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Everything posted by AtTheGates
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hm, the new gamechariot vids are kind of so-so. seems like they selected the closest matches between players - most, if not all of them come down to the last round.
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guerilla: if you slashback specific moves that recover crouching, for example bandit bringer or revolver, then go for a standard s,s,(2s)hs, tk alpha as you suggested - that's the optimum. for anything else (standing opponents or situations where you aren't sure you are close enough for a good punishment), i usually go for a quick knockdown, or into 2d,236s combo, or simply rekkas RC, 6hs, tk alpha, s,hs, iad.j.p,d,236p.
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otg gamma often kills off the opponent for me - around 30% of all my matches. it's all a matter of experience (understanding if its enough to kill). i never go for gamma after a throw, only after any other kind of knockdown. timing is too tight, and the throw knockdown is too valuable - you have enough time to start a jump, FDC, meaty crossup, dash, mixup off of it. or just jump, FDC, air dash back, j.D, or lots of other options.
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a variation of that combo is used against sol, see list - although it's really hard. damage is ok though (the combo vs. sol).
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i requested one - let's see how long it takes.
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should work on ky. you can't do HS after 2d,236s against all chars - only against some of them: ky slayer johnny venom eddie jam anji axl testa zappa pot rky aba dont know if i forgot someone. as for 2d,236s,236k, this list thins out even more.
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the chances that the append version and the full version differ in something like that are extremely slim. probably just selected an ex char, or ggx mode or something.
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for me, samitto rose to be the best once susumu became a traitor ;/ and thx axel!
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axel posted those in the youtube thread: nikuykuu vs. samitto mirrors. http://youtube.com/my_playlists?p=7AB4210C3B3FA4CE i compiled them into a playlist for you guys, i have yet to see them myself.
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must see vids on http://page.freett.com/abcrankingbattle/ Samitto vs CPO(PO) Samitto vs nezu (RO) Shachou (ED) vs Samitto lots of interesting stuff there, and creative (and hard as hell) combos for us to have a look at. against pot: against airborne (launched) opponent, HS, iad.j.P,D,214P (fast shuri!), j.D, \/, relaunch is possible. a combo like this also works against baiken - that was in a matchvid from a couple of months ago. the whole thing is based on the fact that after an air dash or alpha FRC air combo, after a very late j.D, you land before your opponent and can combo him. First time i saw that was the combos against sol that samitto did back then - corner launch into 5P, j.D,236P FRC, late j.D, \/, S©,HS, iad. j.P,D,236P. the full combo against pot in the match is: crossup j.HS[2] (chipp was jumping out of the corner), s©,2d,236s,236k, HS, iad.j.P,j.D,214P, j.D, \/, S©,HS, j.D (techable). i'm sure we can use that and find some nice combos with knockdown.the problem is that the 2nd j.D is not easy to hit against most chars, as far as i remember. a nice setup in sa vs. cpo: jumpin, alpha FRC (both blocked), \/, HS teleport -> you will still have momentum and can cross up after the teleport, as if you did it while dashing.
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new combo JOHNNY after floor slide or gamma: CH j.D, d.S©,S(f),HS, iad.j.P,S, wait, tj.K[1],K[2], K[2],delayed D,236P. make sure to be not too close when doing the d.s©, or the HS will whiff. 171 damage, knockdown. - more damage than 6hs, iad.j.P,K[2], delayed j.S, dj.P,P,K[2],D - easier to hit confirm than the above combo - WAY harder since enemy can tech more often than not - timing (delaying) is the problem
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not easier, but possible in the first place, most of the time. see for yourself - check out my combo list and try the combos right into iad.j.D, for example against johnny.
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General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE
AtTheGates replied to Kairi's topic in Archive
6236S+HS works for chipp, for example (cause the special is triggered with S). last time i tested that was in slash, though. but i don't think there was any change to that. -
General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE
AtTheGates replied to Kairi's topic in Archive
defensive OS in accent core (only on self wakeup): 4+S+HS ~ K or P. -
chars like johnny are extremely hard to hit with iad.j.P, in those cases (or axl, eddie), a j.D might be better. also, vs. some light chars, you would get knockdown with slightly better damage. usually, it's not worth the effort to go for iad.j.D. too dangerous. if you screw up, enemy techs -> you're dead.
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HS, HS against airborne only on CH. also, the j.P in the instant air dash combos is (at least in most, not all) combos there, because it's easier than iad.j.D (1 frame, as opposed to 2 frames).
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[SWEDEN] GG.se! RanBats, Community & Vids! The "Too Famous"-community!
AtTheGates replied to Shinjin's topic in Archive
haha damn neithan you NINJA, took a foto of us sleeping - and acd has his hand in his pants, hahaha -
http://gamechariot.com/g3.html 4th link from the left, then "県別対抗23ON23結果" in the top row (the link on the right). check out: クミョウ(CH) VS SKN(VE) (kumyou) nice little trick at 1:15: after he launches venom, does s,hs, iad.j.P,D,236P FRC, he actually does j.2k so he lands faster and closer to venom. this is a nice trick we should keep in mind when doing instant airdash combos - this eliminates the need to dash in on the falling opponent after the FRC (which is making things harder).
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i agree. i don't mind buying that stuff, it it wasn't that hard to get.
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maverick... what gamechariot DVD? did i miss something? torrent? =)