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Everything posted by OmnixTSC
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I'll concede that Agito needs to lose its Foot attribute, but it's not as much of a "get in for free" tool as you make it out to be. A Hakumen player has no business IAD'ing in like a madman with Agito (or doing the same with Hop > Agito). Sure, if Agito is blocked he gets 3-4 options to go to town on you with. There's an answer to each one of said options for most characters, though. Or you could...just block and take the auto-pilot mixup that he really doesn't get a lot off of? Out-spacing Agito is also a thing that most people refuse to do when it actually helps. As for the combo rate, I kind of agree and disagree. I feel as if his specials need to have the properties that they do in order to be viable for combo routes, but I also feel they shouldn't be hitting as hard. Just a tiny nerf on his P1/P2 for his movelist would go a long way.
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Nope, j.C version builds a bit more meter. I'm messing around with it right now, but I just don't see anything
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It doesn't make sense atm b/c proration isn't an issue. There's no noticeable reason to go for dj.B > j.A > Agito over dj.C > Agito in the corner...yet he does it all the time (even with good starters). At first I thought it was a spacing thing, but I've tested it in training mode and the ranges it puts you at aren't any different from what you get when choosing to delay or input j.C immediately before the Agito. If someone else can figure out the reasoning behind it, please point it out. I can't see why he'd decrease his damage a bit for what appears to be the same knockdown oki we get anyways.
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Here's a match for Chibaken. It's only one, though [1/31/2014] Cat's Eye Machida Red VS White - Chibaken(Hakumen) vs Nanase(Mu-12) I still don't understand the dj.B > j.A > Agito ender he goes for. I can't see the use for it.
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I tried messing around with TK Agito combo enders. I thought I could find a safe jump for it, but I haven't found anything yet. It can throw people off with the different timing on your knockdown compared to normal jump height Agito enders at the very least.
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You can either press or hold the button down after pressing for the Enma follow-up.
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The only other option you should be relying on for your wake-up is...blocking. 5A/2A aren't too great on wake-up, especially if your opponent meaties you properly. You should never be using 6B on wake-up. Ever. 2D is fine in some scenarios (especially against projectile oki), and 5D should be used only for hard call outs. So your tools on wake-up (unless you're punishing something) should primarily be blocking/barrier blocking, 2D , 5D , Yukikaze and...I don't know, sometimes Hotaru works. Hotaru isn't something you should be trying to do on wake-up unless you're trying to deal with something specific. It loses to a lot of options now.
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[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
OmnixTSC replied to HiagoX's topic in Makoto Nanaya
At this point, I kind of play Makoto like she's a less effective Akihiko. Instead of having command weaves/ducks, I imitate this with backdashes and forward dashes where I'd usually apply pressure with Aki. It works out pretty well. That little tidbit aside, if the opponent has been conditioned to barrier my blockstrings, I'll opt for spacing my normals in a way that allows me to just hang back and wait for them to throw a button out. 5B is good for that, as Yazu pointed out. There are times where I just back off after a 2B or 5C and wait on the opponent. Makoto doesn't seem to have many safe ways to deal with barrier (throw losing it's place b/c of the Barrier OS) that don't return you both to neutral, so she relies on making the correct reads needed to deal with your opponent's options. -
First off, you need to learn your combo routes. As mac said, there were times where you could have done a lot of damage and instead went for something minimalistic or didn't confirm the hit at all. Try to avoid using j.2C as much as you do. It gets beats really easily during the air-to-air game. Also, avoid using j.C when you're really close to your opponent. Don't forget that you have other air normals like j.A and j.B. They are active much earlier than your C normals and can get the job done for both the air-to-air game and the air-to-ground game. Hmm...the only other thing I can see is that you have a habit of jumping. Try to avoid jumping so much and stick to the ground. A player that recognizes your airborne habits will either anti-air you all day or meet you in the air with an air throw. Use a hop, Kishuu, or Enma from time to time in order to close the gap while staying grounded. You'll have less issues with landing a hit if you can vary your pressure, balancing it between the air and ground. Most of the hits you and your opponent landed came purely from the two of you flailing at one another. Slow it down a bit, as you don't always have to press a button. Sometimes it's better to just block and see what your opponent will go for. I think that's about all I noticed from that video. If you have more, be sure to post it if you want some extra feedback :x
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Do any of you do anything interesting with TK Agito at neutral? I use it to change my arcs/heights for j.2A, j.C, and j.B. I was wondering if you guys use it for anything I might not know about.
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You have to make sure the Enma hits pretty close in order to have time to land the 5C. Otherwise, Hotaru is probably fine. I did forget, haha. I think it's b/c I was only doing one 5C in training mode half the time so I could save a tiny bit of OD time to get OD Shippu at the end. I jump cancel it. I probably should have written j.C > Hotaru > 8 > (Delay) j.C > 6C. The timing is extremely tight on characters like Bang and Valk, though. I usually end up just opting for 5C against those two when I recognize that I messed up the height on the last j.C. I can't, but I plan on going to FRXVII.
