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Krackatoa

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Everything posted by Krackatoa

  1. Bursting as a Reversal comes to mind. It will stop Kanji if he really has to press buttons (He does, he doesn't want to let you get away). Also, you need to beat Kanji in a rudimentary fashion, because basic ones are either going to try to grab you in one direction, or the other. If you think he's going to R-Action, block and punish. If you think he's going to grab, short hop and go for the full punish. If you think he's going to air-grab, stay grounded and punish. If he gives you an opening, roll.
  2. Max-ish Range Meaty 2B > 5C Fatal Counter Setup vs. Yukiko R-Action on Wakeup Can cancel 5C in 236A+B on block for +frames (Or do a tick-throw or something) or hit-confirm into silly damage.
  3. 236C+D(Setup) > Throw > 236C+D(Hit) > Whatever Hahahaha. Set it up just inside max 5C range. Dash in and throw. Work it into the Neutral game by cancelling a blocked/hit 5C poke. They won't be jumping due to the 236C+D. Video. Edit: Just another note. While it's slightly redundant against skilled players due to the options closed to you when you have Take-Mikazuchi on the field, you can also do this after landing 2D on the opponent. The spacing is just right in those situations.
  4. I don't like using the C button at all in this matchup. I ran into MarlinPie a bunch of times in Ranked and he was punishing every 5C with Chie's CH 5C Dash Cancel into mad damage on reaction online. If you whiff 5C, it looks like you'll die, and if you're in range enough for it not to whiff, Chie's got so many faster buttons. If you want to use 5C, you need to pepper her with 5B to stop her from pressing buttons in close. 5B is Kanji's farthest reaching normal that isn't whiff-punishable on reaction in this matchup. It still loses to her 5C, but it'll stop her from just dashing into your face. Mix in with a liberal use of D, j.B, and plenty of varied aerial movement so she can't get a bead on you and punish with things like run-in 2B.
  5. Ha. When I put 5D I meant 5C. 2C is +7/+8 Also, you can squeeze in an IK when you smell DP, just do it about 15 frames before they activate. They'll DP and you'll nab them, depending on the character. Can't grab Aegis', since she's airborn for like 110 frames, but you can totally brofist Kanji players
  6. So if you can confirm into Tatsumi-Style in the corner, you can do 236B xx 214B on her wakeup to catch a jump. The chair will catch her DP for counter-hit and if you input 236A+B upon landing, you can chase her and combo from the chair for mad damage. She has to roll out of this or block all incoming mixups. If she ducks the initial Dive Grab, the chair covers your recovery. I don't think it's completely idiot proof, but it catches two of her wakeup options and gives you a shot at another mixup. If they're familiar with this setup, I'm sure there's some serious holes, but it should be great to catch them by surprise.
  7. IK is 99+0 :S Throw is 13 Also, I'm don't think Max Cs are any different on block. Just set your CPU Replay to Jump and hit them with Max C with All Block. When it lands, hit Replay and hold Up. He'll always jump before you do. It looks identical to regular C. Maybe I fluffed it 50 times, you can go test this yourself. Edit: Got called to play with some pals. Be back later to do stuff.
  8. I'm listing the first active frame as the startup. So when I say "6 frame startup" I mean 5 frames of nothing and 1 frame of active frames. Oh shit. Haha. 5A is jump-cancellable? I have to go and regrab a lot of these. Unless Arc did something silly like stick some neutral frames in the startup animation of some of these attacks (Haven't seen any hint of it over here) then all of the data should be legit. I'd love for someone to double check if they could.
