Lion's Eye
Members-
Posts
26 -
Joined
-
Last visited
Recent Profile Visitors
The recent visitors block is disabled and is not being shown to other users.
-
Gallon Punish Guide These are all the character-specific situations I'm aware of that Gallon can take advantage of due to his hitboxes, speed, and ES Beast Cannon. Enjoy. Any additions or comments are welcome. Anakaris: 1. Walk under (ES) Cobra Blow and punish with anything you want without hesitation. Bait this out by jumping a lot early in the match from distances that would merit using this move on the opponent’s part. If you’re close enough and crouching under the edge of the move, do Moment Slice quick enough and it will hit as well. 2. Bait cr.hp and punish with falling mk xx cr.mk xx es bc. 3. Punish whiffed portal with either dragon cannon, or es bc after active frames are finished. Sometimes later in the match Anakaris players will look to do this when you’re in the corner as a finisher, so be aware of this and jump out and hit them with whatever you can. 4. If you see an Anakaris player dashing around loosely, throwing out cobra blows or the like, do a full screen ES BC and there’s a very likely chance you’ll get a full combo off of this. If not, you’re safe to do whatever you like anyway. 5. If you see the ES hands coming, jump over them and do basically whatever you want if you’re close enough. Or do an air ES BC into full combo if you’re not. Alternatively, regular air BC into ES Climb Razor. The regular BC into ES Climb Razor does sizable red damage and also can easily be hit confirmed. It’s also good for meter conservation if the air BC is blocked or if you’re unsure whether you have the appropriate range to connect the ES Climb Razor. At all but max ranges this is unsafe on block, but it’s still good to do often to keep opponents on their toes. Keep this information in mind for all similar setups. 6. Punish (ES) pursuit grab with ES BC. Timing is awkward, but it’s possible. Don’t bother with cr.mk. Just do the ES BC. Aulbath: 1. Sometimes you will notice Aulbath opponents jumping back and forth with air normals then throwing out gas or sonar. If you notice this pattern do ES BC and hit them on startup for a full combo. 2. During Aulbath’s Dark Force when they’re on the crab they can’t block anything. Your best bet is to dash backward as fast as possible then throw out a dragon cannon. It won’t always work, but when it does, they’ll think again about using their Dark Force loosely, and it will result in some good damage. 3. Look for when the Aulbath player likes to do d.mp as this move is two hits and you can easily ES GC this, which won’t be as powerful as a regular ES BC combo, but will yield some decent damage and net you a hard knockdown. 4. Try to bait dashes by neutral jumping and come down with hp or mk depending on range. Spacing is required. If you are in the corner don’t do this as it won’t work, even with j.lk. 5. As above with Anakaris, anticipate dashes and ES BC, or look for loose dash movement to punish with ES BC. Bishamon: 1. When you are in the corner due to the linear nature of Bishamon’s offense you can sit there and wait for him to make a move, then punish him for it. Be wary of a player instant overheading you, but aside from that you should be able to react to everything he throws at you and punish accordingly with anticipatory cr.mk xx ES BC. Even if this doesn’t combo it’s a good means to escape. 2. Bishamon players will use dash MP as a means to keep you on the ground. This move is three hits if you block it standing, so as above with Anakaris, try to bait this out with lots of neutral jumps, anticipating when your opponent will finally bite, then ES GC them when they try to AA you. 3. As above with other explanations of punishing loose dash movement, this also applies here. 4. On the rare occasions a Bishamon player with use Dark Force, punish with ES BC from any range and cr.mk xx ES BC from close range. Be careful of the super armor, however. Bulleta: 1. Punish blocked Grandma super with ES BC. Bulleta players may use this as a desperation move, and more likely as a wakeup move if you’re being sloppy. 2. As with the above examples, punish loose dash movement with ES BC. 3. Sometimes you will notice during a match a Bulleta player jumping around throwing out mines and then landing and throwing missiles, sort of how an Aulbath player does with their normals into sonar or gas. Punish with ES BC. 4. On rare occasions Bulleta players will use Dark Force to escape dangerous situations, such as, for example, your OS situations. You can punish their deactivation with the same moves as described in the Bishamon section. However, be wary of them using missiles to safely deactivate. Anticipate this and jump air ES BC for a full combo. Alternatively, regular BC into ES Climb Razor. 