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Everything posted by pochp
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Information: Set this up rather quickly, just thinking what starters I generally get and how I would combo from them. ?s work according to my memory, but not confirmed. Anyways, I probably forgot/don't know about a lot, so please share practical and useful combos. If you came here to learn Kliff combos, start with the "Essentials" section. The rest is just a compilation of what your best options are for other hits and various meter uses. The thread can also be used to discuss combos, as well as asking for advice on how to do these combos. If after trying a lot, you can't figure it out, you're probably not the only one, so the answer will probably help someone else. When doing a combo with Kliff, you really need to think about your post-combo options through meter and screen positioning and your opponent's health/burst. Off a corner throw, for 50% tension you can dizzy most of the cast, and then do decent damage or obscene damage with another 25%. Kliff also has very strong mixup that leads into good meterless damage or good corner carry, but it can be difficult to get a knockdown from a random hit without spending resources. The list of enders contains a lot of options. Some of them will not work if there are too many hits prior to it. For the better okizeme setups, aim for the ones that end in taunt (cancel the recovery with FD or a fast normal), or a safejump, if possible. Haven't compared the damage on certain enders yet, to know which ones actually are the max damage. [table=width: 700, align: center] General Notations Used Guide Specific Notations Used [table=width: 350, class: grid, align: center] j Jump sj Super Jump ad Air Dash iad Instant Air Dash jc Jump Cancel sjc Super Jump Cancel ji Jump Install CH Counter Hit RC Roman Cancel FRC Force Roman Cancel [ ] Hold Input (N) Attack must deal N amount of hits. [???] xN Repeat ??? N amount of times. [/table] [table=width: 350, class: grid, align: center] ~ Followup Special dj. double jump (...) Almost any string [/table] [/table] Essentials: Combos - 2k c.s 2d taunt - (corner) 2k c.s 214s dash 2s 236s FRC dash 5k c.s taunt - (corner) Throw dash 2s 236s FRC dash 214p~d (will dizzy most of the cast) - (corner) Throw 2s 236s FRC IAD j.h land dash j.k j.s dj.h j.41236s - ender - 5d j.s j.h dj (delay) j.s j.41236s - ender - (dash forward, blocked j.s) dj.k j.s j.h land dash j.k j.s dj.h j.41236s - ender (combo from fuzzy guard) - j.h land j.s j.h j.236d 5p c.s taunt? - 2d 236p FRC IAD j.s j.h land j.s j.236d j.41236s -f.s 2h 236236h Enders - Post 214s/j.41236s/236236h corner knockdowns - 2s 236s dash 236p (meaty) - 2s 236s FRC dash 5k c.s taunt (meaty) - 2s 236s FRC jump forward, falling j.h taunt (meaty) - 2s 236s FRC IAD j.d c.s taunt (meaty, most damaging meaty) - 2s 236s 2s 236236h (max damage) - 2s 236236h 2s 236s (max damage) - 2s 236s FRC slight charge 6h 214s (max damage) - 2s (236s FRC charged 2h)xN - dash jump falling deep j.s (meaty, sets up fuzzy) Post-Dizzy combos - (corner) 6h 236s FRC IAD j.h land dash j.k j.s dj.h j.41236s - ender - (corner) max charge 6p 236s dash 5k slight charge 6p 236s FRC max charge 6h 214k - ender (generally 2s 236s, only works on Faust, Kliff, Jam, Venom, Eddie, Justice) - (corner) 5k slight charge 6p 236s FRC max charge 6h 214k - ender (only works on TBD) - 6h 214s 2s 236s Mid-screen: Normal Starters - 2p 2k c.s 2d taunt - 2k c.s 2d 236p FRC IAD j.s j.h j.214s? - f.s 2h - 2h 236236h - 2h 2d - 2h CH 236p - IAD j.k j.s j.h dash j.k j.s dj.h j.41236s - ender (also works when doing airdash mixup - j.s j.h starter) - j.h (launch, far) j.s j.h j.214s? - j.h (launch, far) j.s j.h j.236d x N - 5h CH (air hit) 2s 236s/5h - (...) 236236h 214k (whiff) Throw Starters - Throw dash 2s 5h (sets up mixup) - Throw dash 2s 5h 623h (max damage, meterless) - Throw dash 2s 5h 236236h (max damage, 50%) - Throw dash 2s 236s (fullscreen blowback, not recommended against characters that you lose to in neutral) - Throw dash 2s 236s 6frc6 214k dash 5k sj.h j.41236s (usually corner carries, character specific) http://www.youtube.com/watch?v=z19HSa1tnZ8&t=16m13s Special Starters - 236p CH 2d Force Break Starters - j.236d 2s 5h - j.236d 2s 236s Overdrive Starters -236236h frc 214k whiff - ender -632146h 2s xN (Potemkin, Roboky) Near-Corner: Corner carry stuff - (...) 236236h FRC 214k - (...) 236236h FRC 214k (whiff) - ender - (...) 2s 236s FRC 214k - (...) 2s 236s FRC 214k (whiff) - ender Corner: Normal Starters - 2k c.s 2d taunt - 2k c.s 214s - ender - (...) 236236h - ender Throw Starters - Throw - ender - Throw 2s 236s FRC IAD j.h land dash j.k j.s dj.h j.41236s - ender - Throw 2s 236s FRC dash 214p~d Special Starters - 214s/j.214s 2s 236s FRC IAD j.h land dash j.k j.s dj.h j.41236s - ender (character specific, works on Sol, more tbd) - 214s/j.214s - ender - 236s FRC IAD j.h land dash j.k j.s dj.h j.41236s - ender - 236s 236236h? Force Break Starters - Overdrive Starters - 236236h - ender
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Yeah, the reasons why that combo doesn't work sometimes vary from character to character (ex: in potemkin's case, you can't do dash 5k after full charged 6p 236s iirc), so the best would probably be to list the best combos to do on each character after a dizzy (atm I can think of these starters : 6p 236s/5k 6p 236s/6h 236s), and then list or table of what parts don't work on who, to help people who may want to optimize a combo? A combo thread would probably be the best place for that, I think I'll make one tomorrow.