  9. Gosh. All that work you put into that dopeass chart. Shee-iiiit. The sweet siren call of an unfilled spreadsheet, my one weakness. I'll have that shit filled out in an hour. Btn | GRD/HIT 5A | +1/-7 (+5/+14 - These numbers are if you jump cancel. <_<) 5C | -9/+8 5B | -1/0 2B | -18/xx 2A | 0/+2 5AA (Give me a bit to get this one. Have to test differently due to jump cancelability) 5AAA | -14/-13 5AAAA | -4/+6 2A+B | -16/xx (Point-blank, depending on the amount of active frames, it way better at range) 236A | -4/+6 236B | +2/xx 236A+B | +2/+10 214C+D has a goofy animation, it looks like 4 frames of startup. Hrm. Something doesn't make sense. How are links buffered in this game? According to the data, you should be able to link 5A after 236A. Since I come mostly from a Street Fighter background, if you're at +6, you can link a move with a 6 frame startup. Is that not the same in Arc titles? Maybe I'm doing something horribly wrong here. Tips plox. Also, all these numbers are on standing opponents. We know that there's crouching specific combos, so there may be slight variations when tagging crouched opponents.
  10. Actually, I've been trying that one out in my own Hyperbolic Time Chamber. I think the trick to getting that final 5B > 2B to connect might be by how tight the 236+B > 2A > 5B > 2B > 5C is. It seems to me that it's a spacing issue, and that if you're not tight enough with the chains, you may not be in range for the first active frames of 2B. If I'm right, this means the ease of this combo leniency may change on a per-character basis. I could be wrong though. We could just not be mashing fast enough.
  11. Yo dudes. After landing Tatsumi-Style in the corner, it might be safe (barring the opponent committing to using DP) to squeeze in a Bet You Can't Take This! (Dive Grab)? It can be timed so that the falling chair should cover the recovery a bit. After which, you may be able to squeak in an AoA (Maybe get it to armor frames before they come out of blockstun quick enough to hit you), backdash or grab mixup. The trick would be to land a bit before the chair comes down, so any punish would get nulled by the chair hit. Certain moves would stop this full-out, but it might be a swag gimmick.
  12. Well, by 2F I mean that you input a move, the move starts on the next frame, and then the input comes out. So it could technically be construed as 1F, I guess. tl;dr - Forget I ever posted.
  13. I can confirm this as someone with capture equipment. The input display in Training Mode has a 2-frame delay on it. The Replay function also has one frame of startup.
  14. Just got home and put on some coffee. Frames imminent. 5A - 6 2A - 8 5B - 11 2B - 18 5C - 25 2C - 31 5D - 35 Air Throw - 4 j.A - 10 j.B - 16 j.C - 19
  15. Yo. I'm sitting here with a Blackmagic and Sony Vegas open. Kanji's Crisp C starts up in 6+0 from what I can tell (That means Sixth Frame is Frozen, right?). Record yourself holding Up. Then input 214214+C+Replay for a good comparison if you aren't capturing whole frames. Replay has a single neutral frame before activation (And a frame counter to boot, to make things easy). Input History will also display inputs 1 frame after activation, not same frame. This means you can't snatch Kanji after his AoA. I tried for a while just to make sure, and every time I thought I had the earliest timing, the cinematic freeze would show them in the first prejump animation frame. Anyhow, should be right. 214C has 5 frames of startup. 5A starts up in 6 frames. Any requests? It's a lot faster than trying to glean data via onblock punish setups in training mode.
  16. You can't cancel into grabs, so you have to input it after 5B recovers. It's not really a tight link, but only combos on 5B counterhit. Use it as a tick-setup regardless. The trick to 5B > 2B is that because 5B is treated as almost as a projectile in terms of animation, you can chain into 2B as soon as you input 5B. Don't wait for it to connect. It combos into 2B on counterhit and crouching opponents only.
  17. I've been using C. I've probably been botching the timing. What's the startup on C, then? What's the deal with the throw or strike invulnerability on these? Does the invulnerability on D proceed up to the active frames? Will you shingle my roof for me?
  18. Ah. Thank you very muchly. Also, also. Any reason why people are rolling through my command grabs when they wake up? Am I simply botching the meaty timing?
  19. So. I've been hit-confirming lights into Sweep OMC 2C xx DP. Now, my fundamental understand of the Arc games are terrible. Is this a bad idea or good idea? Does their ability to tech away mitigate the advantages of hit-confirm into Shock? They're up in the air for a bit. Outside of the corner, they can tech pretty far away.
  20. Does Kanji really have Super Armor on SP Cruel Attack? I keep getting bopped out of it. By single-hit moves.
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