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Killey

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Everything posted by Killey

  1. I tested the first set up in training mode and it's not meaty at all. You can chicken block it, which makes it less useful.
  2. The line linked in the other thread never worked and when asked about it nobody provided another invite link so other people didn't know whether it was still active or not.
  3. I've turned off all sound notifications and had no issues with the app after wards. I'm using both the web browser and the PC version of the app so not sure if it's different for the mobile version.
  4. I've created a simple discord channel for this. The link is a permanent discord invite so join whenever and pass the link on to any other Ram players if you want. https://discord.gg/0YLh9Ml3Li1vHdoK
  5. I used Discord with my local FGC and it's great. I, personally, find it a lot better than Line. If people here are interested in a Discord chat we can set one up.
  6. Send me the Line invite as well. There's a couple of things I need to discuss in terms of match-ups for the google doc I'm working on. My Line id is srkilley.
  7. Sin can be content with just playing a solid ground game and not taking to the air. That's generally his game plan in most match ups anyways since his ground game is really strong but his air-to-air and air-to-ground game is lacking. Elk Hunt low profiles Faust f.S and Scalpel Pull (41236K) but loses to Faust 2HS, TK Drill, or Paper Bag (j,236P) if any of these are timed correctly. Both sides have to think about when and where to use those tools but generally Sin's Elk Hunt forces Faust to think more about his neutral. Sin's Beak Driver (236HS) is also a solid ground tool with good range and a very good hitbox that can contest with Faust's normals; however, whiffing it in Faust's face is bad. Sin 214S (Bull Bash) can be used to control air space because of its range and large hit box; it's probably used more for that purpose than it's overhead properties due to its slow start up. Faust has to be careful with the spacing of Bag (j.236P) because it can get blown up by Bull Bash and the subsequent counter hit combo is a lot of damage. You can Blitz Shield Bull Bash on reaction but then you have to be aware if Sin has 25% meter because he can YRC it to bait and punish the Blitz Shield attempt. Post knockdown from Sin, he can run up and make you guess between 2K/2S/2D, instant j.D overhead, or his DP - Hawk Baker (623S). The Hawk Baker is mostly a throw bait but also beats wake up buttons and is a low risk option because he can cancel into Elk Hunt (236K) and then transition into his pressure game. Wake up throw will beat the low option unless they space it outside of the throw range but it becomes too telegraphed and loses the fear of the other two options. Wake up throw will also beat the instant j.D overhead because you'll get 5HS instead and hit Sin out of the air. Sin's got a good throw game as well and with 50 tension it leads into huge damage anywhere on the screen. The basic throw game is incorporated into his pressure/frame trap game and can also lead into instant j.D overheads. He can also use Elk Hunt YRC to set it up as well so that's something to be aware of. Corner throw, RC, 214S xx 236[HS], etc... is a common burst bait combo starter. If they burst right after 214S Sin is out of range, and since he's charging 236[HS] for the combo anyways the whiffed burst gives him a 236[HS] unscaled starter. Even bursting at the 236[HS] won't work since he's still out of range. You'll have to hold onto the burst until he pogos in to continue the combo and that also has a few layers of burst bait possibilities but at least the Sin player will have to make the read. Here's also a few Japanese Sin vs Faust matches to use as references for both sides. First one is Evo2015 Dogura vs Nage and the rest are various Mikado clips of Zadi vs Nage & Gyouza. The last video I linked is from GGXrd Revelator but there wasn't many balance changes to either character and besides the new system mechanics the match up still remains relatively the same.
  8. I think the I-No match up is more like the first person to get a knockdown wins. It's a match up where you want to keep swords equipped for the most part because you can 2S/2HS her HCL and a couple of her dash and dive approaches as well. You have to really understand how Bedman works in order to navigate his neutral game and defend against his mix ups. After playing against a local Bedman I've gotten a better understanding of the match up that has transitioned to playing against a variety of other Bedmans with more success. Granted, they're not at the highest caliber of Bedman play but understanding how to play neutral vs Bedman is really important and makes the match up doable.