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You can do the old IAD combos with 2B > Gurren as well (saves a magatama, too). AA 5C, AA CH 2C, after Zan(1) and Zan(2). I think there are some others as well. I didn't clarify, but I meant when I'd go into Enma > OD and have only 1~1.5 stars afterwards. I'd do something like: starter > Enma > OD > (walk forward) 5C > Kishuu > 2C > TK Hotaru > etc. I'd usually hit 4.8k+ at higher health percentages mid-screen with good starters starting with around 2 stars. In the corner, I'd use something like: starter > Enma > OD > 5C > 2C > j.C > Hotaru > neutral j.C > 6C > 5C > Gurren > 5C > Shippu > etc. (As I should definitely have enough stars for Shippu at this point) Another way to squeeze out some OD damage that I use is: starter > Enma > j.2C > 5C > OD > 5C > Zan(1 or 2) > etc. It's a lot more situational, but it gets you decent damage and builds meter for Zantetsu as well as giving a good bit of corner carry. I apologize in advance if I confused you with my last comment. It's nothing new, just something people rarely make use of :x
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For some starters, the extra magatama you have to give up in order to do the combo isn't worth it. There are also some routes where using Enma instead of Renka will net you comparable damage for one less magatama, as well. There are combos, though, where Renka is the way to go (especially when the extra damage will end the round). Another thing is that you can use Enma at the start of some OD combos where you're low on magatama to get the necessary amount to do a nice chunk of damage. This is both mid-screen and in the corner. The damage scaling on Renka makes it the more viable route in the corner when you have a lot of magatama, though. There's no denying that.
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It's okay, because I thought you meant Renka instead of Gurren (since that's what Chiba was doing most of the time) I actually like the Gurren confirms, you can get some solid damage off of them while being meter efficient. There's also silly SMP resets if you want to go for those.
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1) I thought it was pretty funny how often he went for 5C > Gurren , 6A. It's an interesting idea when it's not overused. 2) I'll test this out in a bit. I'm curious myself. 3) 2C, like you assumed, is used to prevent movement. It forces you to deal with Haku's close-range pressure as you're forced to land if you blocked it while airborne, while you can just cancel it if they block it on the ground. 4) 5C is okay in pressure once you do what Chiba does (ala conditioning). It's useful when you space 5C properly to avoid getting punished, as you can still confirm well off of it at max range. 5) I prefer to just confirm into Enma most of the time when I'm not going for a 3C ender. It isn't hard and it usually saves meter. I really don't think the Renka follow-ups are that useful at this point. I find myself barely using Renka now :/
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[CP] Hakumen VS Kokonoe: Don't Help Me, Professor Kokonoe!
OmnixTSC replied to mAc Chaos's topic in Hakumen Matchups
These are neat. I had the j.D idea for a while, I just never got to actually try it. Is there anything else noteworthy in this MU that can help us? -
That makes sense. I wasn't really sure of my options (as I usually just relied on hard call outs to begin with), so I can see how this might not work out as well as I originally thought it would. Is there a way to deal with back rolls after an Agito ender at normal jump height?
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I'll test it out a bit more...tomorrow I guess to test if it's real. I just haven't been able to determine if I'm subconsciously delaying my inputs after 2A or if this actually works as an OS. Ah, okay. I'll try this one out for the time being. I do like the like the idea behind 2A > 2B > 3C, so I'll keep practicing with it to see whether or not it's consistent at midscreen.
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Is 2A > (Slight Delay) 2B > 3C a true meaty backdash OS? I've been fooling around with it, but I'm not entirely sure if it's real now. I delay the 2B up until the last few frames of 2A so that if 2A is blocked, I get a blockstring into 2B. If 2A whiffs, the 2B is skipped and I go right into 3C to catch backdashes.
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Oh, that's right. I always forget about that b/c Hakumen players always press a button afterwards and get CH (even the JP players do). I need to remember that I can just jump and barrier after a failed enma, though I'd rather just not go for it in most cases.
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When is enma ever safe on block? You don't have to IB enma to punish it with it being -19. It has 31 frames of recovery and only 18 frames of blockstun (according to DL wiki). I do think that enma is an okay anti-air option at neutral, but you have to kind of yomi with it. One thing I noticed for both Moblin and Shneider is a lack of combo efficiency. It really hurts your play when you can't pick up off of some starters or hit as hard as you should. Something to work on, but I know you guys can get the hang of it.
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I had a FT10 with AnneIFrank and it was streamed. Lots of mistakes, but whatever. AnneIFrank (Aigis) vs Omnix(Liz)
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I've had players refuse to tech repeatedly when I go for Agito > IAD pressure. I just ended up doing meaty 2B on their wake-up. It catches rolls should they decide to do one and allows me to pick them back up for something if they decided not to tech at all. As dioxide said, there's no reason 2B shouldn't catch back rolls if you're not baiting a DP. The only time players escape 2B when I use it is when I randomly mistime it.
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DAT LIZ...is bleh. Oh well~ At 9:11, KnA gets a CH airthrow. I wonder if the just frame timing on CH Air Throw > 2AB > D Garu is still there? I don't see why it wouldn't be, but it's not like any JP Liz players know about that. You can probably replace the D Garu with SB Garu in P4U2 since 2AB > D Garu would prorate too hard even if it did work :sad: