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Everything posted by someonewhodied
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More conditional things: Fullscreen away: 4D to punish her steins. 236236D to punish anything Don't bother blocking. Just shoot swords. Close up: CH5D a held 63214C 5A Mu's 6B Block low any other time. (Mu has like, 3 overheads that can be quickly pulled out. J.5b can hit on the rising part of a jump, 6B can be punished, and j.2C is slow and easy to IB) Her other one (j.5C) is obvious and easy to block.
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2A, 5A, Backdash, or 632146D it. (Don't forget, that super is a DP)
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indeed it does. I found a useless but flashy corner combo. 5BC>j.5C(1)>j.214D>5B>6A>2147D>RC>6C>236C>5CxN>6C>RC>5DD>236C>2DD>Air Ender. Its useless, needs 100% meter, but its hilarious ending a match with it. Edit: Yes, I realize you can do 236236D instead of RC>5DD but its funnier that way. edit 2: Heres a practical and easy combo I actually tested before posting this post: Midscreen 5C(Ch)>236C>Dash>4B(2)>2DD>214A>2DD>2147D>Dash>6A>6C>236C>6DD>2DD>j.5DD>j.2DD>dj.5DD>j.2DD>j.632146D (~5.5K) And a random flashy and useless combo I found: Corner: 5CxN>6C>236B>RC>2DD>214A>2DD>2147D>6A>6C>236C>Dash under>6A>j.5DD>j.2DD>dj.5DD>j.2DD>j.632146D (~4K)
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You can, but 6D doesn't work on A or D ice cars. Unless you time it perfectly which is hard online. 2A is hard too of course, but it is much safer, and a bit easier for me. And its funnier. (It ties with D car, beats a and b, and makes C whiff)
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Heres a couple random matches. Nothing amazing. Just a major improvement from my last few uploaded matches. http://www.youtube.com/watch?v=xDk514Nrbnc
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http://www.youtube.com/watch?v=t2YWyWDDD4M
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I blocked low and the ice car just went over and past me. 2A is the safest option during an ice car. Uploading video now.
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Well, I'm getting better at mixups after seeing that youtube playlist... but.. back on this thread's topic. Ice cars.... I successfully ducked 2 C cars in a Jin mirror match. Can lambda duck the C ice cars?
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I don't deny that I'm terrible. I'm just posting things that I've tried and have sometimes (if only once a while) worked. And I only play online, so theres that which may influence why some simple and stupid things work too.
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Well, the only experience I have is online play so..well. I KNOW It works online most of the time. And the comboes that I state should work. (Even though it may be that my opponent is missing multiple techs, since it sometimes goes blue between attacks that I KNOW will combo, like sometimes, it will go blue in the middle of 5C mash, sometimes between 2DD and A seed.) Of course, it could just be online thats messing me up. My opponents always seem to roll forward safely out of 236D in the corner and I lose ~4K.
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Heres what I've found: 5C oki: (Roll Wakeup, both directions) If you successfully Oki your opponent, 5C will give an air hit. 5CX8>6C>236C>Dash under>5CxN>6C>236D>214D~C>236C>Dash under>4B(2)>2DD>214A>2DD>2147D>Dash>6A>6C>236C>5CxN>2C>Air Ender 5C blocked: (Normal Wakeup) 5Cx8>3C>236D>Dash>6A>2B>2C>Jump Away. 236D Oki: Backward Roll only You start the same combo above, just without the starting segment. And your opponent can tech if you do a second [Dash under>5CxN>6C>236D] by teching after the first wheel hit. 236D>214D~C>236C>Dash under>4B(2)>2DD>214A>2DD>2147D>Dash>6A>6C>236C>5CxN>2C>Air Ender 236D Blocked: Normal Wakeup. You can drain more of your opponent's barrier and one guard primer safely. 236D>214D>Dash>6A>2B>2C>Jump Away 236D Punishable: Forward Roll. (Must be immediate or Oki will still hit) Your opponent gets a nice little Counter/Fatal. You decide which is safer. Too long for you? ok. 5C leaves you 100% safe if you position yourself out of DP range. 236D can be punished with a forward roll. Unless you are further away, but it takes about the amount of time to position yourself correctly after a 3C or 236B as it takes your opponent to tech. of course you can lock your opponent in the corner with an A seed. But gravity has much better uses. Yeah I spam 5C like a noob and I win based off of predicting my opponent and landing random 2Bs and 5Cs instead of actual skill, but I have never once been punished for spamming 5C in the Corner when I take the time to space myself.