  9. Damn, I was hoping the Elphet match up would be favorable for Johnny given the range of his pokes but I guess you can contest with a Gorilla. lol Any comments from the Japanese regarding the Bedman match up?
  10. I'm doing combo notations based on the Satou footage. I'll post it up once I have everything transcribed from the footage.
  11. Match up stats is based on personal experiences, information gathering on the opposite character via forums, twitter, etc... and watching various Japanese videos on the match up. I don't expect them to be 100% accurate and could see a few of the match ups shifting based on additional input. I'd like to get a collaborative effort going with this google doc.
  12. I'm catching up on Arc Revo replays and noticed this match between Takehara (Ram) vs Machaboo (Ky). The match happens at the 2h14m10s mark. Takehara beats Machaboo 2 rounds straight with overall solid play and some incredible air throws. It's worth noting considering how strong Machaboo Ky was at Arc Revo. The match up is in Ramlethal's favor but the advantage shrunk from 7-3 to 6-4 with Ram nerfs and Ky buffs. I play both characters so it's interesting to see how this matched played out from both perspectives. Takehara was definitely familiar with the match up while Machaboo didn't know about the specifics but his fundamentals are strong to begin with. There's an interesting set up he uses in round 1 where he does a corner combo with swords deployed away from corner and he does the standard wall splat > dash c.S > immediate nj.2S > c.S > 623P > dash j.8D. Usually I do 6HS, nj.2HS into a mix up because the 6HS hits meaty in this scenario but the block stun is rather minor. Takehara goes for nj.2HS > land > Cassius YRC dash forward 6K (probably can mix it up with 2D/3K/2KP). It's nothing amazing mind you but I like the use of Cassius YRC to force the opponent to block something but also as a timing mechanism to compensate for the additional 2HS start up to travel from midscreen. If 6K landed the 2HS would have combo'd and he would be able to convert into damage and another oki setup. In round 2 he does another interesting setup where he gets the wall splat with swords deployed away from the corner does dash c.S > 5HS > 4HS > 2D > 6HS > nj.2S > 2KPK (could probably go for KPP in the same situation). The timing is perfect for 6HS to hit meaty, and then 2KPK is timed where if it hits 2S combos for damage and if it's blocked 2S covers your recovery and actually makes you highly + on block to continue pressure. Basically, in both scenarios he went for less fancy mix ups that were reversal safe and maintained pressure on Machaboo if he blocked the whole thing. I think the major highlights of the match though were Takehara's air throws. There were multiple cases in both rounds where the momentum was slipping away from Takehara but those air throws immmediately turned the tide and led to his victory, imo. It's worth noting as well that Takehara qualified for Toshin-Gekitotsu under the Pro Gamer Alliance with Daigo, Machaboo, Sako, Kaznoko (Inoue), Taka, Koichi, Kiisha and a TBA winner of the 5th qualifier. Toshin-Gekitotsu is happening this weekend so I hope we get to see more footage from Takehara but the opponents on the OG side is stacked with quality players and bad match ups for Ramlethal (Bedman, Faust, Sol, and Millia).
