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KrsJin

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Everything posted by KrsJin

  1. ^ Yeah, corner is so scary in this game against half the cast. Meter and even doing less damage on an opponent to get out is almost always worth it. Trying to get use to Foot Loose YRC just because of that. And thank you for that vid. It not only gave me that idea to use 2K for that situation but the standard air combo helped solve an issue I was having by replacing something with j.P, j.K dj.K where I was dropping it a lot against some characters.
  2. Hey crew, Haven't followed BBCPE at all, getting back into it soon. Did any of the seal properties change for Bang in this one? Or does he get the same bonus from each as from CP?
  3. Wait, LGP adds frames? I haven't heard of this before. While streaming? Just recording? PC or PC-less mode?
  4. Just be mindful of getting interrupted as you do the QV. Granted, they have to call the QV out (or be mashing) but it can be interrupted during your blockstring in most cases.
  5. IF this new ball summon mechanic ensures perfect frame timing on the second summon, paired with Bishop's Runout being able to be hit sooner, it's going to be so easy to get a 2 ball BR on the screen. Sorry thinking outloud, I've come to love that super haha.
  6. Outside of mid screen Oki, the ability to BS CRs really scares me. The move is way easy to react to or even anticipate in block strings. We'll have to wait and see though. Sky isn't falling just yet
  7. For top spin/back spin, the level is increased, is that just attack level? Pretty awesome if so.
  8. Ignorant questions regarding double carcass raids. Does this need to be done off of a standing normal to work? (Just tried it last night and got it fine off c.S(1) but couldn't just do straight up CRx2 as quickly. Don't trust my execution to decide. Also is 2 the limit or could you keep inputting CRs at the same rate indefinitely? Hope those make sense and thank you! (This thread is great btw)
  9. Not sure if this is known (I'll delete if it has been posted, found this out while mashing out an AA confirm). You can cancel c.S into 6P back into c.S. So for (most) standing characters you can do c.S(1) xx 6P xx c.S(3) IAD finisher. Only tacks on a handful of damage points but for those after optimization-
  10. ^ I believe you can since you are able to blitzshield them. Curious too now though how that works with IB. What are some good go-to punished for bursts? For when you jump cancel block, YRC grounded, or happen to blitzshield. I need to utilize training mode more
  11. What would you recommend a new Venom player focus on first when learning him? Like which element of his gameplay or a certain type of execution.
  12. Great thanks. One more I've been meaning to ask, sorry. Is there a trick to doing a proper TK Mad Struggle? My results vary so much with this move, tiger knee timing is strange for me in this game still so maybe I'm just messing up. But yeah I sometimes input it too soon to where I land without Mad Struggle even landing hits. Sometimes I jump way higher than desired. I've begun just doing like..9236 instead of the usual 2369 to input it but it makes MS come out later. Any advice is welcomed.
  13. What is the best thing (or your preferred action) to do when you land an air throw too high to combo with a ground normal? Thinking maybe a HS CR or set balls in the meantime?
  14. Does just defending add frames of recovery to the attacker rather than reduce the recovery from the blocker maybe? With it being a projectile maybe that's the case? I dunno that is strange though.
  15. ^Nice, some good stuff late in that vid. I didn't think to use 5B before going for DP finishers. And comboing after dog super in the corner was sliiiiick.
  16. Great find, thank you! Was just complaining about how Ken's combos seem kinda stale/one dimensional. This adds some replay value and variety.
  17. What are all the properties of ex 236A+B?
  18. ^ Starting to see uses for 214C/D in corner combos and some midscreen ones even but seems suited for corner combo only so far. To me I only plan to use it for Oki atm. I too wish he had at least one more special or an air special but I guess the dog adds the bulk of his variety. Mid match feels hectic but fun to me managing the dog's health and positioning.
  19. ^Stylish stuff. I like your use of 2C in some of the combos. For the ground throw, there is more damaging stuff found so far, like what Synastar1 posted above with the dash 5B, 236A followup.
  20. ^ Check this one out as well. (08/30/2014) P4U2 1.1 - Ken Combos https://www.youtube.com/watch?v=d_3vm762gkk Has both combos and some ranked match footage (which isn't so great honestly, but good combos).
  21. https://www.youtube.com/watch?v=8vHNlWVMpBc "Ken Basic Combos" but it's different from the one above. Taken from Nico originally.
  22. What is the difference between his S-Hold special and inputting the 214A+B command? (Sorry can't test things for a bit)
  23. What's your go-to punish if you block a Veil Off? It's something like -13 after a blocked VO right? I haven't been able to test, wondering if 4C could reach in time. Thanks.
  24. Really hoping we have some soon as well. I want to dive deeper into block strings and stuff, would be great to have. And just to chime in as the others have already said. Her combos aren't what make her difficult. Her options for dealing with pressure, maintaining slides and hit confirms during neutral, and opening opponents up is what makes her tougher to play for sure.
  25. Do you by chance know the name of that Yuzuriha player?
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