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Everything posted by Kyle
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I've never heard that shit before, obviously the tech decreases by hit-count/move decay, but I' completely unaware of additional tech decrease due to blackbeats. =/
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This a difference of Purple hitsun & purple blockstun.
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I think i get it guys. Stark is talking about purple throw from Blockstun NOT Hitstun. This is good too. My last post was very inaccurate. woops. updated.
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I particularly like using 5A, 5B to finish combo, go into blockstun and force purple Con Anima.
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We can punish jumps.
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when May is not advancing, you should concentrate on gaining meter.
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STARK, If we do get opponent to jump set-up, Can't we use Cantata to force them aerieal and get them with 8]D[. ??? needs more training mode. EDIT- or even a J.A string, Land, 6A, re-jump whatev- into 8]D[?
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follow-up after Con Anima "Purple" is going to depend on the previous hits which put opponent into combo. Full Dio combo is very possible off of a small string. 5A, 5B, 6B, Con Anima, Dio Combo. What we are realy needing to test is the ability to pick-up after a full ground combo, into Con Anima. Preferably a full ground JUMP LOOP combo.
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-Overlord Kyle Strikes- i will spell it out for the few not on the same page as ZONG, Stark & Myself. while opponent breaks Con Anima, they are vulnerable to an attack = Unblockable. We combo into Con anima, throw is purple, opponent breaks throw, we hit them vulnerable & repeat. Problem is scenario #2. We combo into Con Anima, throw is purple, opponent DOES-NOT breaks throw, Con Anima is NOT completely untechable, Carl can not follow up and opponent has escaped set-up. The only advantage to this scenario is teh unprorated Dmg from Con anima. thsi is actually more than two Cantata's. 1500 Ideally, we combo opponent, as soon as combo ends Con Anima catches them green. -They break throw, we rest into itself for ~3K DMG. -They Don't break throw, we follow up with ~4.5K DMG & Oki. This is great because it would significantly increase our DMG output on grounded combos. Ground loop until they DON'T throw break, than add ~4.5K DMG on top.
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Ahhh, THX Stark. Vet~ is great. I'll gladly take his input. =) Sucks for the Purple throw anima. There's got to be a way to force green throw tho... i mean. It is a MEATY command throw... 6C leaves in stagger. How about forcing a combo reset. like J.B, J.A whiff, anima... I need training mode so bad... =/
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What are you talking about?!? why not just end a ground loop w/ 63214D and repeat. Also, who is DarkRagna?
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By checking the first page of the CS combo thread. you will find the proration values. Anima does 1500 DMG with 90 & 80 Proration values. My questions are... why 5A? and is this legit? I will move post when peepz start posting actual combos... it's all still theory & tactics right now.
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Oh lala. ABA- 3.5-6.5 No reversal, no escape. LOTS of defense Anji- 7-3 His play-style is excessively risky vs May's play-style Axl- 5-5 meh. Baiken- 5.5-4.5 Play it right, it's not bad. Bridget- 6.5-3.5 J.HS risk/reward is always in your favor. Chipp- 5.5-4.5 Hit him. Dizzy- 6-4 Hit her. Eddie- 5-5 Hoop-set Faust- 5-5 Approach smart I-no- 7-3 Her play-style is excessively risky vs May's play-style Jam- 5-5 Be smart, bait a lot. Johnny- 7-3 His play-style is excessively risky vs May's play-style Ky- 4-6 headaches. Millia- 5.5-4.5 approach smart & hit her HOS- 5-5 about as even as it gets Pot- 4-6 Don't approach... fuck Potemkin. Robo- 5-5 Don't jump, have good defense & character specific BnB's Slayer- 4.5-5.5 Play smart, hope you don't get hit. Everything is a risk. Sol- 6-4 Footsies Testament- 6-4 Rush Venom- 5-5 About as even as HOS Zappa- 4.5-5.5 Ghost are annoying, Raoh hurts, you have no reversal, he always does. This match takes some "getting used to".
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Ohhhhh: Are we rating what May's match-ups are or what OUR match-ups are?!?
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If you opponent "catches" you, you were to predictable. =P Against those moves with huge frame advantage Like Ky's J.HS & ABA's J.HS you have three effective options. Jump, Instant block, jump out or 214K out. Jump, Slashback, J.K, doubleJump, J.S, J.2S Jump, Instant block, buri lands, opponent lands, Buri throws opponent. J.Starship is effective at certain Ranges too: ESPECIALLY when you have a HSB to cover yourself.
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RushThatShitDown Alex: one point of advantage to Buri which I haven't seen anyone spell-out for the this thread is the best benefits of Buri's movement. Stalling. LOADS of stalling. Your movement is SOO good you only have to approach on the situation you feel like approaching on. The CLOCK will give you a victory more than Pressure will. As long as you have a life lead, you are better off running away and letting them try to get in: frustrated and chipped to death with little pokes. It's super effective. Your opponents thoughts:"Well-shit! I can't get in... there is only like ~30 seconds on the clock. I need to RUSH" This is when your opponent make the BIGGEST mistakes: Ugly air dashes, random reversals, "luck Supers" and stalling gave you this situation which you should be well equipped to take advantage of.
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Thats really interesting Stark B/C Overdrives actually stop the clock. But NOT Nirvana's countdown. I beat It even counts regular during Bang-Install.
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I will upload a layout once I leave the office.
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I currently have the impression it's more of a Match-up strat than a legit offense. Great for defense tho. I feel sooo bad about how inactive I am with this game not at my fingertips. =( Arghghghghghg
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5B, 6B is the most common application. But, any jump-cancelable normal will work: Just depends on the spacing and recovery of Nirvana.
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Holy DAAAAAAAAAAAMNNN: J.B+C, 22D, 236A, 5B, 8]D[,...
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Wow @ 2:10 http://www.youtube.com/watch?v=fDYmp7cK6kM&feature=PlayList&p=EC8C081BA3BC98A6&index=18
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Guys, If i could play this game. Our thread would be Rockin' like it was in CT days. =(