  13. Matchup from Ramlethal's perspective: Stats: 6-4 Sol Summary The neutral game is difficult to play against Sol because his normals and specials have interesting interactions against Ramlethal's that you have to be aware of. His movement speed allows him to close the distance on Ramlethal fairly quickly so understanding spacing is important especially when playing neutral with swords deployed. That being said, it’s not wise to play the neutral game against Sol with swords deployed. You want to keep the swords on for the most part because it allows you to whiff punish some of his go-to normals at specific ranges and make it harder for him to approach Ramlethal without expending meter. His reversal options will beat several of Ramlethal's oki set ups forcing you to use specific reversal safe oki, which limits variance in oki and pressure. His pressure and mix up game is straightforward but effective since it leaves him at high frame advantage making it tough to find spots to reset to neutral. It's very easy for Sol to crank up your RISC gauge and then land a command grab or frame trap into a huge counter hit combo. Sol's damage output is also fairly high so you need to match his damage out as well if you want to win this match up at a high level. Sol's the definition of middle weight so all of Ramlethal's max damage combo options will work on Sol ie. double Daruo combos, IAD loops, etc... Game Plan Neutral Game: The round starter is in Sol's favor because his far S is faster than yours but he can also use 2D to low profile it or Grand Viper to low profile and beat it. Your best bet at round start is to play defensive and crouch block, instant air dash back, jump back, or jump forward P. It's risky to try and challenge Sol at round start especially if you haven't gotten a feel for your opponents play style. The neutral game is tricky against Sol because his normals and specials have interesting interactions with Ramlethal's normals. Your far S out ranges his and can be used to whiff punish his far S. Sol's 2D low profiles far S but this has to be done as a read on their part and not in reaction to far S. If you're over using far S then you can expect the Sol player to use 2D liberally to low profile it. 2D will also low profile Cassius and if done close enough will counter hit you. The best counter action to this is to just wait and let them whiff 2D and then whiff punish with far S after wards but the timing on the whiff punish is tight. 2D leaves Sol in a crouching state so you'll get a far S xx Daruo starter as your whiff punish. 2S and 2HS are also good at whiff punishing if they’re over using 2D to duck your far S but the slow start up is mostly a read on your part rather than in reaction. Sol's 6P has upper body invincibility during start up and then above knee invulnerability shortly after wards which can be used to counter poke your far S. It's harder to time on their part but it's something additional they can use during the neutral game. Sol's special moves plays a role in his neutral game though some have more risk than reward. The majority of Sol's special movies can be countered in some way. Grand Viper - Hits low and low profiles far S. Since it travels forward it'll punish your far S and Cassius, so this is something you have to be aware of. It's not something you'll see too often with good Sol players because the risk/reward is stacked against their favor but against low level Sol's this is something they'll just throw out hoping for the best. There's nothing major you can do to really bait this so if you're playing defensive block low and punish the recovery hard. Riot Stomp - It can be used during neutral to cause your far S to whiff but it won't whiff punish far S from midscreen though may be valid near the corner. It hits high and is safe on block because it leaves him airborne with all of his air options intact. If you see Riot Stomp you can flat out counter it with 6P on reaction. Bandit Bringer - Hits high and can be used to go over Ramlethal's f.S. The risk is some what low for Sol since it leaves him neutral on block but the rewards are high if it lands or counter hits. If Sol does raw Bandit Bringer during neutral you can counter it with j.P, Blitz Shield, air throw, chicken block throw on landing, instant block throw, instant block 5P. Fafnir - Fairly strong neutral tool for Sol because it moves him forward, has a large hit box, and leaves him +2 on block. It's an all purpose neutral tool which allows him to poke, counter poke, whiff punish, catch back dashes, etc... It allows Sol to start offensive pressure if blocked and high rewards if it hits or counter his. He can't special cancel to it so he has throw it out raw. You can counter poke it with far S and get a counter hit starter but there's definitely some risks to trying that. It's also a good frame trap tool after blocked gun flames, kudakero, and even from fafnir itself. Ramlethal's j.P is still really good in this match-up since it will contest all of Sol's jumping options; however, Sol's j.P is just as fast as her j.P so you may see it clash on multiple occasions. If you end up in a j.P clash war you'll clash all the way down but the Sol player can go for a reversal Volcanic Viper after a clash. Ramlethal's j.HS is also good in this match-up and a CH can lead into IAD loops if you're close enough to the corner. Sol's j.HS has a really good