5. Punish DF deactivate with ES BC if too far away. If close enough, do cr.mk xx ES BC. Demitri: 1. So long as the Demtri player has spaced their bat spins (drill) incorrectly, whether you are hit or block this, do an ES BC afterwards for full damage. If you don’t have the meter do st.hp. 2. On any whiffed or blocked DP from Demtri, punish with ES BC if standing. The timing may vary but typically you should expect reversal/defensive DPs to be the light version. If you don’t have the meter again punish with st.hp. Demitris will often do a followup DP if the first one whiffed and you’re slow to punish, or sometimes a third. Just be careful and punish appropriately. If you block this move in the air punish with mk. 3. As in the above examples, punish loose dash movement with ES BC. 4. This is a bit tricky, but look for Demtri players to control air space by canceling this into karacancel xx fireball, and punish with a full ES BC combo. The tricky part is that at max range it’s sometimes difficult to get the combo, so space yourself a little closer, just enough to keep the other player feeling comfortable to throw out the fireball, then hit them with the full punish. Felicia: 1. Punish any blocked form of Buckler with cr.mk xx ES BC. 2. Punish whiffed Please Help Me super (little cat comes onto the screen) with ES BC, or if at closer range, whatever you want. Felicias should never use this move, but if it comes out for any reason, you can block it and punish appropriately. 3. Punish DF deactivate with ES BC. If close enough do cr.mk first. 4. Bait GCs with cr.lk or no move at all and respond with own ES version. Gallon: 1. When Gallon players get desperate or are looking for an easy way in, they’ll do ES Beast Cannons from anywhere on the screen. Basically, it’s a beast cannon with a prayer. If they’re even more desperate they’ll end their string near you in the hopes that the last hit will hit you. Punish full blocked ES BC string with cr.mk xx ES BC if they do this. Alternatively, jab them out of the string. 2. Punish DF deactivate with ES BC or start with cr.mk at appropriate range. 3. Bait cr.hp with neutral jumps and punish appropriately as described above in Anakaris situation. Jedah: 1. Time when the opponent is throwing out their (ES) wheels, and punish with ES BC before the wheel even becomes active. Also, can ES BC under wheels depending on what height the wheels are at. Or simply walk under. 2. Punish Finale Rosso (blood pit) super with air ES BC or regular air BC into ES Climb Razor. Usually Jedahs will try to set this up as safely as they can, however, so this would only be for random usages. You could punish his other super the same way, but this won't be used as much. 3. Sometimes Jedah players will use st.hk (scythe) when you’re in the corner as a gimmicky mixup. If they don’t set this up correctly, punish with either ES BC or cr.mk xx ES BC, depending on range and reaction time. Sometimes they'll set this up with a low wheel. Try ES GCing the wheel. 4. Bait st.mps with lots of neutral jumps then walk under and punish with whatever you want. Timing can be difficult so perhaps opt for throws only. 5. Bait and punish Nero Fatica (that unblockable backwards swipe) the same way as number 4. You can also ES BC this from afar. Some Jedahs like to do two of these in a row so sometimes you’ll get a second opportunity to punish this. You can also bait this out by doing lots of jump-ins and mixing in either regular air BC into ES Climb Razor (hit confirm) or just air ES BC. 6. When Jedahs don’t set up Ira Spinta (air command grab) correctly, do the DP version of BC, either regular or ES BC and you will beat it out. Look for them to do this when you’re in the corner. Be wary of them canceling the move into a wheel though. If they set this mixup up with a low wheel, ES GC the wheel to surprise them. Lei-Lei: 1. At first Lei-Lei players will throw out some medium strength projectiles (rainbow arc) to keep the air space controlled, but if you anticipate one of those you can get a full ES BC punish from anywhere on the screen. After one though they’re likely to throw low projectiles which you can dash over with mk or hp, or even more likely, do gongs. It’s best to really be careful with these situations and react accordingly. 2. Punish whiffed 6HP (when she throws her chain claws diagonally up into the air) with an ES BC. Bait this out with jumps at appropriate range, but expect one pretty quickly. 