, jump airthrow (not too stable). Against people who think they don't need to tech, 2s 5h (blackbeat) 2s 5h. Imo it allows you to get good damage off a throw or random hitconfirm into 2s when you don't have the meter to do 236s frc 214k (my favorite, since it gives good corner carry and knockdown into mixup). Can you word that into a description to replace the current one, I don't use the move much, so I left the text that was there. Initially I didn't remember seeing a lot of JP players use it so I assumed it wasn't good, and anti-aired with 623h and airthrow instead. I have been starting to add it to my play recently, and can see that it's at least decent. Same as 6p uncharged. Well, I do use it in 5k 6p combos tho. I'll add that. I'll add the part about hitting behind the cancels, though personally (even though I rarely use it) I cancel into 214k midscreen and 236s in the corner (or 236p when I use it by accident when going for a throw but it hits the opponent behind me by accident). Yo the stun on it is stupid. Meaty 5d on potemkin, it he does reversal super, you're dizzied. I'll add the part about the reward, it's definitely important. I... don't know, I'll have to test it, I can't remember what his daa usually looks like as it's always flashing white and going through some other move. Maybe I was too harsh on it... I mean every time I get hit out of it, I just smh... though I am much more careful with it now and it's working out nicely. Still happens on occasion because :/ It would definitely be kinda broken if it had those properties and good invinc. I'll add the safe and no low profile. Hm... iirc it gets low profiled... but gotta test it to make sure. Really low profile on hammerfall??? Have to try this, hammerfall is giving me trouble. Will add. I... don't know, would have to try. From the times I saw it used in videos it seemed to work well as burst safe stuff. Hm... I'll add a note about the quick startup, but I think low profile is enough to describe it's use, I guess I could add something about moving his hurtbox forward at the same time causing weird situations to occur. Yeah I use this realllly rarely, trying to use it as rising j.p seems somewhat okay. Think you could word out a description for this? I'll add that. Oh yeah, worth mentionning the knockdown. Oh yeah I've had some weird things happen with this move. I'm assuming the -2 from the mook was changed in the patch, I'd be curious to try out how bad it is... but what matters is it's bad on block. I find it very good as a tool to make your opponent second guess their anti airs, or pokes, but it's not something to rely on. Death combo worth mentioning. Curious about the OS, I get that doing 4H+S will give you throw/SB, but won't 6H+S give you 6H? I OS with 6H+D, as gold burst is safe-ish. Hm, same comment about OS. With the stuff you tested, do you think it would be correct to say that it's generally punishable, but getting a correct punish requires knowledge the other player might not have, so it usually ends up being safe when spaced well? Any results concerning the safeness of this move? More of a call out than a punish imo. Oh man, he's gonna throw a fireball, or summon a something. I'll just do this and RC it if I guess wrong. Useful to make them afraid, but easy to get carried away ;_; Yeah resetting over and over works here too, I'll add a note on the gimmicky stuff, new character so people might not know lol. I think I'll add a note about being careful using this in combos if you did wakeup grab or something after someone's combo(s), as it can fail anyways. Hm, it almost always counterhits anyways, but I'll correct that. Yeah misinput happens to everyone... I'll add the note. Yah I'm curious about the data too, but :/ not in the mook. Never realized that the differences were with the p1 and p2 side lol, I'll add that. Will add. The more I use it, the more it feels like a slot machine. You just do it, watch the guy bounce around, if he takes a lot of hits but lands far you're good. If he takes a few hits and techs from far, risky. If he takes a few hits and lands behind you, you're dead. But...if he takes a lot of hits and lands right in front of you... 2s loops? (depends on weight) Do you want to write a description for it lol? Never used it. (doesn't have to be too serious, besides saying it's not serious)
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Montreal: Le Thread Generale Pour Weeaboo Fighters
pochp replied to BladeOfJustice7's topic in International
Prepare the lab before coming to foonzo and leave later ! -
Hm, i wrote a quick description for most of the moves (not 6a j.a ik, maybe others), just so there would be something, waiting to get more used to the charcter. It's prob the right time. Most of what you wrote seems good, I'll discuss those when I'm not on my phone. However, j.d frc (even RC) feels like it locks me in some kind of recovery. I don't see a use for the frc. Cant say I've tested this outside of matches a lot so I may be wrong here.