ky0n01
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that combo is sick im tellin ya... i bet the slayer was still stunned after the end of the combo lol
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how rude koogy-san.. at least show some consideration to his effort. he even edited the music :D.. @bucklemyshoe-san to me a good combo video should be entertaining and "flashy"(literally, vcl,hcl,overdrives,fb dive).. i noticed that most of the combos were repetitive dive loops(imagine ky do 10 VT loops) you have to be i-nnovative with your combo's or its gonna be boring to watch.. id like to see some cool fuzzy guard setups or other stuff next time.. ED: and please synchronize your video with the music :D
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the tech throw and sb were kinda boring.. you should show us practical use of SB'ing and tech throws in a match. i rarely give a 4 or 5 rating but i'll give this video 4/5.. i love the music!!. and your combos of course ... just work on the SB and tech throws ok? don't listen to this bastards just do the combos you usually pull off on your matches..
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ADDED ball distortion guide
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I can't see how slayer fit in A tier though...So jam and baiken is on the same level as him? fine then he is A++
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- crazy larry
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where did you get this? its pretty messed up
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- crazy larry
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Oh i see, so its done like that. Normally, i do it without Hb
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vs BAIKEN Her weakness Low damage output, lots of prorated moves and her worst weakness that we can't seem to abuse is her low defense. Her strength iad, pressure, and her ability to escape pressure. Moves you should IB/SB iad jH tatami kabari sb* Tsurane Sanzu Watashi ib the 1st and 2nd hit and sb last hit* Moves you should FD Don't forget to FD lvl3-5 and vacuum effects moves. if your baiken always use yousanzen on you, you should FD a lot to get her yousanzen out of range kabari*razor something* j.H 2D H S 6H Prorated moves 2D - 70% throw & air throw - 80% 2p/2k - 80% youshijin - 70% sakura - 85% Counters Youshijin= air combo on CH but can be punished if not CH. mad struggle always beats this move. Sakura= upper body invincibility. if it hits you can mash out of it if they don't frc/ Ouren= her most annoying escape move. on CH leads to a combo KD/ Mawarikomi= she runs at your back Recommended Pokes 2k (best poke in this match) 2D (2nd best) jD 2s 5s Recommended Moves mad struggle teleport carcass raid or fb double head morbid = damage Damaging Combo's dubious curve loop (best damaging combo, but you needs to be in corner) 6p>6H> 3-ball seisei 6p>6h>cr> double head morbid fb 6p>6h>cr combo to corner dubious curve *Combo's i always do* 2k>2d> double head morbid S 2K>2d> ball seisei 6P CH> cS> jS> jP> jS> JC> jS> jH> jD 6P CH> 6H> double head morbid H 6P CH> 6H> 3-ball seisei ch madstruggle> 2k> 5S> 2S> 5H> dubious curve> ball seisei 2k>2d(2hits) CH>stinger aim h frc> 6p>6h>double head morbid FB*if health is below 60% or guard bar is filled. i simply use a lot of FRC if guard bar is 75%. die baiken!! die!!* throw> 6p>6h>ball seisei corner throw> 6p>6h>cr>summon hb>6p>6h> summon Sb>5S> dubious curve dubious curve loop for the finish Recommended Ball Formation K>S>P - prevents all counters except mawarakami H>K - prevents all counters except mawarakami K>P- prevents youshijin counter S>P teleport dash* try this at hoome Toorikuu da. defense Round one lets rock! At the start of the round you could use 5s/2s/2d but you'll get countered anyways lol. When getting out of pressure you can 2D> teleport out of it, but i prefer to just FD all of her stuff until she's pushed back enough to poke> teleport. The problem here is that she can immediately reach you if you try to summon. So the trick is to bait her to iad and then 6P her ass. Not only that you've damage her (a little) but you'll be free to summon 3 balls :D From this moment on, baiken will have 2nd thoughts to iad you and you can sometimes get a free summon if she's too scared T_T Corner defense Her pressure game in the corner is pretty tight, but she only has a few mixup moves. But the one you should watch out for is TK yousanzen, with 50% tension they can combo off it. Use FD to push em out the yousanzen's range. Conserve tension for DAA or for FD to avoid her corner pressure. Offense RAWR! Although we can't pressure baiken, we have our own way to put pressure on her. Your best counter to her counter is mad struggle. She won't be able to use a counter until the last hit of MS. Mad struggle should be blocked high, she won't be able to input *12 until the last hit. And if they still tried to counter till the last hit with either sakura/yoshijin then punish em. Remember to dash break whenever a ball hits. In this way, you can always punish her standing counters. 2K is your safest poke bec of its fast recovery and small active frames. low moves also prevents baikens running autoguard. 2D to pass thru counter sakura, but you could get CH if baiken used yoshijin. Tricky gatlings 5k > tk mad struggle 5k > 2D 5S > 2D 5S > teleport 2D > teleport 5p > throw Ball Seisei tricks, letz rock o-k o-h Okizeme H>K 1. 2p Hb> back jH Kb - this setup prevents baiken's two counters, sakura/yoshijin and theres a chance to grab her ouran counter. 2. j.k Kb> *either you do a crossup or mad struggle. teleport is possible but i dont recommend* -------o-k --o-p ----------o-s K>S>P 1. 5p all the balls - i think this could prevent all of her counters except mawarikomi. after 5ping the balls you should close in to her so you can punish her mawarikomi if ever she does it. or you can do anything to piss her off, since her counters are ineffective at this moment. --o-p ----------o-s Okizeme S>P 1. 5P Pb ASAP > teleport ad crossup> *mad struggle/throw/jS* - torikuu da! this move is pretty annoying to defensive type baikens, bec they always wait for you to counter. this also messes up their their execution for counter. oki>3 ball seisei> throw 1. dash feint attack> throw uhh please add anything i missed or anything you like.. anyone know a good 6p>6H combo that lets you hit a ball as you combo?