3. Punish Dark Force deactivate with same moves as described above. 4. Alright, this is really tough and I’ve only done this once on accident, but when Lei-Lei players use Chireitou (sword super) you will notice there’s a ching ching ching, then a pause, then another ching ching ching, as the swords rise up from the ground. During that pause, if you hit your ES BC just right, you can go through this super entirely. Usually Lei-Leis will use this super as a means to get in safely, however, so don’t expect them to just be sitting there waiting for you to be cool. 5. Lei-Lei players will also Senpuubu to move around the screen and cancel it into tricky rushdown. One way you can beat this is to do a j.hk. The reason is because of the range of j.hk and the fact Lei-Lei’s attack box actually swings around her, so you should have a ¾ chance of hitting her out of this move safely. Lilith: 1. Punish whiffed or blocked (ES) DP with ES BC if standing. Timing will vary depending on strength of move used. Always wait until the end of ES DP before punishing. If blocked in the air punish with mk. 2. Punish loose dash movement with ES BC. 3. Punish TK Fireballs with ES BC. Depends on height so sometimes a walk under is a better option. 4. Punish DF deactivate with ES BC or cr.mk xx ES BC. 5. Punish blocked Light Illusion with ES BC. Morrigan: 1. Punish whiffed or blocked (ES) DP with ES BC if standing. Timing will vary depending on strength of move used. If blocked in the air punish with mk. 2. Punish blocked Darkness Illusion with ES BC. 3. Punish DF deactivate. 4. Punish missile super with dragon cannon if you’re still standing when she does hers and aren’t close enough for anything else. The dragon cannon will outright beat the missile super. Q-Bee: 1. Punish loose dash movement with ES BC. 2. Punish whiffed bee super with Dragon Cannon. ES BC when closer after blocking the move. Bait this out with lots of seemingly random jumping normals. 3. Punish whiffed dash mp or st.mp with either cr.mk, ES BC, or both depending on the range. 4. Punish honey bubble with ES BC. Anticipate when your opponent will throw this out and just nail them with the ES BC. Sasquatch: 1. Neutral jump to bait a cr.hp and punish with either an air ES BC or regular air BC into ES Climb Razor. 2. When you cross Sasquatches up sometimes they will do Big Blow (that windup punch). Punish with whatever you want so long as you blocked it. 3. Punish blocked or whiffed ES DP with ES BC. Timing is awkward since the move has so many active frames, but just wait a bit then do it. Almost right before the move ends. If you blocked it the move only hits once so punish immediately after. 4. Punish DF deactivate with ES BC. Cr.mk into it if closer. 5. If you somehow manage to get over ES Ice Towers, if you’re in range, you can get a full combo or just do air ES BC or regular air BC into ES Climb Razor. This is difficult though as the ES Ice Towers will hit higher than you think, so be wary. Victor: 1. If you anticipate your opponent using an ES Gyro Crush (lariat), you can walk under and punish, but be careful, as sometimes you can still get hit. 2. If you manage to block Giga Stake (giant fist), jump as fast as you can afterwards and hit Victor as he’s still falling and recovering from the move. 3. If you happen to somehow get into the air when Victor uses his Thunder Break super (yeah right), punish with air ES BC. 4. Bait electric cr.hp with neutral jump and punish with ES BC. Alternatively, jump and do a delayed air ES BC. Or regular air BC into ES Climb Razor. 5. At appropriate range punish j.hp attempts with anticipatory n.hk. You can even walk under and still have time to do this. 6. Sometimes Victors will use ES Giga Forehead as a gimmicky AA or maybe even to chip out jumpers. If you block this move in the air punish with mk. If you’re crouching on the ground it whiffs entirely and you can do whatever you want. If you block it standing punish with cr.mk xx ES BC. Zabel: 1. Punish any version of Death Hurricane and Death Voltage (spinning move/super), so long as it’s blocked or whiffed, with anything you want, so long as at appropriate range. 2. At the start of the match anticipate 6 lp and punish with full chain. 3. Punish whiffed AAs when you’re in the corner with cr.mk. 4. Punish basketball super with air ES BC. You’ll want to bait this out with lots of loose jumping movement at full screen. Then anticipate the super and punish them for it. 5. If for some reason the Zabel player drops their typical BnB combo into Hell Scream (that super where that long blade comes out and he electrocutes you), punish with cr.mk xx ES BC.
