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ChunkTug

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Everything posted by ChunkTug

  1. I'll be there. Should enter all four tournies and see if I can set the record for going 8 and out!
  2. Much easier. 623B x3 in the corner had me lauging. Footnotes: 623B (air/ground) and 3C fatal counter. 6C/6D does not.
  3. Anji's taunt (forward + respect) looks like the startup to 3P. You can use it to feint doing a 3P and then cancel into a low... or into 3P if you want.
  4. I've noticed that you can do 2D, sjc j.D, ... 4 seals without a countehit on the 2D. I don't know whether this applies to other characters or not.
  5. orosaki - Seattle, WA (ps3) I'm playing on my roommate's profile and think I'm never gonna make my own. Thanks to ShinStarwin for the Bangarang trophy. That shit was awesome!
  6. Sorry, I didn't realize the Quote didn't have the rest of the link. http://www.dustloop.com/forums/showpost.php?p=220366&postcount=22
  7. You over simplifying it nigga! If you do shitsu as soon as you recover from throw, then there will be a slight delay before you can do that second shitsu (ie. You're no longer in recovery froms from the 1st butterfly, but it's still moving horizantally so you have to wait). Watch for the block stun as the opponent gets up and time your button press to that. It is possible to do a dashing Shitsu for the second butterfly... -2366P It's also possible to negative edge the second butterfly... -236[P] And since those are both possible, you can do them together... -Throw,236P,2366[P] ...and if you miss it your just dashing into regular butterfly pressure.
  8. Random hidden whiff cancels. Enough to make Anji dance.
  9. You should be able to block (regular) the last hit of GV (where he stands) and punish with dash,K,S,H or even dash,S,H,... everytime guaranteed. Go into training mode and record the dummy doing GV and holding back as you mash the extra hits... then keep holding back. The "selective" punishment you're talking about with Fuujin is likely just your opponent not blocking. Note that if you FD the last hit, then you're in block stun longer, but I believe it's still a guaranteed punish.
  10. 3P hits overhead and is a fundamental part of Anji's butterfly mixup. Eg. Butterfly,dash,(first hit blocked),3P(connects),falling butterfly hits,S,H,236H-D,... Grand Viper is horrible on block, there's no reason to try to autoguard it. If they don't have 50% tension to RC, you can block, dash in, and punish with K,S,H,236H,... for full combo. Also, note that 3S is low autoguard and the last hit of grand viper is mid. Sol can GV under butterfly on wakeup. If you want to stuff GV as it comes out use 2K.
  11. So I decided to get some hard numbers on some 3S whiff cancel combos. All done on Ky finished with 236H-D,236H,K,S,On K,2S,wc,S,H,... 191 K,S,wc,S,H,... 191 K,S,H,... 192 K,S,2S,wc,S,H,... 196 (really hard) K,S,H,wc,S,H,... 205 S,H,... 205 2S,wc,S,H,... 206 S,2S,wc,S,H,... 210 S,H,wc,S,H,... 225 S,H,wc,S,2S,H,... 227 3S,wc,S,H,... 213 H,wc,S,2S,H,... 223 H,wc,S,H,... 224
  12. I went back and double checked my assertion: 5S,5H,3Swc,5S,5H,236H-D,236H,K,S,On (225 dmg on Ky) 5S,5H,3Swc,5S,6P,5H,236H-D,236H,K,S,On (225 dmg on Ky) 5S,5H,3Swc,5S,2S,5H,236H-D,236H,K,S,On (227 dmg on Ky) So, it really isn't worth it. You end up making things a lot harder for 2 points of damage. Trying it with shitsu oki, I can't get the ...,2S,5H to connect at all. Eg: Shitsu,dash,2K,dash(alot),falling hits,5S,5H,3Swc,5S,2S,5H-whiffs Inserting 6P will connect, but again there's nothing gained from it.
  13. 5S,5H,3Swc,5S,<insert>,5H,236H-D,236H,K,S,On Although it is possible on wider chars, I think if you finish the combo inserting 2S or 6P is gains you nothing. I remember running through variations with 6P and getting the same total damage, I'll go back and check 2S next time I'm in training. 5H,3Swc,5H will connect on counterhit. So you could use it if you're zoning with 5H or for things like backdashing and punishing command throws. Edit: The main thing I set out to learn was Shitsu,dash,3P(hits),dash,S,H,wc,S,H. I would set training dummy to "standing" and "guard first." That way 3P connects, but they weren't crouching like they'll usually be in real matches, so it tightens up the timing on you to combo with 5S. Wide chars like Ky make it easier to connect, then moved on to Millia and just using it in matches.
