raisedbyfinches
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Everything posted by raisedbyfinches
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Just playing about with some stupidly easy combos and got some ridiculous damage 1. 5d6 combo https://youtu.be/1AkzLzSUOz4 193 damage, ~40% tension gained, ensenga knockdown 0 meter required 2. corner punish combo https://youtu.be/81I8ec4q1d4 257 damage, ~40% tension gained, ensenga knockdown 0 meter required
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I can't seem to recreate it for the life of me but you can get lame loops from this: OHK RC k-hoop, 6h [2]8h~]k[, j.d, land, run, 5s LAME You get the full set of repetitions [4 vertical hs dolphins] as calculated by kedako (you have to drop a 5s on the second to last rep on some)! You have to RC the ohk as May throws them but before she leaves the ground, i.e. ASAP but it leads to utterly ridiculous damage. Will try again tomorrow in the hope that I was just having a very bad day. There are a bunch more ways into it too, I might try to patch them all together in a video. I also must've missed the memo where full risc meant ohk, yamada, yamada. Now ohk does an extra hunk off their risc gauge and it doesn't work.
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Did you look to see if 6s+h gets counterhit if he does a late air dash or an air button on the way down?
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There is, but probably the best is whirlwind. You get a full 9 juggles before you need goshogowara which pretty much puts them back in the corner on the other side of the screen. I tend to run, 2p 5s jc.stuff or 2p 5s 6h if I ever do it (which is usually always a mistake because there's nearly always a better option when my back is to the wall).
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There is, but probably the best is whirlwind. You get a full 9 juggles before you need goshogowara which pretty much puts them back in the corner on the other side of the screen. I tend to run, 2p 5s jc.stuff or 2p 5s 6h if I ever do it (which is usually always a mistake because there's nearly always a better option when my back is to the wall).
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My May champions are Efute and Syo This will still be well worth a watch!
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Kedako gave a list of how many you get on who and how! It's somewhere way back on his Twitter timeline and I think somewhere in here.
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6s+h is what should be happening
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There was a May one too, maybe he got rid because it was almost identical and then I read the jack-o one
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Kedako also tweeted the new Gatling table, we have j.sp back and f5s 6h again.
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Probably, they picked the blue colour and were as good as Efute so it probably is. You'll also see Ruu, Kedako and a couple of others in there too.
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I thought that but then I don't speak enough Japanese to know whether the letters in front of it actually make it different [obviously still containing those syllables]
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https://www.youtube.com/watch?v=TgCfisnILww Not going to bother time stamping it because almost every third match is May! List is here: http://www.a-cho.com/ac/201501_06/gg20150502.html I have no idea who 蒼茫のえふて is but god damn they're fun to watch!
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Scroll back through this thread and you'll see some. There are also lots of bits in the video thread! Ball oki is now good
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Her bnbs didn't really change all that much - pretty much all the old ones still work. It's her oki that's a good bit different and some obscenely hard combos that now work that you'll never want to do anyway.
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You mean the changes into 1.1? Into xrder we just don't know.
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I'm a big fan of 6h knockdown so I take less damage. One combo route you can take is: 5d, 6h (wall stick/slide off this uncharged), run in, 5s 5h [4]6h You should be able to then link iad.pkh, 6h > hoop of choice. It feels possible but I only tried it a couple of times. If you can't get that then just raw 5h hs-HD after the 6h should be in range too. Might be better damage.
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You don't need to delay the backdash but you can get away with it. The sideswap wall stick is the best.
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https://youtu.be/S52OixyaUj8 This combo is too fun.
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I believe it's to do with whether any of your character model is on both sides of the central axis of the waking up opponent. In this case you are completely on the other side, for yours you are overlapping like the vertical line drawn up the centre of the sprite.
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Watched the Steve H matches in full. Just a couple of things. Too many times you got some hits in and instead of taking the knockdown tried to reset and go for grabs, and I think literally every time I think you got hit out and lost all momentum. I think this definitely isn't the best idea against Ky, take the knockdown and either safe jump and mix up from there or go straight into some next world thing that's going to hit them all day. You literally cannot summon from strings unless you score that knockdown. If Steve knew stun dipper would hit you out of everything when you didn't have meter I'm certain he would've. This means that if you use f5s you absolutely must jump cancel it in some direction or use meter to make it safe (summon eats stun dipper, no cancel eats stun dipper - and the latter is completely reactable). For my money you moved around well enough but too much of it was away from him. In this match you need to get within punch range. Either by being really dry and making him move forward and then using your extra mobility to get past his wall of buttons or just getting straight at him and just out-positioning him. Being in the air a lot is probably not the best idea, he just has all the buttons to get your approach from any angle. Playing a more grounded game and surprising them with air movement will fare you well, when he sees you're stuck to the floor and wants to stun edge to lock you down. If you are in the air and above him somewhere then try to make sure you won't be thrown when you prepare to block because air to ground and air to air you aren't beating him. I repeat. Ky is such a pain in the bum.
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http://youtu.be/LN7lSslLCXE
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Exactly this ^. There are situations where cross up guard also doesn't work. Mostly when the entire character model is completely over your opponent - like meaty j.2h.
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@angryblack You can punish blocked stun dipper with 3k, it's even easier if you stand block the second hit of it too. Ky is such a pain in the bum.
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But you're completely missing the point of the ball oki. You can be on the other side to where you put out the ball and on wakeup they have to block it the other way. Oh and cross up protection does nothing but make blocking harder against bedman. Dolphinman can avoid having it happen by doing the specific ball oki with the iad. You are the only one arguing your point. The rest of us don't care and have ways to circumnavigate it.