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Everything posted by Kyle
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2S the vertical dolphins, or IB, run and punish.
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Poison... 3S/Final Fight
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- humor wasteland
- not even funny
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Hey guyz, When RK combo's Magic-missile, Air-Dash, Magic-missile, Do you have to split the input? or man it up? EX: J. 236S, 236~6S or J. 236S, 66, 236S I know it's only lvl2 that works... the buffer window feels awkward.
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Baiken players giving advice about how to guard... <3/Respect you Hellmonkey, but your perspective on this topic is innately...skewed. I believe Qwerty understood it best. It takes a conscious effort to WATCH and react to what your opponent is doing during pressure strings. By purposely IB + FB on certain moves it raises your overall awareness and should have you guarding successfully more often. Yes, SB is flashy and over-rated. However, there are many situations where it can really turn the match around. B/C you learned the timing. EX: Anji Stomps, Venom Reverse DP, Air dash strings. etc. Yes, it is worth it with Anj's stomps. Often your guardbar is high and there is increased push-back, so even an IB will put you out of throw range. This puts the situation to "where you normally can't punish". Therefore his stomps must be SB to reduce all push-back and frame advantage.
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I think I should leave this.... .... HERE!
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Matchups are readysteadyGO. So, SB3 is looking hella sweet, and I realize that we can finally do a 3v3 May vs ABA. FrankieTankie Shadowman (Jorge) Myself vs FunkDoc Moroha Damien You guys down for this? I'm not pushing money, I say either 5 bucks a head or none.
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Venom I think about 4 things when fighting venom. 1- While guarding him he always has ANOTHER overhead than you expect 2- While summoning balls he is in CH state, as IAD J.HS RUINS Venom. Generally, IAD, J.S, J.HS will either break guard or pressure him, This definately gives you an advantage. 3- 3K is NOT worth it. I just throw out FBHSHD, this will negate ALL projectiles Venom has out & leave him guarding, which means May wins. 4- Slashback that reverse dragon punch of his. He's a middle weight, but I find him awkward to combo. =/
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RO-use J.RR to avoid countdown super by flying above the screen LOLZ Kyle
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Ky- punish fireball spam with iad s hs Pulsr
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Faust- Faust can not Anti Air J.2HS from the BACK, or J.HS from the Front at MAX range. Abuse those moves and he goes down. Bait FB handslap and Swim Super on wake-up. CH 6P his 41236K Pole thingy. Kyle
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Dizzy vs. Dizzy: I was all kinds of freakin out over this match, as I had never fought her before and XAQ was waiting for me in teams, but honestly it comes down to this; Just hit her. Seriously, 1 1/2 loops and she'll get stunned, then you IK the bitch. Also, I would recommend keeping the loops simple here, as she falls hella funny and you don't really have to hit her all that much. I just did 5S, 5H, SVD, 5S(JI), 5H, HSVD (tension specific followups if ya got it to spend). She has a horrible time dealing with bouncy air May, and an even harder time dealing with bouncy air May with a hoop up. This match is all yours...6-4 in May's favor imo. *FrankTheTank
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The first post of each character will be organized and presented as the most reliable input. Not every suggestion/input will be in the first post. Only the good ones. I don't want users to pull from the rest of the thread and take unfiltered advice. =/ Detailed here is the most important thing I can stress about GG, match-ups. Each character will have a post in this format. Stats- How many matches May favors (of ten). I'm going to free-Ball my own numbers because the others are seriously outdated. This value is only creditable when both players know all of their characters options and play the match-up to give the most advantages where they can shine. Match-up's are irrelevant if one person is still learning, as the more experienced player should dominate. Great Video examples- Self explanatory. lol Openers- Their usual opening moves and how to counter & win by first move. Punishes- Ways to punish their unsafe moves, including proper Slash-Backs against the right moves for each character. Counters- Ways to nail CHs. Anti Airing- PROPER anti-airing- 6P is not a catch all. Zoning- What characters have a hard time dealing with. Their game plan- Enemy strats. Strategy- Your Strats. Combo Specific Details. -5D combo -6P combo -IAD combo -Jackhound reliability -Double Dolphin Upper -2HS, 2D Thank You Jais for this AWESOME format. Thank You Free for the new category.(2HS, 2D)