hitbox on it and hits twice. If he IADs and does an early j.HS it'll actually beat your 6P anti-air so you'll have to use sword equipped 2S/HS or 5HS to anti-air it. You can also IB both hits of the early IAD j.HS and throw him on his landing. Depending on the range there's enough time to anti-air IAD j.HS on reaction but the timing is tighter in comparison to 6P. Sol can fish for these anti-air attempts with double jumps into Kudakero (divekick) to either counter it or force offense since it's +2 on block. If you have the swords equipped, Sol can use Gun Flame a bit more freely to control space. Once the HS sword is deployed they have to stop running Gun Flame at a distance because 6HS is a fast way to land a counter hit. If you're close enough you can Daruo after the counter hit and convert from it. Playing neutral against Sol with both swords deployed is generally not recommended now that the swords can be hit and it allows him to rush down since you no longer have any pokes to keep him at bay. If you're playing neutral with the swords deployed, Sol can chase you down with super jump j.P, j.HS, air throw, Volcanic Viper or 5K as your falling. 5K in general is really good for Sol since it's good at tech trapping, frame trapping, catching back dashes, or jumps out of command grabs. If you’re using deployed swords to control your descent keep an eye on Sol’s position. Directly above Sol is the ideal spot to use falling j.K but this leaves you open to air throws and maybe 2HS. Farther away from Sol and you have to worry about 5K or Volcanic Viper. It’s better off to just FD on the way down to avoid getting counter hit by both options as they both lead into good damage for Sol. Offense: In this match up you want to play solid neutral and try to convert off of stray hits and push towards the corner like usual. However, when running oki from any point on screen you really have to be aware of reversal Volcanic Viper or Grand Viper, as it'll beat the majority of your oki set ups and can be used in between sword pressure strings. It really limits the type of oki set ups you can run on Sol but there are several reversal safe oki options you can run. From mid-screen, after a 2KK or throw knock down a 6HS, 6K/2K/2D setup is not reversal safe against Sol. You can deploy the HS sword and then wait to bait out the reversal. If they know you're baiting the reversal they can back dash and avoid the sword altogether. The alternative mid-screen oki set up off of 2KK or throw knockdown that's reversal safe is with the S sword equipped you perform an immediate IAD past your opponent then do j.6S just as you pass over their knock down body. The sword deploy kills your air dash momentum and then you fall immediately at the spot you deployed the sword. While you're falling you do a j.K. This is a cross up/over set up so if you time this correctly the opponent has to manually correct their VV motion and even if they get the reversal timing it's still a safe jump and you'll block the VV. You might not want to run this set up if you've got Sol near the corner, as you don't want to lose positional advantage. The other option is to do a normal jump forward j.6S to cut your momentum towards the peak of the jump. Then do a falling j.K, if you’ve timed the j.6S correctly this gives you the right timing to get a deep j.K that’s reversal safe. The concept for running corner sword oki on Sol is to use a meaty sword deploy, deploy the second sword, wait to see if they did a reversal, then run a mix up during the cover of the second sword if they didn't reversal. If they reversal Volcanic Viper or Grand Viper it should whiff, knock away the swords but gives you an opportunity to punish. If you do block the reversal you can punish the recovery but try to avoid spacing yourself to block the reversal if they have 50%+ meter as they can RC it and start offensive pressure. The other method to run sword oki is to deploy both swords, jump towards Sol, and faultless defense as you're falling. You'll chicken block reversal Volcanic Viper and then you can punish the recovery. If they don't reversal Volcanic Viper you can attempt a mix up by either doing j.K or empty jump 2D. The 5KK4K/5K4K setups are generally better to use against Sol as it puts you out of his effective VV range and the 50/50 guess can help you screw up their inputs for it. Defense: Sol usually end his combo's in either 2D, Bandit Revolver, Volcanic Viper, or Grand Viper as these moves cause knockdowns and allow him to set up the following mix up options: 2K OTG, Gun Flame - This creates a meaty Gun Flame that leaves Sol at frame advantage but limits what they can do afterwards. This is where the opponent will usually go for a frame trap with f.S, 6HS, or Fafnir. (2K OTG) YRC Gun Flame - This gives Sol the same meaty Gun Flame but now the opponent has free movement after wards to run the same mix ups off of the initial setup. The opponent can also go for a tick command grab or just run up 5D. Neutral j.P (whiff), late air dash j.P, j.K, j.D or j.S, j.HS - The late air dash makes people want to block low because the timing of the jump makes you think of an empty jump. If you crouch block you'll get tagged by the jumping normals. This is a standard mix up often seen in other Arc System Work fighters. You can wake up 6P which will beat late air dash j.S but lose to the late air dash j.P (depends on their