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Out of what I tested, Jin (Well, for his 623C and D), Rachel (If you count the chair as a DP... its her only invicible move) Mu, or Hakumen (2147B) can't DP you on wakeup successfully. Of course you have to hit with like the very edge of 2C. And I guess that with the trouble it takes to position for some of these, its better just to do 5CxN>3C>236D>Dash>6A>2C>Jump away. Its safer that way Tsubaki, Ragna, Jin's 623B, Noel, and Lambda (632146D only) can still hit you in 2C range though. And carl can still spin out and get a 2C fatal in time. Even on the first 5C if I remember correctly. Anyone not mentioned, I haven't tested.
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Well against good players, its all gonna be blocked anyways since its all mid/low. Lambda can't use any overheads mid-blockstring X_x Only at the end of them. You can always 5Cx8>2c>jump away.
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hmm also, just another small tip, spamming 5C on an opponent downed in the corner is ALWAYS a good idea (With proper spacing) because it will ALWAYS do one of the following: Punish DPs (this is why spacing is important) (5C(CH)>214C>5B>6C>2148D>6A>6C>236C>214A>2DD>2148D>6A>6C>236C>2DD>Air ender for free) Punish Rolls (Air hit 5Cs in the corner leads to big damage. EASY Meterless 4K) Lock opponent back into shielding. (You can get a grab in, take out guard primers, get away safely after blockstring>2C>jump away) Yeah spamming 5C is is looked down upon but its good for almost every corner situation.
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Hmm. Its wrong for me to tell you to do these things since I'm not much better (Or maybe not even as good as you) but, 1. You can easily instant block the second part of ice cars since its predictable. 2. Gravity seed is only really good for the following on jin: Comboes (A seed), Ice Car Trap (B seed), and stalling (C seed after 5DD) 3. You should play against better players. That jin keeps dropping comboes. And he didn't farm your legacy edge with IBs for big heat. 4. You can get a free 214D on a Jin's whiffed 2D. 5. You tap barrier sometimes like I do. Its useless. I only do that because it quickens my reflexes if I'm always tapping something. It only really barriers every other hit...IF you are lucky. 6. You can do 2 TK crescent loops into a 6A>6C>236C from a corner grab. My favorite corner throw combo is 5BC>6A>2148D>6A>2148D>6A>6C>236C>Dash under>4B(2)>2DD>214A>2C/2DD>2148D>6DD>2DD>Air Ender. Of course its hard to get a corner throw while you have gravity...
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http://www.youtube.com/watch?v=DAK_Ue-myN4 3 Lambda vs Ragna matches 2 Lambda vs Rachels. 2 matches of my secondary characters. Video time for each match in description. Also, I'm getting REALLY good at burst baiting. I just can't figure out what to do after my opponent bursts on the ground. (bursting in air means Backdash>5DD>236C combo)
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Lambda 2C>Noel2D Lambda 214A>Noel 214A. Lambda 236A>Noel j.4D HEY ARE YOU WRITING THIS DOWN?
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I'll have a few videos up tomorrow vs ragna.
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Any that you would use 236D alone for midscreen. You will see that used in the corner a LOT. By almost every lambda player.
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If you are in the corner, then instead of 236D, do 236D>214D~C I didnt see the "in the corner" part. ...
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I think its quite obvious. They seem to not block, but attack out of dashes and air dashes. Just Airdash back and get a nice little 2DD in. And make sure to feint a crescent so you don't leave yourself open. Also, practice grab rejects. They seem to grab a lot.
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Oh. Well. I sorta did one on the spot recently: 214D~C>236D>236C>5Cx8>2C>j.5DD>j.2DD>j.214D~C>j.5DD>j.2DD>dj.5DD>j.2DD>j.214D Went blue at 236C though so it may have had a missed tech somewhere else too due to online lag.
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Gold burst x2>Dash>214A>[2DD if High, 2C or 6A if low]>TK Crescent>Dash>6A>6C>236C>(Now in corner) 6C>236C>Dash under>6A>TK Crescent>6A>6C>236C>[6C>236236D>4DD>236C>Air Ender OR Dash under>2C>632146D](Since the combo nets around 30 heat, and if you break someone's guard, you are bound to have at least 20) Also, I skip the 5Cs because my opponent always somehow techs before the 6C if I do it. (Yeah, I've actually done this combo with both enders) It seems to work only when I use 2 gold bursts. if you want a practical one, use this: 236D>236C>Dash>5CxN>214A>2DD>TK crescent>6A>6C>236C>[insert any ender combo here] And yeah, I actually tried these myself.
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I'm trapped in the corner when that happens so no backdash. You don't think I'd let a Jin near me midscreen do you? And I figured out that I can IB for 50% heat and get a fatal DP SoD for a nice little combo.
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I was asking if there was a universal thing I could do. I'm not that great at predicting now.