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Everything posted by Kyle
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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?
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The comment was, Iruka-san now acts like little eddie.
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losing dolphin on block is a huge Nerf. Think this concept is under appreciated in the current version. Dolphin & Ball both approach/damage while May is blocking!, losing OHK command = no more splitting a run w/ OHK ride dolphin sooner = applause up close where the active frame was before the airborn frame & we HAVE to space out the OKI to get extended combos. I assume they corrected this. HS-HD move LVL increased means it loses less confrontations as a counter poke. More recovery OHK is whatever, we have YRC anyways.
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Be defensive & only approach W / a BeachBall or a hoop-set. This plan will have you in the right direction.
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XRD' mechanics: Lots of May examples, Enjoy.
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^ Or 1D.w/ a delayed special cancel.
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Getting the IAD J.P before the 5th hit of the combo helps loads. it is possible on the 5th hit, just much harder. For the Ensenga?, It really helps me to delay the J.D after the J,HS. I've been BUSY w/ XRD guys. Writing up system mechanics stuff, so I will release an article soon. ^_^
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See this: Kissi drops it, but you should get the idea. I believe he does J,S, J,HS just because Millia is floaty, www.youtube.com/watch?v=Snq_nnW2UdY#t=18m50s
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Also, You can execute beach ball as 2145P or 2145K
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against Ky or Venom I am seeing JP combo route go like this: blah blah, 2D, S-HD, RC, Air dash, Late J.HS, Land, J.S, J,HS, J.D, Ensenga? = 132 DMG Overall it does less damage then the route I've been using. However, the "RC into Air dash" sequence is burst safe. Blah Blah F.S, S-HD, RC, Micro D^, J.HS, J.HS, J.S, J.HS, J.D, J.S, J.HS, J.D, Ensenga? = 141 DMG
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Alternate combo route for corner super www.youtube.com/watch?v=YTbeAV94MW0#t=44m38s When you get a HS-HD corner stick & cannot combo www.youtube.com/watch?v=YTbeAV94MW0#t=40m16s Meaty 6K, 2P example: www.youtube.com/watch?v=YTbeAV94MW0#t=42m35s setup HOTNESS www.youtube.com/watch?v=YTbeAV94MW0#t=40m57s