timing of the j.P). You can wake up Blitz Shield to beat both options. Forward j.P (whiff), j.S - It's a safe jump against reversals but can be Blitz Shield. Forward/Neutral j.P (whiff), empty jump 2K/2D - Sol conditions you with his safe jump or late air dash options and then goes low instead. It's not hard to react to but it's a tactic used to counter wake up 6P or Blitz Shield against his other oki options. You can reversal throw this option but you need to do it fast enough. j.S, dj.P/S - A fuzzy guard set up and no real way to properly defend against this given all of his other options. It's tough to time for the Sol player so you might not see this set up often. Sol's up close pressure will always contain the threat of a command grab and you have limited options against this pressure. The typical command grab escapes is to interrupt with 5P, 2P, 2K or back dash/jump out to make the command grab whiff. It's obviously not that easy because the Sol player can start frame trapping instead with dash 5K, c.S, 6P, etc... to catch the interrupt attempts while dash 5K will catch back dashes or jumps. Faultless defense can be used against the tick command grab set ups to try and push Sol out of range to hopefully give you enough room to reset to neutral. Sol can combat this by going for frame traps, or continuous dash 2P to close the distance and then eventually go for the command grab. Typical block strings you might see are 5K (1), c.S, 2S, (f.S), 6HS/2D/Bandit Revolver/Gun Flame. If you IB the 2S you can back dash out of his 6HS, 2D, or Gun Flame but Bandit Bringer will catch the back dash. If you back dash and avoid a 6HS you can Daruo to whiff punish it. If the opponent ops for f.S/2D xx Bandit Revolver you can IB f.S/2D and then either Blitz Shield the Bandit Revolver or beat it with j.P. Whenever you Blitz Shield Bandit Revolver or Bandit Bringer you have enough time to dash behind them for the punish since they’re stuck in the stun state until they land. This also allows you to avoid getting counter Blitz Shield if they have 25%+ meter. Other block strings can also involve YRC Gun Flame but unless done at point blank you can Blitz Shield the Gun Flame and have 11f of invincibility after wards. If the Sol player pushes offense with dash pressure or jump pressure it should whiff with your 11f of invincibility post Blitz Shield and then you can whiff punish or throw afterwards. The matchup changes when Sol activates Dragon Install as it increases his damage output, makes his movement faster, the start up of his normals/specials faster, and leaves him + on block on all of his normals and the majority of his specials. You really don't want to challenge Sol during Dragon Install nor do you want to block any of his attacks on the ground due to the huge frame advantage he gets. It's really easy for him to go for frame traps or tick command grabs and make a come back from there. The chip damage off of his specials and over drives are pretty significant as well so he can go for chip damage kills if you're low on health and meter to FD. Try to stick to the air as much as possible to out last the Dragon Install and then punish the huge recovery when Dragon Install runs out. When looking to dead angle out of Sol's pressure keep an eye on his Gatling string and his meter. Sol can use 2D to low profile the dead angle and then punish heavily afterwards. Alternatively, if he has 50%+ meter he can cancel into his Tyrant Rave Overdrive to use the invincibility frames to go through and punish the dead angle. Character Specifics Wake-up Timing: 25f face-up 21f face-down Reversal Safe Oki: Midscreen: Setup: 2KK > Instant Air Dash > j.6S > j.K Sword(s): S Sword Equipped Info: Safe cross-up setup. Opponent has to manually correct their DP motion as well. Setup: 2KK > j.6S > j.K Sword(s): S Sword Equipped Info: Normal jump and j.6S at the peak of the jump then time a deep j.K. Corner: Setup: Combo ending in j.8D knockdown > 6HS > j.2S Sword(s): HS sword deployed outside of the corner Info: Meaty 6HS set up against Sol. Setup: Combo ending in j.8D knockdown > immediate neutral j.2HS > j.2S Sword(s): HS sword deployed in the corner Info: Meaty 2HS set up against Sol. Reversal safe against VV and Grand Viper; however, Grand Viper gets him out of the corner and lets him RC to start offense. Setup: 2D > jc7 > delay j.2HS, airdash, delay j.K Sword(s): HS sword deployed in the corner Info: Corner safe jump. Setup: Throw > j.2HS > j.K Sword(s): HS sword deployed in the corner Info: Neutral jump and j.2HS at the peak of the jump then time a deep j.K Setup: 5K4K > dash 9j.6S > j.K Swords: S sword equipped. Info: Safe cross-up setup. The j.6S after the dash forward jump needs to be at the peak of the jump then time a deep j.K. Lows: 2K - 6f start up, -1 on block 2D - 7f start up, -6 on block Grand Viper - 17f start up, -56 on block Overheads: 5D - 24f start up, -13f on block Bandit Bringer - 32f start up, 0 on block Riot Stomp - 10f after reaching the wall, +4 on block, leaves Sol air borne with all air options intact
  14. The document is post 1.10. Some of the match up notes were 1.00 Ramlethal but I just updated the Sol section to reflect on the changes. If there's anything that's wrong please let me know so I can correct it. Match up stats are probably incorrect since I don't have enough match up information and I need input from other players here.