-
Thanks, Skankin. I'll have to incorporate some of that stuff myself. I was actually going to include the 8 j.lk into Moment Slice into the advanced part of Gallon's tutorial, and the walking under people's s.mp and Anakaris's Cobra Blows and such for the punish guide. Originally I was going to put them into this guide, but Gallon has so many ways he can punish people I think he really is deserving of his own punish guide.
-
EDIT: Video links will slowly be incoming for people who are better visual learners, and to show confirmation of the situations. If need be, I'll set up my own. Comprehensive Gallon Specialty Guide: -This guide is for gimmicks/situations/options unique to Gallon. Enjoy. 1. Walking under projectiles. This is as much a psychological tactic as it is a useful one. Must wait until projectile is just past Gallon’s back to attack/stand. Use to escape mixups, punish opponent, or maintain appropriate/desired range. -Works against: Morrigan’s (ES) ground fireball, Bishamon’s (ES) ground fireball, Demitri’s (ES) ground fireball, and Bulleta’s (ES) missile. -Does not work against: Lilith’s fireball (regular or ES). Also be wary of Bulleta’s low missile. -Talbain can also walk under Anakaris’ curse and punish. J.hp works well and can lead into a reset situation. -You can also walk under Bishamon's Iai Giri (punch version), but this won't usually yield in a punish unless you're close enough, have the reaction time, and the stronger versions of the move are used. But it's still worth knowing in case a Bishamon is spamming these. Force them to use the kick version too then anticipate and jump punish with ES BC or air BC into ES Climb Razor. -Other walk under/crouch under situations that yield unique Talbain punishes will be incorporated into the Punish Guide. www.youtube.com/watch?v=XkzwK6vw4xQ#t=15m14s www.youtube.com/watch?v=lL8mGwFDE1M#t=27m54s 2. OS Throw Shenanigans. Command throw with HK. Piano HK into MK if you so desire. Throw has 2 frame startup and 9 frames of invulnerability. a. Situation 1: If close enough do cr.lp xx quick move into OS. Not safe but if opponent is sitting there and you’re in range, do it. Can also be useful as a wakeup option, especially when opponent rolls. b. Situation 2: On their wakeup get right up in their face and DF if you think they’re going to throw you/throw out a normal, then OS and deactivate after. http://www.youtube.com/watch?v=XkzwK6vw4xQ#t=17m c. Situation 3: When initiating the ES BC blockstring, that is ES BC into 9 into 2, if the opponent is content to sit and block and do nothing about this, land out of the 2 and throw them. Alternatively, find other spots and spacing with which to use the OS option, either regular throw or command throw. www.youtube.com/watch?v=lL8mGwFDE1M#t=29m9s d. Other situations will be provided in basic and advanced tutorials. www.youtube.com/watch?v=XkzwK6vw4xQ#t=15m36s www.youtube.com/watch?v=XkzwK6vw4xQ#t=15m39s 3. ES BC Unblockable. After the 2 motion (down) performing 9 motion at right time (up forward) results in an unblockable attack. Easier to do in the corner. Discontinue if opponent jumps at any time and blocks the string in the air. There is a slight timing window for this but only slight. -Works against: Everybody anywhere on the screen, even crouching Q-Bee (as informed by Skankin)! -Don’t do against opponents who are confident with DPs/tech hits/with punishing ES BC string. 4. Backdash mk or backdash shorthop mk in the corner. Backdash shorthop mk yields full combo opportunity, but I suggest only cr.lp xx cr.hk to be sure and set up oki/escape situation. If more comfortable with just backdash mk follow with cr.lp then follow with cr.mk xx es bc. Good way to create frame trap opportunity/escape. -Works against: Everybody crouching or standing. Crouching Q-Bee, Morrigan, Lilith, B.B. Hood, and Gallon require slight delay when they’re close to you. Alternate possibility for them is backdash hp. -Best time to use: When you regain advantage in corner after jumping, usually with falling mk into backdash mk. www.youtube.com/watch?v=XkzwK6vw4xQ#t=15m37s 5. Oki situation: Quick move can corpse hop to confuse the opponent. Alternatively, delay quick move, fake them out, then quick move to other side. www.youtube.com/watch?v=XkzwK6vw4xQ#t=2m10s www.youtube.com/watch?v=XkzwK6vw4xQ#t=8m56s www.youtube.com/watch?v=XkzwK6vw4xQ#t=22m28s www.youtube.com/watch?v=XkzwK6vw4xQ#t=27m4s 6. Dragon Cannon super will flat out beat Morrigan’s missile super. Only do this when you’re too far away on the screen to do anything