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Montreal: Le Thread Generale Pour Weeaboo Fighters
pochp replied to BladeOfJustice7's topic in International
Return of the Monthly Mashfests #2, September Edition When : September 1st Where : Foonzo (1245 rue Drummond) Time : 6 PM to midnight. We'll start GG, the follow up with BB and then side events. Let us know if you're going to be late. Tournaments : Guilty Gear XX Accent Core +R : Singles, 1$ entry (or more if you want to donate) Blazblue Continuum Shift Extend : 2v2 Teams. free entry, prize for the winners. (prob beer or something else if the winners don't drink) Stream should be at : twitch.tv/bibiquadium since things ran pretty fast last time, we may have time for another event or two this time. I suggest 3v3 GG+R and MBAACC (format will depend on # of entrants and time) Results from last monthly : http://www.dustloop.com/forums/showthread.php?11134-Montreal-Le-Thread-Generale-Pour-Weeaboo-Fighters&p=1526100&viewfull=1#post1526100 Videos from the last monthly : http://www.dustloop.com/forums/showthread.php?11134-Montreal-Le-Thread-Generale-Pour-Weeaboo-Fighters&p=1526552&viewfull=1#post1526552 Bibiquadium, will you be able to stream again this time? -
Montreal: Le Thread Generale Pour Weeaboo Fighters
pochp replied to BladeOfJustice7's topic in International
There's also this part that might not have been an issue but added a lot of time for mine. So at some point you need documents to prove your identity or something, and we couldn't find the required documents, so we had to get my birth certificate. There was another form to fill in for that, and then they had to mail it to me (which took a while, can't remember), and THEN I could continue. So just start asap, to avoid the worst case scenario. -
Montreal: Le Thread Generale Pour Weeaboo Fighters
pochp replied to BladeOfJustice7's topic in International
Gas split is usually 40 each. Hotel is usually 30 each (120 per room, 4 per room), per night (so 90$ in this case, 60$ for others). Event fees are usually 40 venue, then 10 per tournament (I usually do 4, bb/gg/p4/mb). Food averages to 10 per meal, 2 meals per day, so 20$ fri, 20$ sat, 30$ sun, 20$ mon. Total is then 40 + 90 + 80 + 90 = 300$. Other tournaments where we only stay 2 days or don't go as far, such as toronto, are a bit cheaper, around 200$. Then there's like going to Ottawa which is probably under 50$. Though, if you're already paying for your own food regardless of going or not, that part of the total may be removed depending on how you budget it. Reminds me, got confirmation from Jin that we can run a small tournament on September first. Details to come. -
Thanks! I've been trying out that combo in training mode, and it seems super character specific. Often, 5k 6p charged won't hit, but for some characters it's something else... I'll have to test this out to see who it actually works on. The trick to 236s FRC 6h full charge was simply to do 6h immediately after the frc (feel dumb now). 6h needs to be fully charged to combo into 214k. edit : a bit of testing later, my execution lets me get it on these characters, with damage values in parenthesis. kliff (368), jam (363), eddie(377), venom (366), faust (351), justice (348). Might work on some others, but it would be no where near as easy as on these. I guess an alternate dizzy combo that does 317~ on Axl would be 6h slight charge 236s frc iad j.h land j.k j.s dj.h j.41236s 2s 236s frc 6h slight charge.