  15. Alright so I got sick of how all the information here is not consolidated properly. A lot of the information is scattered through the thread pages and none of it is consolidated in the first post of their respective threads. I've created a WIP google doc that consolidates the information we've posted in the various threads. The Ky forums have got a google doc going on as well with a lot of personal notes from some of the more notable Ky players. https://docs.google.com/document/d/1YAk-RRh4fQcdNJflA5E1xIgGeUugJsaGyS6jCDE1qDs/pub I have no problems with having this on the dustloop wiki as well but I don't have editing permissions so just easier to do it in a google doc.
  16. That line invite link doesn't work for me. Do you guys have a Group chat going? Unfortunately, my work phone can't run the mobile line app so I'm stuck using the PC version. My Line ID is SRKilley.
  17. I was disappointed I didn't get to go to Evo this year and ask Kuni a couple of questions in regards to his approach with Ramlethal. Anyways, I have a friend who can ask Kuni a couple of questions and I figure this would be a good opportunity to get the Ramlethal players to brain storm some questions. I don't want to bother Kuni with a ton of questions so I was hoping we could consolidate on 5-10 good questions. Here are some ones that I'm thinking about. 1) What do you feel Ramlethal players should be doing to adapt to the changes than Ramlethal received in patch 1.10? 2) Who do you feel are Ramlethal's worst match ups and what's your take on approaching those match ups?
  18. 2S and 2HS are always situational moves in neutral. In the Millia match up it comes with the added benefit of knocking away the pin and CH Millia if they go for air dash pin. You use these moves sparingly but there not moves you should simply ignore in the match up, imo.
  19. Yeah, this match up is probably Ramlethal's worst match up and it got worse in 1.10 with her nerfs. You tend to want to keep either both swords equipped or S sword equipped while harassing with deployed HS sword. In general though deployed swords in neutral is terrible against Millia because of her speed and mobility options. I like to use far S, 2S, 2HS, j.P, j.S, and Cassius as my neutral tools against Millia. You can definitely go for whiff punishes against Millia's 2D and f.S with your f.S but you have to be aware of her range and your range. Always respect Millia's air approaches when she has hair pin and if she does use it then camp it and prevent her from picking it up for as long as possible. You'll have to make the judgement call on sacrificing position to make the hair pin inaccessible to Millia by pulling the screen so the hair pin is off screen. 2S and 2HS is also good at dealing with Millia's air approaches and can even bat away the hair pins but the long start up times of those moves are pro-active measures then reactive measures.
  20. Additional information discovered during my time playing casuals at NWM7. When Ramlethal does a forward dash it causes Slayer's 2K and 2HS to completely whiff on her but his 2D will still connect. This actually allows you an additional method to push offense and do things like sneaking in a command grab. If you're doing staggered pressure with 2P, 4P dash, 4P/c.S/command grab, etc... if the Slayer player attemtps to interrupt you during the dash with 2K it'll whiff and you'll be able to get a counter hit or command grab. I've updated the above post with this information.
