Skeith91
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Everything posted by Skeith91
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thanks. I practiced the options you listed and did some experiments with H fireball YRC (with and without dash) H fireball YRC: dash in 5H into stance mix ups. you gotta dash in 5H as soon as you finish YRCing to stop them from jumping away. this will also make the fireball hit AFTER your 5H which will give you more time to dash in and mix up with your stance. dashing H fireball YRC: the first hit of the H fireball will be the one preventing them from jumping away. you can do 5H/6H into stance mix ups (you'll have less time after the stance transition since you'll hit them after the fireball) or jump airdash/low mix ups I'm sure there are more options from fireball YRC, i haven't tried everything. I'll test 236H and see if it is useful in this situation
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Any tips on Leo's oki options?
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I am new to Rachel and wondering what type of combos should i go for in general (corner carry/oki/just do the one with higher damage)?
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THIS. T H I S.
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Anyone have experience in this match up? I am having trouble with it, especially the neutral game. It is like she throws her staff and does whatever the fuck she wants
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No he'll counter your 2A since his counters doesn't have I-frames to make your 2A whiff and of course it will beat his hotaru if you time it well on his wake up
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You covered almost everything, thanks man. about gimmicks, I play hakumen a lot and got hit by his air resets thousands of times. one of the solutions I found is to delay your tech, don't mash to recover unless the haku player drops his combos a lot. Also, there is another way to beat his counters on wake up that is more rewarding than throws, simply delay your attacks or use slow ones like 6B on his wake up if you predict a wake up counter. This is the match up in a nutshell
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2D is only +1 on block, on IB it gives away the advantage to your opponent It is not really good as a pressure tool
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Lord Knight's GAMEPLAY RELATED QUESTIONS ONLY thread (EX edition)
Skeith91 replied to Lord Knight's topic in Archive
Jin -
Lord Knight's GAMEPLAY RELATED QUESTIONS ONLY thread (EX edition)
Skeith91 replied to Lord Knight's topic in Archive
Hi LK Is there a certain thing you can do on your opponent's wake up that is safe from dps? I am getting tired from guessing whether my opponent is going to dp or jump away/do other stuff on wake up -
I know, but I don't know what is the term used to describe "whiffing something on purpose to make your opponent press buttons" even though I don't think he whiffed 6A on purpose, but I think it can be used the same way as ragna's 2C whiff
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D DP frame trap http://www.youtube.com/watch?v=k1FQswYptkM&t=3m23s lol
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Couldn't find a particular situatuion were j.2c will be hard to block as cross up or fake cross up. It happens sometimes but I couldn't set it up like jump canceling from a blockstring
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I'll do some testing and post what I find out
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Is there a certain set up to make j.2c acts like cross-up/fake cross-up? I saw some jin players do j.a(whiff) then j.2c and it sometimes hit as cross up and sometimes not.
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That is what I thought too. I have an idea about a mix up but didn't test it yet. It is something like gattling > 236D and J.C unblockable. I know it can be easily be punished and reacted to due to the flash ignis makes when doing the move, but what if we summon/un-summon Ignis to fake that same flash then immediatley press a button before getting hit by the opponent? anyone have an idea about this?
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Does Relius has any form of mix ups other than the jump in mix up after 3c>6d?
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What do you guys use for mix ups? Any thing other the jump mix ups after 3c>6d?
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Thanks guys. I thought I need to TK it because I already tried your methods but I missed it sometimes. It seems I need to input id Lauger a little bit faster after the jump
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What is the best way to Tk id Lauger (236c)? the tk timing looks different than other characters
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Thanks a lot, will try them now
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What is the best mid-screen combo to use with 5B starter when Ignis is active?
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Sorry my mistake anyway doing normal j.D land 5b,2b,5c,3c, 214C deals 4005 damage and 2*(214A) deals like 3.9k damage which is better
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The part in red is wrong because the sj.D won't connect in this combo. Instead, you have to do j.D > land > 5B...etc Edit: accidently hit edit on your post, disregard.
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Thanks for the tips Also I found out that 6D beats both 4D and 2D in the corner I think I really should be playing against her like a tiny speedy Tager lol