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Montreal: Le Thread Generale Pour Weeaboo Fighters
pochp replied to BladeOfJustice7's topic in International
Going to foonzo tonight, anyone else? -
So after grinding a bit tonight, I figured out why I was having so much trouble connecting otg 2s 236s frc iad j.h land dash j.k j.s dj.h j.41236s sometimes. Against some characters it'll be kinda stable even with a lot of hits initially, but against others it's a lot more unreliable. I'll have to do some testing, but it's not as universal as I thought. For instance, 214s 2s 236s etc. is ok on sol, but too tight on venom. Throw 2s 236s etc. is okay on either of them, but pretty hard on dizzy. So, here's an alternative ender if the previous doesn't work. (...) 2s 236s frc dash 5k c.s taunt. Less damage but still strong oki. (cancel taunt with 5p/fd) Also, here are some simple mixup options, best knockdowns being 2d taunt, c.s air hit taunt, and high j.41236s (wave hits them), but also work with 214k/236s/214s/etc. knockdowns, just a bit riskier as the opponent has more time to act. dash jump forward falling (j.k j.s) dj.k j.s j.h j.41236s 2s 236s frc 5k c.s taunt. (safest fuzzy, but will whiff on faultless defense) dash jump forward falling deep (j.s/j.k) dj.k j.s j.h j.41236s 2s 236s frc 5k c.s taunt. (not as safe as you need to do the move later, giving them more time to jump out, but doesn't do as bad against faultless) dash jump forward falling (j.s/j.k) throw dash jump forward falling deep (j.s/j.k) 2k c.s 2d taunt dash jump forward airdash j.s j.h dash j.k j.s dj.h j.41236s (airdash mixup, when j.h launches) dash jump forward airdash j.s j.h c.s 5h 2d taunt (same, but when j.h doesn't launch, if you're low/against some characters) dash jump forward 2k c.s 5h 2d taunt (empty jump low, taunt recovers fast enough to be used again) also, just dash forward 2d/throw/tk j.41236s also works, especially good after a meaty 236p. Throw in lots of 5d in there and you're set. Having trouble figuring out how to do the combo here : http://www.youtube.com/watch?v=-HTpJ3D4eG8&t=8m40s seems like it's 5k 6p charge 236s frc 6h charge 214k 2s 236s. Having a hard time getting 6h charge 214k part, seems like I'd need to fully charge but I doubt that's enough time... Wonder what the charged 6p combo would have been, possibly the same but skipping 5k) Final thought for today, in some matchups where it seems really hard to get in, sometimes j.D is what you need. (and apologies to those who might have tried the previously noted really hard combos on some characters)
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Montreal: Le Thread Generale Pour Weeaboo Fighters
pochp replied to BladeOfJustice7's topic in International
Lunch at noon in chinatown (it's right next to the convention). -
Montreal: Le Thread Generale Pour Weeaboo Fighters
pochp replied to BladeOfJustice7's topic in International
Check the first post of this thread -
So... it looks like you can do j.KSH without the fuzzy : http://www.youtube.com/watch?v=dIjCYwASshw&t=3m28s IAD j.K j.S j.H dash j.K j.S dj.H j.41236S dash 2S 236S. It looks like a pretty fast overhead, gotta try it in matches. It requires some spacing (starting positions work to practice it, backdash too), and it also works in the corner.
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Sounds great, I'll try that. I usually anti air with 623H, good reach and fast startup, sometimes 5H, or jump back j.S/j.H, if I can see them coming from an angle 623H won't work.
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Montreal: Le Thread Generale Pour Weeaboo Fighters
pochp replied to BladeOfJustice7's topic in International
Yeah I know, but I can't get there in time for them, I'd prob get there past 9pm. Maybe I'll just go to cheer and play casuals. -
Montreal: Le Thread Generale Pour Weeaboo Fighters
pochp replied to BladeOfJustice7's topic in International
Not coming tonight, seeing some friends from uni I haven't seen in a while. YES I dunno when though, Saturday lunch maybe? Not sure if I'm going on Fri/Sun. -
Here's some day one stuff, mostly taken from Bob. It's nothing impressive, just sharing because there doesn't seem to be a lot of information. One trick I didn't get for a while was that when you launch with j.HS, you need to get some dash momentum before doing j.K j.S dj.HS j.41236S etc. j.HS also seems to launch or not depending where you are in the animation? Probably will get used to it. midscreen/anywhere : j.HS land j.S j.214S (easy) j.HS land j.S j.HS j.236D 2S 236S j.HS land dash j.K j.S dj.HS j.41236S throw dash 2S 236S FRC 214K, corner carries and knockdowns. on pot you can do 214K whiff 5K 5S 2S 236S, dunno for the rest yet. will most likely work with any otg 2S alternatively... OTG 2S 5H 236P FRC j.S j.214S (there's most likely a way better way to end this) 236P CH 2D 236236HS 5D j.S j.HS jump cancel, delay j.S j.41236S 2S 236S 5S 5H 214S 2S 236S (meterless DP punish) ...2D 236236HS FRC 214K 2S 236S (frc into corner combo if in corner) corner/near corner : 214S 2S 236S FRC IAD late j.HS dash j.K j.S dj.HS j.41236S dash 2S 236S (should work with most knockdown into 2S scenarios, like j.41236D, throw, j.D...) <-LEARN THIS 2D 236236HS delay 2S 236S FRC same ender^(big damage, for lots of meter) 6HS 236S FRC same ender^(big damage, like do this after dizzy I guess) 6HS 214S 2S 236S FRC same ender^(alternative, builds more meter initially if you don't have enough for the FRC) airdash j.K j.S j.HS 5K sj.HS j.41236S like Circuitous mentioned, going from a bad starter, like throw, into 2S 236S FRC 214P~D can dizzy and let you get those 6HS starters. Basic okizeme options after j.41236S seems to be 2S 236S FRC taunt, you can then jump in or 214K, or skip the 2S and jump in, maybe go for some airdash mixup). 236P is +3 so it's great for oki or pressure too. ex : http://www.youtube.com/watch?v=8aj8VK1L_0g#t=2m10s Bob likes to also end combos meterlessly with 2S 5H, which you can air tech out after. Seems gimmicky, but looks like it works http://www.youtube.com/watch?v=qqKlWVj2_cg#t=16m10s Anyone figured out how to hit this? http://www.youtube.com/watch?v=qqKlWVj2_cg#t=12m35s j.K j.S j.HS, on sol? j.HS always whiffs on crouch
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Montreal: Le Thread Generale Pour Weeaboo Fighters
pochp replied to BladeOfJustice7's topic in International
Ca sonne hype! Veux tu qu'on ammene dequoi, dessert, vin, biere..? -
Montreal: Le Thread Generale Pour Weeaboo Fighters
pochp replied to BladeOfJustice7's topic in International
Pourrais tu ammener la tienne pour vendredi et samedi (j'imagine tu travailles)? Ou p-e kirb? Ca serait dur pour nous vu qu'on a chacuns des plans a soir et on va chez nedel samedi. -
Montreal: Le Thread Generale Pour Weeaboo Fighters
pochp replied to BladeOfJustice7's topic in International
Fred bought his stick around the same time he bought a gaming PC. I heard he's been using the PC a lot. -
Kill them with 2C. It leads to a really damaging combo on counterhit, with usually corner carry, so with the right setups, they just gave you the round.
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Montreal: Le Thread Generale Pour Weeaboo Fighters
pochp replied to BladeOfJustice7's topic in International
I think I came when I did Ky 3HS -
Montreal: Le Thread Generale Pour Weeaboo Fighters
pochp replied to BladeOfJustice7's topic in International
Oh well, thanks for the heads up ;_; -
Montreal: Le Thread Generale Pour Weeaboo Fighters
pochp replied to BladeOfJustice7's topic in International
I might be able to get it up on Wednesday if I can squeeze in some time for that, but if not probably some time next week, or the one after, or maybe the one after that. We'll see... An excellent way to improve is to watch your matches, find things that make you end up in a bad situation and other mistakes, and work on fixing them -
Montreal: Le Thread Generale Pour Weeaboo Fighters
pochp replied to BladeOfJustice7's topic in International
Oops, I uploaded this sunday's tournament to Youtube on my account instead of mtlblazblue... anyways, I'll reupload it there eventually: BB up to top 4 http://www.youtube.com/watch?v=VXHDzma4aBA BB top 4 http://www.youtube.com/watch?v=yX6F2f2bq6o (this is the part with the collusion) GG up to GF http://www.youtube.com/watch?v=YWlMyoFT4es (bladeofjustice commentary does not dissapoint) GG GF & casuals http://www.youtube.com/watch?v=PJHRSPhTipE -
Montreal: Le Thread Generale Pour Weeaboo Fighters
pochp replied to BladeOfJustice7's topic in International
Blazblue 1 : Kirbster 2 : Brice 3 : pochp 4 : Level5-Chan 5 : Sam 5 : Greenix 7 : WakeupDP 7 : DaiLoli 9 : DerQ 9 : Sophisticat 9 : kev 9 : Krakatoa 1000: Steb Guilty Gear 1: Brice Sam :PO: 2: VinceX Pochp 3: Sophisticat Rhannmah 4: Lemal Kev 5: Sage Lofo 5: Essay Rigel 7: Dhaos Derq 7: Thelo Krakatoa 9: Bladeofjustice Christian :KY: 9: Level5 Kirbster 9: Monstre Greenix Thanks for coming everyone, going to do this again next month! Farewell AC, farewell May.