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Everything posted by tastylumpia
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Zato-1 Ground Game: Combo/Pressure Advice and Assistance
tastylumpia replied to PerfectInput's topic in Zato-1
Unsummon -P- is frame disadvantage. It's relatively safe if done at a distance, so you're essentially neutral. If you string into far drill that whiffs behind them, unsummon -P- to push them into the drill leaves you at slight advantage. Generally your options at the end of your pressure are Nobiru unsummon (safest option, leaves you at + frames) Damned fang into unblockable setup Deadman's hand setup Let Eddie gauge run out, continue blockstring pressure or run away to stall for time YMMV -
Zato-1 Ground Game: Combo/Pressure Advice and Assistance
tastylumpia replied to PerfectInput's topic in Zato-1
"Ogawa doesn't do it" is poor justification for not learning something. Eddie -P- pressure is important for a number of reasons: Costs the least amount of Eddie gauge. Fastest startup out of the Eddie attacks. Because it's so non-committal, allows you to quickly reset your negative input. Since it costs so little gauge you can continue a longer stagger string. Doing 2k, -p- is a strong frame trap where every blocked hit can 50/50 for a damned fang. It also corner carries and allows you a safe unsummon. To make them actually scared of the low hit you need to be able to confirm the low. Lazy Eddie players (including Ogawa at times) will not confirm the low and just go for the tick grab on hit. This works to an extent but once your opponent figures this out they will start fuzzy jumping your strings and you'll wish you took a little time in training mode to learn the -P- confirm. -
Just realized that list was for 1.0. In 1.1 you can hit tip range j.K on crouching Faust to combo into the 1-hit at a spacing that probably would've whiffed in 1.0, thanks to the buff on the downward hitbox.
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1 hit SG is character hurtbox specific. Someone posted a list a few pages back, here's a repost. It's not 100% accurate because I've definitely connected on Faust for example, but still a decent guideline. Keep in mind crouching and standing hurtbox is different. Easy (fair amount of leeway with spacing): May I-No Elphelt Ky Venom Sin Ramlethal Difficult (have to clip with the edge of jH): Chipp Sol Slayer Zato Impossible(?) Faust Bedman Potemkin Millia Axl Also you can combo into 1h SG after a damned fang in the corner by doing 623S (early -D-), 5p (JC) SG. Basically you're linking 5p after the grab then tigerkneeing the shadow gallery while the big drill holds them in place. Ogawa said on twitter that he does the shortest knockdown combo to prevent building the opponent too much meter/burst. If they're far from burst and you're close to killing you definitely want to do as long a combo as possible or just go into an unblockable.
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What do you do for mid-distance mawaru confirm from midscreen? Like 2K,2S -K- on hit there's too much pushback to combo dash 2/5S 5H 22H?
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So Eddie-less punish combo is 5s 5h(3) / 5s 2h into H drill or super midscreen. How about corner?
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What to do midscreen? Corner looks like side dust into drill unblockable but midscreen confirms look kind of bootleg.
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[CP] Kokonoe - Gameplay Discussion (Discuss Videos/Combos/Questions/etc.)
tastylumpia replied to Kurushii's topic in Kokonoe
I puked in my mouth a little whenever I read a post saying she doesn't have good neutral game/pokes. One of the longest 2a in the game (along with Tao and Haku), massive sweep range (with only -1), long range safe overhead, extremely vertical reaching 6a, ridiculously fast air-to-air with 6f atatata and 10f wrench to beat out bigger normals. Not to mention that j.2C, with its absurd hitbox that randomly crosses up and is deceptively safe. The lack of + frames hardly hinders her at all as her footsie tools are amazing. -
Just have to play solid D and run out his meter. If you're afraid of the high low you can upback, guess a jD or attempt to knock him out of the air. Remember wolf 5a does not hit low. Agito is good for getting past head invuln wolf 5b. Sweep is good for counterhitting his (normal) standing pokes. Just some observations.
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[TBA] Rebel Up (GGXRD, DFC, P4AU, UNIEL, BBCP, SG) - Walnut, CA
tastylumpia replied to Alpha152's topic in Locals
Anyone have a hard copy of CP they're trying to sell? -
[November 18, 2016] United Norcal Dogfight (GGXRDR/BBCF/UNIEL) - Belmont, CA
tastylumpia replied to Dakanya's topic in Locals
dogefight pls -
[P4A] Mitsuru Kirijo Combo Thread (Updated 9/20/2012)
tastylumpia replied to Jourdal's topic in Archive
tyvm sir -
[P4A] Mitsuru Kirijo Combo Thread (Updated 9/20/2012)
tastylumpia replied to Jourdal's topic in Archive
What's the BnB confirm for mid screen 5B/sweep FC? -
Anyone have any basic BnBs or notes on basic strategy?
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PS3 SF4 was 1f slower than 360, PS3 Marvel lags inconsistently from graphics overload. 360 Tekken 6 is actually slower than PS3, community made PS3 the standard. So it's definitely situational, based on how devs code the ports. As mentioned above whatever console it was natively coded for usually runs better. I remember hearing that PS2 AC was actually slightly faster than arcade version?
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Mid? More like bottom S tier or top of A tier. Generally agreed to be top 3-5 depending on whether you think Teddie and Chie are better.
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Try 1 hit 2B, that confirm definitely should work. You need to IAD or do a running jump ASAP for safejump timing. Even if they wakeup DP and hit your persona you should be able to block and punish. Looks like Dai-chan dropped Yu for Mits. I'm curious to know who's considered the strongest Jp Narukami. I wanna know the frame data on his moves. 214AB looks to have faster startup and better + frames than A/B, but still can't combo on normal hit.
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[P4A] Mitsuru Kirijo Combo Thread (Updated 9/20/2012)
tastylumpia replied to Jourdal's topic in Archive
Thx, they generally seems similar in dmg and depending on how much meter you want and ease of use. How do you adjust for them flying over your head/crossing up during the pull portion of freeze combos? Like during the CH airthrow confirm the spacing to hit 2B sweep seems really finnicky. -
[P4A] Mitsuru Kirijo Combo Thread (Updated 9/20/2012)
tastylumpia replied to Jourdal's topic in Archive
So after a CH 5B there a lot of varations of followups ranging from 4-5k with OMC. What is considered the most optimal/practical? -
So is the CH state on grab reactable? Didn't test but I'd like to know before I waste my OMC when I could've comboed anyway.
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Protagonist/shoto chars are the opposite of gimmicky. Ragna/Yu by design will always be good, since they are well balanced and have all the fundamental tools to compete. Even without the 5D oki Yu would still be decent, he has great pokes, decent damage and one of the better DPs in the game. Ryu low forward/fireball/shoryu has been predictable for 20+ years now, still works great. I will say that a lot of the canned 5D oki is blockable on reaction especially if you're used to the flowchart but there's still silly stuff like fuzzy j.A to open people up.
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When I get sweep KD I just jump around and roll my face on the buttons, hope 5DD covers my ass then when the string ends in - frames I press B+D to reset pressure. Usually works great. But I think the fuzzy setup is good too.
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B+D! B+D! B+D! B+D! \(^o^)/
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Yosuke/Kanji/Teddie is that the total list of chars that blow up safejump timing? 214C is good for the FA but they can delay their tech timing since there's no 5D lockdown. It's still good though, like comboing into jab DP with SF4 Akuma if you get the analogy.