else and you’re already standing. Otherwise crouch block and tech hit or jump and quickly air ES BC quickly to get over the move, or if you’re close enough, hit her out of it. This super can also chip kill great! www.youtube.com/watch?v=OnHkZaHq8-E#t=1m16s www.youtube.com/watch?v=XkzwK6vw4xQ#t=1m15s www.youtube.com/watch?v=lhKYZJTY0_s#t=23m3s 7. ES Climb Razor is fairly decent as a surprise wakeup move, especially for people whose oki is sloppy (including dashes and jumps), especially if you roll as you have less throw invulnerability and you’re expecting a throw, and also as potentially to use against up-backers. Why? ES Climb Razor has grounded unblockable properties during the initial frames of the hit duration. It also has 5 frames of startup and an interesting hitbox. Keep in mind at max height this move is blockable and if your opponent expects this move and they block on the ground, that's a full punish waiting to happen. 8. After air chain into standing guard break (has to be st.lp. N.hk will work sometimes, but it isn’t easy. Cr.hp will not work, but is often better for the corner), walk under opponent and combo into Moment Slice. This is part of a corner reset situation that can result in a walk under or remaining where you are. This works off air-to-air resets on EVERYONE. -Does not work against: Felicia or Zabel. At certain optimum heights for st.lp guard break they glitch and block. 9. When close enough for kick throw (Use HK) to land you and opponent in corner, if opponent techs the throw, this leads to a 4-way mixup. Hold forward to end up in corner, hold nothing to end up in front of them, jump to come down on them awkwardly, or dash back in. All these options can lead to Moment Slice combo. -Works against: Sasquatch, Lei-Lei, and Zabel. Walk into the corner and do a quick low www.youtube.com/watch?v=V0QUmCMxN1M#t=8s www.youtube.com/watch?v=J88bA1xb6PI#t=2m33s www.youtube.com/watch?v=J88bA1xb6PI#t=11m25s Walk out of the corner and do a quick low www.youtube.com/watch?v=V0QUmCMxN1M#t=14s Walk out of the corner and do 66j.lk, LINK j.lp, Land, BnB www.youtube.com/watch?v=J88bA1xb6PI#t=5m48s Walk out of the corner than jump back into the corner. J.lk will crossup www.youtube.com/watch?v=J88bA1xb6PI#t=2m16s www.youtube.com/watch?v=OnHkZaHq8-E#t=43s 10. Dash hp into OS throw, specifically using this as a crossup. -Works against: Everyone crouching, even Q-Bee, although that requires a slight delay. -Useful in reset situations, oki situations, as a surprise attack, and for taking a life/KO situations. http://www.youtube.com/watch?v=lL8mGwFDE1M#t=21m33s 11. Gallon’s jump speed and height can yield unique bait/escape/punish situations others cannot use. Typically you’ll want to 8 jump in these situations, unless in the corner in which case a 7 jump is also viable. This is used to yomi against any time the below characters use OS. You can bait such an OS on their wakeup (providing of course you believe the player will use this option), same for reversals, or in knowing their own setups. -Works against: Felicia, Gallon, Morrigan, Lilith, and Demitri. -Gallon example: Whiffs air move and lands to do an OS. Dash hp into OS. http://www.youtube.com/watch?v=PFiHW9RNoSE#t=1m24s -Felicia example: Dashing mk into OS. Wakeup OS. -Morrigan example: Morrigan has a big normal throw game. Look for situations to avoid. www.youtube.com/watch?v=XkzwK6vw4xQ#t=17m38s www.youtube.com/watch?v=XkzwK6vw4xQ#t=17m54s www.youtube.com/watch?v=XkzwK6vw4xQ#t=20m48s -Lilith example: Occasional tick throws with d.mk or d.lk. -Demitri example: Occasional tick throws, especially in the corner. -Can hold back in the air as well after jumping -This move can also get Gallon over Sasquatch cr.hp when opponent is in the corner, as well as Anakaris s.mp, but don’t rely on this as good players will start using other options to counter. -Consider Dark Force as an alternative option for this, as described in the Dark Force OS situation above, but the jump option should net more damage and opportunities for followups. 12. Normally, Gallon’s best option to escape Aulbath’s Bubble Jail is to tech hit as soon as he wakes up, then jump out, but there is another option. If Aulbath remains close to the bubble, and therefore the corner, gutsy players can roll forward and OS on wakeup. This works due to having 2 frame startup and 9 frame invincibility, thereby beating Aulbath’s meaty cr.mk and the bubble. For better success with this tactic piano HK into MK and only use this once, as the Aulbath player should be expecting it next time.