  14. It depends on what you mean by "put it into strings". Try watching the hit stop and waiting for it to end. You don't want to be inputting 3S buffered. Otherwise the timing is going to include the remaining hit stop frames. This is also going to change the timing in guard strings, as will (I believe) whether they block, IB, FD, or SB. I personally have the most trouble with getting 2S, 3Swc, 5S to actually combo. The timing and spacing seem to be tighter.
  15. I disagree.
  16. There's a BC tourney coming up?
  17. Yep. I was playing casuals this Saturday and at one was down to a sliver of life vs. Millia with about 75% life bar left. I think to myself, "Well this round is over... let's do random Fuujins and hope for a huge combo." Strategery prevails! My friend immediately after the match vents about random Fuujin spammage.
  18. South Beach has some of the hottest girls in the US. All you need is a fat bankroll.
  19. EDIT: Mashing the edit button. What I mean is when I FRC nagiha and try to Fuujin(H) after: 236S-S,[FRC], 236]FRC[H... I do the motion for the second Fuujin before I've released the button(s) for the FRC. Hence I've just done 236]P[ and get shitsu. My 'edit-edit' is about doing P-stomp after FRC'ing nagiha, so what I wrote is what I meant: 236S-S,FRC,214P
  20. FRC'ing nagiha on block is still at frame disadvantage (1 to 3 frames) and usually isn't at a range where you could maintain pressure anyways. That gives you a chance to autoguard or Fuujin(H) through what they punish with (which if they're familiar with Anji they will), but for the most part you just get to block. Unless you mean with butterfly coverage, which seems like you should opt a tensionless mix-up instead. EDIT: You'll most likely never get the Shitsu out. Sometimes when I nagiha FRC, Fuujin(H) I negative edge the FRC and get shitsu on accident. Then it's time to eat a combo. EDIT-EDIT... P stomp goes airborne in 4 frames, so you could try after the FRC that to hop some lows. Added bonus (for me) since its motion won't give me shitsu when I neg-edge fuck up. I need to try this out some.
  21. I played Kilik. I never played SC at a tournament level, and never will cause it'd probably kill the game for me (and my friends who play it casually). For the A+K, B+G button combinations I really like having an arcade stick. I could shoulder them, but it's just my preference. I use 3S cancels in match play consistently, but usually only off of Shitsu,3P(connects),5S,5H,3S(wc),5S,5H,...etc and I land it consistently. If I try 5S,2S,3S(wc),5S... I usually fuck up the timing unless I watch the hit stop on 2S. Usually during match play I don't have the focus for that and really hate dropping the unblockable 1 hit in so I don't try it... unless there's 1 or 2 man rotation going. EDIT: Rereading my post, I notice that I spam the words usually, unless, and consistently.
  22. I played for about 2 years on pad then about 1.5~2 years on stick (ASCII SVC Chaos). One day walking back from a meet, I tripped and broke my stick. Showed up next week with pad and was instantly playing better on pad. My dashes were tighter/quicker so my butterfly pressure was better. SJ landing from On was tighter. One thing I noticed was my AG followups weren't as fast; I had been in the habit of hitting 6H or 2H (slash/#reload days mind you) with my ring finger with my thumb on P just slightly after. IAD's are easier in general too. Dashing Fuujins are harder/awkward on pad IMO. 3S cancels are possibly easier on pad. Returning to neutral between 3S and 5S/H is quicker (there's no throw). However, 2S,3S(wc),5S I f' up and give you Fuujin(S) sometimes. DP's I think depend on the player. My best DP execution is on HAPP competition sticks attached to a cabinet. My worst is up waterfalls Edit: Should say I'm back on pad for GG about 1.5~2 years now. Thought about switching back to stick, but really think I'm sticking with pad for GG. I need to get another stick for 6-button Capcom fighters, KOF (tagging/blowback/maxmode), maybe AH, and definitely SC4.
  23. New and interesting (1:10)... since when did the AG super have an FRC?
  24. 3K has low autogard frames 1-5. You can check here for each characters frame data which has notes on the special properties of each move.
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