  21. Did you calculate your ranking in Xrd yourself or is there an updated bracket somewhere? I think the funninest moment was when Raptor was making fun of Teyah for trying to do CH VV into Fafnir in AC+R. lol
  22. Just going to go over various punishes on Stun Dipper and Greed Sever. Stun Dipper - Ky's two hit sliding low attack. The first hit is a slide that will always travel a set distance, and then Ky does a slashing attack for the second hit that causes a knockdown. This is mostly used for a combo ender at farther ranges to start his meaty 6HS pressure but you'll occassionally see it get throw out as a hard read, player being random, RC on block to start pressure, or PRC on whiff to fish for an air throw. As mentioned previously, the slide will always travel a set distance so the opponent must space this properly in a combo for the second hit to combo. If they misspace it the second hit won't combo and you'll be able to punish at closer ranges without requiring an IB. Stun Dipper has upper body invincible from frames 1-4 and above the knee invincible from frames 5-18. The hit box in combination of the upper body invincibility on start up causes this attack to low profile a lot of attacks including Ramlethal's f.S, 6S/HS, and 2HS so be careful with your attack ranges. It's a level 4 attack, on normal block the second hit is -15 but on instant block it's -19 so it's highly punishable on block but you need to know what to punish with depending on the range. You can actually interrupt in between the 1st and 2nd hit if you instant block the 1st hit. Universal Punish, IB 1st Hit: c.S (2D) xx Daruo, etc... - Universal punish with or without swords equipped after you IB the 1st hit of Stun Dipper. Corner Punish, IB 1st Hit, Swords Equipped: c.S, 2D xx Green Daruo, c.S, 5HS, j.8D, (IAD j.K, j.S, j.8D) x2, dash PPP, etc... - Max damage punish when near the corner and you have both swords equipped. Universal Punish, IB 2nd Hit, Max Range: Daruo, etc... - When you IB the 2nd hit at max range you can only punish with Daruo since it moves you forward. You don't have enough time to dash in with a c.S punish. Universal Punish, Normal Block 2nd Hit, Max Range, S sword equipped, 50% Tension: f.S, RC, dash c.S (2D) xx Daruo, etc... - Best punish starter if you normal blocked the 2nd hit, S sword equipped, and have 50 tension. Explosion Overdrive - This is only good if you don't have the swords equipped and you normal blocked the second hit. Universal Punish, Normal Block 2nd Hit, Close Range: c.S xx Daruo, etc... - You don't have time to dash in with c.S, 2D off of a normal block at close range. Corner Punish, IB 2nd Hit, Close Range, Swords Equipped: dash c.S, 2D xx Green Daruo, c.S, 5HS, j.8D, (IAD j.K, j.S, j.8D) x2, dash PPP, etc... - Max damage punish when near the corner and you have both swords equipped. Greed Sever - Ky's overhead special that can be blocked on reaction and usually telegraphed. It can be tricky to block if the opponent uses it sparingly or off of certain set ups. It's a level 3 attack and on normal block is -13 but on instant block it's -17. It leaves Ky in a crouching state so you can get a f.S xx Daruo starter. There's a certain range where Greed Sever can't be punished with f.S on normal block but it's not at it's max range just slightly closer than max range. At that particular range you'll need to IB Greed Sever for the f.S punish. Universal Punish, Normal Block, S Sword Equipped: f.S xx Daruo, etc... - As mentioned, Greed Sever leaves Ky in a crouch state so you get a Daruo combo starter. Corner Punish, Normal Block, Swords Equipped: f.S xx Green Daruo, dash c.S, 5HS, j.8D, (IAD j.K, j.S, j.8D) x2, dash PPP, etc... - Max damage punish when near the corner and you have both swords equipped.
  23. Of course you would ask this question. lol Do you guys still do Sunday sessions at Dickens? Maybe help this guy out at one of those sessions if he can't make it to a FGCC session. Actually, I I think that group is on break now since finals are wrapping up.
  24. All of the setups posted in the opening and by me tells you which swords need to be equipped or deployed. In the one you quoted only the HS swords needs to be equipped. As for PPP set ups from midscreen there's no real tight mix up you can go for.
  25. Haha...that looks really cool but there's a pretty gap for the opponent to do something. Definitely doesn't look reversal safe but it does require them to correct their reversal input. Even if they don't go for the air grab they can definitely up back or super jump out. If only you could get the 6S to hit a bit more meaty it would be better. I wonder if you could YRC the j.6HS to screw up their escape option timings to make the mix up tighter.
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