-
Post 1: Added info for planned video tutorial: Wolf OS: As far as n.HK Option Select there are plenty of ways to set it up. Regular OS/tick throw: -Cr.lp or cr.lk, walk forward throw. Or you can do cr.lp, cr.lk, walk forward throw. Mix them up to keep opponent guessing. -You can also use st.mk for this OS as well, but I think n.hk is better. -See below about doing this off quick move. -Because of how long wolf's cr.lp is I think you can get away with max range walk into throw on someone else's wakeup who might try a throw themselves. Just a thought. Command Throw OS: -You can mix it in with regular jump-ins and jump/tk beast cannons to keep the opponent guessing. For instance you can whiff a j.hp then land and input command throw, or whiff a j.hp then come down with a j.lk. Wolf can also land behind them and the input will still come out so long as you do it early enough. -D.hp into command throw. Easier to do on block. -If you're close enough you can cancel a normal into quick move and even do the command throw OS here too. -If you want to be tricky/think you're opponent is going to do something on wakeup, you can get close to them to bait their move then DF into command throw. Their move will whiff and on recovery you throw them then end DF. Alternatively if someone is trying to OS you, do this to them. oki w/ darkforce to bait a reversal/throw: www.youtube.com/watch?v=XkzwK6vw4xQ#t=17m -Do your own wakeup OS. -A specific situation that comes to mind that you'd likely only do once a match is against Aulbath. When you're knocked down in the corner and they do a bubble, if they stay close enough, roll forward and do wakeup OS. It should get you out safely. I know it's possible to do either a regular throw or command throw out of bc/es bc, but I haven't figured out the spacing for this yet. One caveat is, at least so far as I've found with Jedah, because of how high Jedah can get up into the air, if you do the OS too soon it will whiff and leave you open to counter-attack. You have to wait a second to do it on Jedah. Not sure if this would apply to Q-Bee too. Only use ES command throw if you think it will take a bat or kill them, otherwise the meter usage is not worth it. Command throw has lots of invincibility (I think 9 frames but don't know for sure). Deals good damage. Try to work it in as much as possible. I think it's possible because of how long the game holds inputs to input the hcb for command throw, then land and react to what they do, in case they df or something. Not sure, but just a thought. Skankin, if you have anything to add, or see something that needs correction, let me know. Post 2: I'll leave frame traps to Skankin. I wouldn't be confident in explaining those. But as far as ground rolls. Probably the best option is cr.hp -> cr.hk. This is if you're close enough/guess correctly on their roll. You can also walk through them and do this too. The reason is because cr.hp covers all options and it has enough range you can be safe from throws on their wakeup. Cr.hk makes it safe and can lead to more damage. If they're in the corner, learn where you need to be then if they roll forward do 8 j.lk into moment slice. J.lk is difficult to read as far as which side wolf will be on and moment slice will net you lots of red damage. Avoid this on Felicia and Anakaris. Alternatively j.hp. If they remain in the corner you could do 8 j.mk or 8 j.hk into a dash. Or just dash. In some situations you can do backdash mk to follow their rolling behind you. Some options I described above go here too. It's not a great option, but you can also do dragon cannon if they roll behind you to cross them up. If they're far enough away/roll backward do a d.mk or d.hk or do an es bc to end up behind them then do 7 or 9 after that. If you think they're going to stay still do neutral jump again, or do some quick moves to keep them guessing, or just walk back and forth over them to confuse them then do command super. Off of command super kara cancel a mk into bc or climb razor for meter, then do two quick moves to cover roll options.
