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About Kyle

- Birthday 05/18/1986
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Cincinnati, OH
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KyleWattula
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Here is a twitter dump of Q-bee advice/techniques Q-Bee Techniques Mid-screen poke w/ ES-C>R #YouCanDoIt Q-Bee Techniques cornered opponents, approach w/ 9-jump MP, MK #TooStronk Q-Bee Techniques Cornered air hit = reset = cross-under to cr.MK., ES-C>R #TopPlayerMixups Q-Bee Techniques Commit to an offensive IAD J.light, cr.light, ES-C>R #JustDoIt Q-Bee Techniques Reverse QJ(Honey Bubble) post ES-C>R is input as "6,21+PPP*" *on the turn frames #TurnAround Q-Bee Techniques MId-screen combo into cr.hk, then Okizeme with a combination of ground & air dashing #GoForBroke Q-Bee Techniques after a whiffed st.mp poke, commit to an IAD. it whiffed because they were crouching! #JumpMan Q-Bee Techniques Defensive Command throw Option Select. [PPP], 63214, ]P[, ]P[, ]P[. #MindBlownJPG Q-Bee Techniques Commit to low damage in your offensive mixups. get a hit, walk towards a step then go for a cr.medium. #Bzzz Q-Bee Techniques Post a ES-C>R at the corner, there is no need to do a reverse QJ (Honey Bubble), Just do a normal bubble then a high/low. #HilIsWorkingOnIt Q-Bee Techniques When playing high-level opponents, make player reads and commit to options that counter what the opponent will do. #Outplayed Q-Bee Techniquesmid-far screen approach w/ 9-jump roll onto [7] & becomes a float state advancing chicken block. Confirm a block then air dash with an attack#VaryNeutralApproach
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I hit training mode pretty hard last night. A few things to note: - For Ball YRC, IAD stuff. You want to ball just as they are getting up and YRC as early as possible, such that the ball does come out. It's a VERY slight delay. IAD, 2 into J.HS, into whatever. - Depending on which frame you RC during the Air Throw you have different trajectories! roughly mid way you can air throw, mid-RC, land, 66, S, 2HS, 41236K, ]K{, J.P, J.S, J.HS, Land, 66, j>k, J.D, Ensenga? This same combo does NOT work on OHK, even though it's the same hit count because of the proration value of OHK being higher.
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I'm riding in on Yo-Motha~ Black- @Ten$ion: Thinking there is great value in this OKI, could be meaty enough to always stuff back dashes. I'll look into it.
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Snugglz dropping knowledge bombs!
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Mmmm child. I'll bee seeing you all at EVO! woop woop
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Great findings, A-Black!!!1 Regarding the IAD cross-block-stuff. The anomily in your example is the issueof Bedman being the widest character in the game. You'll get different results against Millia, for example ^_^
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If you are just out of teh corner, you can do a micro dashing 2HS, delay HSVD to cross-under and continue DMG w/ a corner knockdown. Been slow around here, sorry.
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As high as possible, as delayed as possible, needs running momentum on the close slash & only work on specific people.
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<3 Ghost Dolphins or dropped combos b/c the dolphin never released on 1st frame. hahahaha
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Hey Ooo~ Finally got around to sparing w/ an Updated XRD. The few big differences I come across are: - Larger buffer window causing micro-dash S or HS turn into running dolphins. Example, in combo-RC to block a burst, run in to close the gap from burst bait, ideal combo is S into air combo...Gets running dolphin - New input for Applause the victim is unquie and much more intuitive for Oki/Zoning. But How does one consistantly let the dolphin come out as early as possible? Burst safe combo is max height S, 2HS, 41236K, LINK J.P, J.D, J.S, J.HS, Ensenga? - CH 5HS is back! - New OHK input is easy-peezy. But the challenge to the previous itertaion was the "buffer window" not the input itself. - Hit box of 2HS is dramatically increased. Standard BnB of S, 2HS loops are significantly easier & more universal. - HS-HD, IAD LINKS are much easier. too. Overall, we got some get user friendly buffs. Now we have to learn the new buffer windows & new Applause timing. Cheers, KyleW
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the typical air-hit confirm is IAD J.S, J.HS, Land ... Usually tight tho
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For killing disjointed stuff, like Zato or Bedman's deja vu's? Unless you could jump cancel 5K "on block" anyways... too many questions
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5K on block chain to a whiffed 2K, 66 for a frame trap?
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we already had 5K, 2D. so it's not like 5K was a broadcasting 6K (overhead) only.
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Stand K Don't understand the value of this change Close Stand S help ground to air conversion & anti-jump conversions Stand HS Frame trap w/ delay 2D or delay HS-HS Confirm CH into damage rather than frame advatage Crouch HS Make the 2HS, HS-VD combos more universal Sweep Damaging low blitz option Jump HS Allow follow-up & footsies w/ J.HS 6+K w/ overall dmg being in the back of the life bar, this means we can go for the overhead kill more Mr. Dolphin – Horizontal (S) Combos off a far slash at further ranges Mr. Dolphin – Horizontal (HS) more hitsun & beats more pokes Overhead Kiss No more OS OHK Applause for the Victim Can execute & dolphin ride while directly on top of the opponent Don’t Miss It! less accidental dolphins. (This was never a problem for me) Ball Jump Ball Jump OKI is now a thing Air Hurtbox Certain air BnB are more consistent against us. Dunno which ones tho. Venom?