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snuggleguns

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  1. Simultaneous button presses don't count for command super inputs as far as I can tell testing with an input reader. For tenraiha combos you cant break up the input sequence from individual button presses but you can hide certain inputs to get the chain you want. Comboing tenraiha from a move that's not a part of the super input however requires you to press the entire sequence really fast in the combo window after the last button press of the chain. How it works is already explained, but for practial purposes I'll list the options available to combo from. You can use any chain sequence leading up to these combo points as long as its possible by the game engine. 1. Easiest difficulty: comboing off of HK with regular chain input, no hidden buffers in move start up or other wierd tricks. LK > HK (MP MP 8) xx Tenraiha This is your first bnb and simply takes the first two inputs of the super and chains them normally. The rest of the inputs are buffered inside of the HK since it's impossible to chain to a MP from an HK. 2. Middle difficulty: comboing off of any move that is a part of the input sequence but buffering the rest of the sequence in either move start up or with impossible chains From LK LK (HK MP MP 8) xx Tenraiha This does not combo, but if you press the input fast enough you will not chain to either HK or MP before Tenraiha. This has some utility for the fast overhead but shouldn't go for it on hit confirm as you'll loose your combo and they'll just block it or interupt you. From MP LK (HK) > MP (MP) 8 xx Tenraiha This one is hard due to buffering the HK inside of the LK startup so the normal chain sequence does not come out. You have to piano LK~ HK similar to kara cancels or plink in SF4. Even though its suboptimal damage, this is my go to hit confirm online. Once you get it down its very hard to drop and the has better utility than the hk imo since you can still go low with HP afterwards instead of having to tenraiha or end the chain. Practice pressing LK > HK fast enough that the chain does not happen, then tack on the rest of the TRH input to get the MP chain. From HK LP/MP/MK/HP > (LK) HK (MP MP 8) xx Tenraiha This one is interesting since it theoretically lets you do an extended chain comboed into tenraiha anvil drop, but the input is awkward imo, so how viable it is vs full chain into knockdown with trh otg is something I've not explored. I wasn't even aware that you could chain to HK from any move with that extra (LK) snuck in until Rotanibor posted the above and I tested it just now. To even place the (LK) between chains requires you to do the same kara type fast button press. Which I assume places it during the previous move's startup letting you chain to HK afterwards. Practice chaining MK or HP into HK with an LK input inbetween and determine whether or not it's something worth practicing vs the other combos. 3. Hardest dificulty: comboing off of any move that is not a part of the input sequence; MK & HP (LP & LK do not combo into TRH's 19 frame startup) From LP LP (LK HK MP MP 8) xx Tenraiha Not practical and doesn't combo, you'd probably just get LP > LK xx Tenraiha anyway. From MK MK (LK HK MP MP 8) xx Tenraiha This has the most utility out of all the the possible moves that tenraiha can combo off of and is the ideal hitconfirm after a full chain imo. However it requires you to press the entire sequence after the MK press. This takes practice but there's different techniques you can use to do it all fast enough. Here's a video of how I input it: https://www.youtube.com/watch?v=CrdTwsHTaEI just pretend I tack on a 8 afterwards. On ggpo I don't hitconfirm into this. I go to the easier links above for damage I know will connect. However I still use it without a confirm since it has mixup utility even though its high risk. From 2.HP HP (LK HK MP MP 8) xx Tenraiha This will OTG the opponent with spike balls against most(maybe all?) character's rolling forward or neutral. Easier than the MK link but still difficult. The utility here is to make your opponent not want to roll forward and helps her gameplay goal of pushing the opponent to the corner. It will also let you set up unblockable attempts more reliably than just 2.hp into item toss. I've seen in match replays where leilei would hold onto a MP stun item and confirm an IAD combo into it on a tall character so its somewhat viable if a bit esoteric and character specific. Should be looked into more on what's possible on which characters in what state. Probably only tallest characters standing dont think it hits even the tallest crouchers though. Canceling 2.MK into a normal HP item can catch people off guard sometimes but is more of a gimick than anything practical since you can be punished hard for trying it it. The best use of stun items are not in combos but either as a good read/reaction anti air MP/HP or unblockable setups with HP item. The Stun item just makes the HP item unblockable even scarier so its good to hold onto it if it comes up in the rotation, but don't be afraid to toss it on someone's block if you need to keep up neutral game.
  2. Posting some info posted on the facebook. Jamie Obeso On Victor's punishes: - Vic's most practical punishes are landing sweeps into pursuits: 1. E.C.Hk, ES Mega Crush does 10/31 damage. (remember, the damage readout in-game doesn't show pursuit damage correctly.) 2. E.C.Hk, Minimum Step, ES Pursuit does 10/35 damage. The timing for this isn't extremely tight, but you can't be lazy about it, either; you need to try and hit the E.C.Hk while BB Hood is as high up as possible, and you need to do the Minimum Step and Pursuit as early as possible. - You can actually walk just a hair forward and punish landing with C.Lk -> E.S.Mp -> E.S.Mk -> E.S.Hk, ES Mega Crush. This does less damage if your timing is off, compared to if you do E.S.Mp/Hp too early; however, if your timing is late, you're probably a lot safer from landing grandma #2. This deals 24/50 damage and sets up his reset. - Mega Forehead is the highest damage punish, but you will not be able to charge it in time, on reaction; you have to have already been charging back. Deals 29/40 damage if you do it late enough; do it too early and you won't get all the hits.