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*sniff* im all alone on this thread */sniff*
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Nice stuff there RTL, as expected of the slayeer.
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sorry it was supposed to be ksm lol Konnichiwa Sanbiki no Mukade
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sorry i thought your notation for summon is ksn.
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hmm i don't know how to play zappa but.. I noticed that you were always getting hit by balls bec you always charge straight up. There were a lot of times were you can air throw him and oki summon bec he just jump too much. And you should just stick to him bec venom sux with pressure. And i noticed that you weren't abusing KSN summon 1-9 frame invulnerability to escape pressure. vs anji don't forget that fuujin h has only less than half invulnerability of the animation. you can bait him to use it and punish it with a low. in general situations, you should probably play a zoning game against anji until you drive him to a corner for a pressure game(dog?) or use ghost for a zone i dont know lol you can screw up anji's buttefly setup via slashback/ib/fd the butterfly then backdash. or you can just summon before or after the butterfly hits you
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yeah, slayer can do a full combo from 6k if distance is not too far. the combo starts like this bbu> iad> jd> j2k> jk> 5p> continue combo ending in a KD
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Didn't you know? 5D is considered as unblockable.
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who's the best may im japan btw?
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I exaggerated a bit when i said that. But bec of what hintalove just said, i assumed that what he's trying to say is that cheap tricks work a lot in US.
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EDIT: here's mine S:Testament, Slayer, Eddie, Potemkin A:Jam, Baiken, Millia, May B: Axl, Ky, Order-Sol, Robo-Ky, Venom, Faust C:I-No, Sol, Dizzy, Chipp, A.B.A., Zappa, D:Bridget, Anji, Johnny
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- crazy larry
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yeah right, but you used to plain VT every time you're being pressured. I see, so they can jK me before i even FRC but the combo will surely be messed up .... Good thing i only VT a lot on scrubs.. its good to know that FRC's not safe after all T_T still, VT is very effective if you don't use it too often XD
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Seriously? I rarely see players get hit by a 5d so you must be joking ahaha.
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Yeah, rising javelin FRC is a pretty good tool for escaping safely. On top of that Ky has a lot of anti-ground options(air stun edge frc, j.HS). BTW rising javelin FRC timing is 3 frames, pretty strict huh
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nope, robo-ky's 5K doesn't trade with VT
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Potemkin... is big, strong, and big. Edit: Defense: toss some balls around to keep him away.. be sure to use 1ball + 5S a lot to counter slide head. i normally ib his jumping normals but i think FD is safe and better. when tossing balls you should keep an eye on his reflect. use 5S to keep em from reflecting the darn balls.. and if you've noticed it already N-O always leave an opening for 5S when the balls are scattered. about that, its much stylish to see balls scattered neatly j/k. the balls used to scatter like that are *k>S , k>P, s>P,*. I prefer using 2balls a lot bec its a lot easier to summon compared to a 3 ball. Recommended 3ball setups *h>k>P, k>s>P* Pressure: Bec of potemkin's high defense, they are not afraid for risk and reward. that is why we need to keep the pressure going to increase their bar. this is the main pressure string N-O use bec its safe and easy to do, 2s>ball>2s>ball>2s>stinger aim S frc>pressure. Or if you want to use plain MS there should be balls around to hit pot. i recommend using FB Madstruggle even though you haven't conditioned them with 2K yet since its safe and they're on guard after they block it. be patient and make them block all day until they get pissed and makes a mistake. Try to use FB MS a lot on fuzzy guard bec i think pot's 6P can counter FB MS(can someone confirm this one?) Offensive Tactics: Condition them with a pressure open to pot buster ex (2k>5S(2hits)> carcass raid. After they've seen this move once or twice they'll try to buster you, so switch carcass raid to FB MS. I recommend using different gatling for FB MS to confuse them
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Err 6p,6hs,cr isnt really that great even though i insisted it last time lol. i focus more on getting electric balls on corners than doing the BNB combo. basically 6p 6hs cr is used if you want moar damage and if you are going for a dubious curve on corner( 6p, 6hs, cr, 6hs, sum s, 5s, dubious curve). And for damaging combo's you should try to increase first their guard meter and the most damaging combo would be the dubious curve loop. if you like, you can try it as your main corner combo for moar damage, but you should've just main'd slayer if you love damage whoring. since venom is a setup based character you'll have to concentrate on your setups.