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Everything posted by Zaido
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i tend to always OTG Zappa after a knockdown to make him auto summon so he can't do 236P :X... but meh.. i get very less Zappa experience overall :X
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More Reaction less Guessing! or less Jumping in my case XD...
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i guess i will just have to fight the match more just to get the experience and stuff... :X i can see where its giong to... but i just need to play it more to be able to do it !.. thx for tips guys!
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i would like to mention Slayer 2K is good for this match up. Anji's would tend to love to Throw you, so... watch out for those... Jumping in on him can be dangerous cause of Autogaurd -> Counter to face Normal attack block string can be dangerious if Anji sees gap and try for Auto Guard counter Against ButterFly okizeme(for safety): i usually woudl BDC 1F Jump or IB the first hit and Jump FD Gaurd, Dandy(if i feel like they going for attack so i can go for PB), Back dash, I haven't tried Forward Dash maybe it will work as a lol wtf? o yes "ANJI HAS COMBOS!???? WTFBBQ!!"
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when you say DOT the slide head, when do you dot it? i been told by POT players that on start up of Slide head its a no no to DOT, or even Eternal Wing, so do you mean i DOT him as his face hits the floor? or what? cause all i been seeing is GO FOR DOT CH!!! and i am like WHEN DO I DOT COUNTER HIT?! some of these Tips seems ideal, and i want to know when to use it!
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you can kill her in 2 combos :V... i ono, Dizzy wil tend to try to keep stuff out there to protect her self as she mixing you up and running away and repeat process to land alot of hits till you die!... But most of the time people say you can DOT her for free when she is summoning and stuff? BBU works in that situation too i suppose?
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you can backdash 1F Jump Block the FB drill and puke ball unblockable, it is just hard sometimes :/... or you can do Backdash and delay jump block i think..
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i would like to mention, Chipps 2D eats ur foot.. i beats 2H and most of any of Slayers Low pokes for what i remember...
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they do have the optoin of teching like forward or seomthign which i think can bounce them pretty far out of reach ? or what they can do is tech smart, and tech just when you try to 2S, go through it and smack you in the face
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I think one of Ky's Move he uses can be good against Slayer is the jD or the Force Break ones.. if done well at distances it gest hard for slayer to get in most of the time.
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I think we shoudl do the format that the Robo-Ky thread is doing, character match up Ratio: bits of info on character match up like that.. :3..
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its mostly strong hits, the dmg output is well worth the combo, and by all means its pretty easy... if you still dont get it, it just means you need to practice it a bit more to understand how the hits actually work.. even though they yea easily link to each other or what not. but you got to understand ur approach here. there is difference from doing it at max height and doing it while ur going to max height.. and the difference that will bring to it.
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most people i played tend to be able to throw right after a IBed Undertow, if i dont do a quick enough move after :o... i only use this on characters who have crappy Wake up options, or only 1 hit Wake up options and stuff... its basically free in those cases most of the time.
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less cross wise heel, is what i would like to suggest, but it seems the other players can't seem to be able to punish it so meh.....
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i am guessing ur diong this somewhat close to corner? or eiterh that ur 5HS hits really deep (meaning ur litteraly hitting it when they are next to you not specify height wise) what happen is you do SJ HS as you see them get launched up by 5H so ur character is moving up jH hits-> then after you do jD as ur about to move down from the SJ, thus you do j2K->jK i usually do after is after jk-> land 5H -> PileBunker or soem other combo depending how many hits i did before hand heavier characters or awkward hit boxes, shoudl be sjH->j2K->jD ->j2K->jK-> the rest once you know how this works, its a piece of cake, trust me :3
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i find Super Jumping it somewhat of an extra added step that is not needed in most of the cases... but i ono watevers...
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why not just block it ? if it is FB danzai, then i would just say its too fast just block it :V...
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well, its not a bad move... like it has alot of Upper invincibility, its pretty fast... and its a great anti air cause it is 2 hits :o... but... i just nvr really got it to work with me too well.. so i tend to ignore the move.. unless my finger slip and i push the button by accident while i am danding... XD... haha... or i am out of option and do that dandy RC jH!!! lol MIX UP!!!
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the reward factor for Crosswising Hitting or getting Blocked etc.. imo... is not the greatest shit in the world... only time i ever used it was i predict they gona do some like jump airdash over me crap and do it early so i hit them in the nuts :V... but other then that.. its lol...:3
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i am assuming you all are saying Crosswise on grounded opponnents and not against airbore? also added factor of counter hit on 2nd hit or not etc... and i also want to add that for me i rarely hit grounded people with crosswise :/... its mostly on airbore fools :V
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you do all that on ur way up not at max height as ur coming down.
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take ur time.. i uploaded all of mine clips so people can spend time taking a watch at those for now
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6K -> 5SS->2K->2D works too some of those liek 6K -> 5k _> 6P also somewhat distance depending on how far or close you hit 6K -> 5K as far as i remember... you obviously can land 6K->2P->2K blah blah but doing directly to 2K is for better dmg and stuff...
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The rest of the matches should be up on my Youtube account now, Hellmonkey can post it on page one when he feels like it or people can just search it :V...
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i will try that.