-
Skankin, I had a question about air chains. Specifically, which are the best ones to use? I've been running into some problems with chicken blockers lately (Mostly Bulleta, and then a Q-Bee too). I know j.lk, j.mk, j.hk into st.lp is a good one, but sometimes I've noticed this doesn't always work either. Are there any others? My problem with the aforementioned chain is the knee has such a short range it's not always practical against Bulletas when trying to get over her missile and punish her chicken blocking techniques. I can walk under the missile but that can also be quite dangerous. I also watched a video recently that showed a Gallon doing I think j.mp into j.hk into st.lp and it seemed successful. Curious about that also. I've also done 8 jumps into j.mk, j.hk to keep the Q-Bee at bay, but if I'm looking to get in and do some damage via the air, what are my options? Note: I'll probably ask you more specifically about these matchups and some others later but I was gonna try to do a little research first. Don't want to be pestering you all the time.
-
[VS] VSAV.EXE training beta for FBA Emulator
Lion's Eye replied to shoultzula's topic in Vampire Savior
This is boss. Hopefully, I'lll get to try it out soon. -
Hard Bread, I happened to be looking back over Skankin's advice and your videos. I noticed toward the end of your last match with Rithli he was throwing out a lot of wheels, especially mid-wheels, and you had 5 bars of meter to work with but weren't using them. Try some ES BCs next time. You can even start to time when they're gonna throw the wheels out if they're throwing a lot out like that and get the full five cannon punish, and have nothing to worry about if they keep throwing out mid-to high-wheels, especially if you're planning on staying mostly grounded anyway. It'll make them more cautious to throw out the wheels and you can work more of your air game. EDIT: ES BC is has lots and lots of applications: as a punisher, a crossup, a mixup, a means of escape, as an unblockable, etc. You shouldn't come to rely on it, but when the situation calls for it, use it, and make them hurt. Another example would be baiting and punishing Demitri's spin move, or punishing Hsien-Ko when she throws a mid projectile. You can even use it to punish a Jedah who keeps trying to get you in his swipe (not sure if from the air too but I'd be this works also). All in all it's a great move.
-
Hm...maybe the air BC was it, though I remember it being from the ground up. I could be wrong though. Like you said, if you ever do it again I'll let you know. Might be something worth trying out anyway.
-
From what I can remember you'd knock me down in the corner, then, while I was waking up, you'd do the dragon punch BC so you'd actually end up behind me in the corner and get a hit because I'd be blocking in the wrong direction. Maybe it's when I was rolling backwards a lot? Or is it a GGPO only thing? Also, some in-depth notes on BC mixups, use, etc. would be great whenever you get the time.
-
I remember you telling me I need to work on making my game just a bit more safe, because you mentioned a lot of Talbain's moves aren't as safe as they appear to be, like you are now, but when I fight you I notice you do some BCs into command throw or for other purposes. Is it just something you do if someone isn't punishing them properly (like me)? Or is it just another part of the mixup game? Or both? Also, on that note, I remember in our first set of matches, however long ago that was, after you knocked me down in the corner you would do a dragon punch bc and it would cross me up, but I tried it in practice a few times after that and it never seemed to work. Do you have to do it in certain situations or is there something else I'm missing?
-
I didn't get a chance to say this when we played, but thanks again, Skankin. It was definitely a learning experience. Hope to get in some more time soon.
-
At the very least we now understand your wakeup ES command throw is gonna beat everything Gallon has if they're in range. This will actually help me refine my game against Felicia.
-
Yeah, makes sense. Dashing fierce (into command throw), c.hp - c.hk, or j.hp, seem to be fairly effective, especially when you fake the crouch combo by ducking then jumping. Not necessarily on him, but it works.
-
I think he's referring to me actually. Possibly when I was trying out quick moving to crossup the opponent as they wake up then do a combo. He usually just ES command threw me. But according to you it wouldn't matter what I do so long as I'm in range. That is useful to know though.
-
By double overheads I meant jump-in double overheads. And mostly they were beating me because I just didn't know what to do and I'd get pushed into the corner a lot where they'd execute their corner plan. This happened because for one I'm still kind of bad at tech hitting/defense in general, which is something I need to work on, and two because I just had no idea what they were doing/what to do against them. Now that I have a gameplan and I can see better what it is exactly they're doing I should do better, which I did actually, the couple times I've played them. Thanks again for all this. After I get some more rounds in against each of them I should be able to refine my questions about them more if I have any.