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SB3 this weekend. Match-ups Tomorrow. Woot Woot
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Sounds good "PhD of Funk". I will re-iterate the differences for emphasis. ABA & May Both have INSANE DMG potential & Knockdows. ABA always Anti-airs May with 2S or 5HS, yes it hits behind you for a CH when May attempts a cross-up. The only reliable Anti-air against ABA's J.HS is to jump into it, IB, than throw when ABA lands. This is even riskier than it sounds if May jumps too early, ABA lands first and nets either a grounded trap into combo/pressure or a throw. ABA has more defensive options which limit Mays Mix-ups/Abarea. -Back-dash, 1F jump, Danzai, FB Slide, UB as low crush option. ABA should knock May down and force her to guard! She is one of the EASIEST people in the cast to crank dat guard-Bar. Keep your mix-ups strong and let May lose options by baiting your reversal, all the time. I found the most frustrating mix-up when my Guard-Bar was full is a running 2k, or a running throw. That shit is SCARY when your flashing. Great Matches Josh, <3 our fights and seeing each others characters evolve. 2 girls 1 Bot!!!!!!!! (Almost got it worked out)
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This isn't as scrubby as it may appear: - watching your opponent attacks will dramatically affect your defense and overall ability to guard mix-up. -When your opponents does a particularly laggy move, it's Slashback~Punish time. Like Anji pressuring his stomps. Your do IB & FD anyways, with different button inputs, you might as well be slash-backing.
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Alright Pirates, here's what's up: Once this combo video is completed, I will get us a SUB-forum for match-ups. This will clear 3 separate forums from our ever growing list. SUB-Forum will be under heavy surveillance/ editing/ big brother will be watching. I've been holding onto the Match-up guide tightly in an effort to flow GOOD information only. SO, if you contribute in a character section and I think it's not good, than it gets revised/deleted by your truly. This should spark a little more overall interest and make that characters easier to find. UPDATE- Combo video on hold, I've requested the sub-forum.
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Interesting find Jacob. This works. So, is she airborn? No. If she was than May would be throw invulnerable. @Reaver- HK is alright in theory, but May's sprite is just to short to test this. Heat Knuckle can't even pick up May out of a backdash... let alone her standing sprite. Overall it's WAY riskier than her 5K, but, that much more flashier right. I call another Slidehead glitch. Who all remembers the one with HOS? Standing FD > Slide head. LOL
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J.FDC, Fall down with a J.HS and get a CH. LOL Axel, is lots of Hoop sets because his strongest overall game is centered around punishing your approach.
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It stacks: w/o K, every hit is worth more
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No, it's overall more difficult, and less damage. The only advantage 5P, 5S, SVD has is burst safe potential, IF they burst late. =/
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Blargster- Do your set up from this. 2D, 63214HS, FRC, IAD, J.D* Depending on where you executed J.D you stop cross-up or not. Additionally the HS-Hoops set will hit them on either side. OTG.. I usually do 6HS or 63214S. But the MOST.. I'll figure it out soon for ya.
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Thx PhaethonH, ^ This man knows stuff. Also, I found out that you can't SlashBack-cancel May's J.2Hs while buffering another button (Example: Hoop-set). It makes perfect sense, I just neglected to buffered a hoop while doing a lightweight dust combo until today. =? Welcome to to the May forums Schank. UPDATES- I was wrong, it IS possible to SlashBack-cancel May's J.2Hs while buffering another button (Example: Hoop-set). The trick is the INPUT, obviously. it has to be precious and exactly like this to work: [P/K], J.2HS~1[HS]~ or [P/K], J.2HS~1~[HS] There is NO shortcut like inputting J.1HS, it has to be 2HS followed by a 1 instantly.