  3. http://www.youtube.com/watch?v=Z1zFjG6_KA4 c.mk x dizzy projectile link in a live match at 1:05. That whole first fight is like a primer on how to fight the qbee match up as leilei, good chicken guarding and air control with mp projectile. One thing I notice is that he actually does 6.mp poke on qbee, which I almost never do due to her being able to crouch it. Puts him in a bad spot at 0:12 when he tries to anti air with it but works alright when qbee's holding up at 0:47.
  4. http://www.youtube.com/watch?v=LmD1WsBg6AI Quick video on pendulum cancel mixups. This is nothing new, but there isn't any documentation on this kind of setup so I made a video showing some tricks you can do. Basically your canceling either lp or mp pendulum as early as possible to create a high/low/throw mixup. overhead: 623MP->K~J.MP low: 623LP->K|>2.LK throw: 623MP->K|>624P Also, you can do the same after canceling a close crouching mk into pendulum. Letting you do things like iad hk>2.mk into pendulum overhead to mix up with low staggers and raw trh 19frame overhead.
  5. 41236KK is junk, low damage for meter and any escape use 214k is better. IAD to the right, push up to 9 with your fingers and then hit 6 with palm as soon as the stick hit neutral. https://www.youtube.com/watch?v=ZwmfQrH4vDk
  6. Can you explain this one a bit more kyle? Or got a vid example for bbh? If you wiff 66lp on someone down backing you'll likely just get tripped.
  7. Hampster talks about how to beat mashing after a reset here. http://www.dustloop.com/forums/showthread.php?11972-VS-Engine-Stratagems-Everyone-can-do-except-Anak-%28/page5&p=1370996&viewfull=1#post1370996 However in my experience on ggpo mash 5 frame jab still doesn't always beat well timed throws. I was mirror matching dyne with leilei and he would throw after every reset and throw tech whether I was mashing light or piano tech with lk lp mp hp. Only way out was to hold up or just accept the throw, and if I tried tech the throw I would just be thrown 10 times in a row (good throw tech practice at least ). Of course after I jumped out of a few throws he would delay attack standing lp instead. Maybe I wasn't mashing lp hard enough to beat the throw idk, 4 frame jab with bbh works slightly better.
  8. http://www.youtube.com/watch?v=_GtuCAodm5Y&feature=relmfu economy of motion
  9. http://www.youtube.com/watch?v=tWFBqeapGf0#t=17m1s Thought this was neat. Auto homing backwards air dash caused by forward wake up roll.
  10. Some mad hitbox awareness.
  11. You can see for yourself the result in that vid. He swings forward, promptly gets anti-aired, and eats a reset/mixup which could have landed sako a knockdown or infinite. He wasn't doing it to keep momentum but to escape pressure, maybe double cancel would have been better or immediate cancel and try to land first since sako's first reaction was to jump idk. Missile would have beaten it flat out if it was already charged. He does make a lot of other really good defensive moves/reads in that match, completely stopping sako from getting anything started. Checkout the jump back reaction to BBH neutral jump mixup at 19 seconds. Dash under ES gong(command throw OS?) at 40. http://www.youtube.com/watch?v=SlCfzbPZv24#t=0m19s http://www.youtube.com/watch?v=SlCfzbPZv24#t=0m40s
  12. Can Felicia still anti air this wiff mk setup? 9 j.mp, wiff j.mk, j.lp j.lk > land I remember beating one of the ggpo Felicia players with that whenever he would normally knock me out of (9 j.mp, wiff j.mk, j.mk) or (9 j.mp, wiff j.mk, j.hk) Also, if your using (9 j.mp whiff j.mk -> j.lk) I bet you could end with a chained j.hk for overhead/unblockable/command throw mixup. I do it with j.mk j.hk chain but they normally switch to low block right after the j.mk anyway.
  13. She drops out of pendulum after hitting a wall, use lp when in the corner the other two will swing you back. Unless your talking about something else. Worst match-ups are the high tiers. I don't agree with bish being particularly bad fight fer her. She can trip up his approach and pressure just as hard. He's got better reach and can anti air everything she does but it still doesn't seem like a 3-7 matchup like some charts say, more like a 4-6.
  14. I would guess they like it against him because he's one of those characters who relies on his aerial game and spacing. The swords keep him from air dashing or throwing out the buzzsaw, its a really good move/zoning tool for keeping someone out. Some notes on the QBee matchup.. Bee will crouch under standing roundhouse so its not as good to cancel into anymore. Also don't try to use c.mp or anything other than jab to hit her out of an iad. Meaty anti air If you land a knockdown and predict a jumpback on wake up, this is what skankingarbage talks about how bee players like to jump immediately regardless and leilei has a couple options to take advantage of this. I was playing shoultzula and he mentioned pendulums and trh overhead mixups are good against bee and generally if you have meter use it on TRH. (still loose like 50-0 vs him but I finally feel like I'm not overwhelmed by qbee mixup) Swords super would probably work well against her as well if you ever have space to use it
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