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Everything posted by Herbal Grey
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the setup would be after corner combo into 2b j.a jump - air turn - j.b j.d you hold the j.d as you fall. they tech in the corner, if you release the j.d before you do a safe jump j.a, it will be cross up. if you hold j.d as you do falling j.a, it doesn't cross up. it's a complete 50/50 mixup. no way to the opponent to tell if you released or held on to j.d. this combo is difficult and only works on decent starters. for example, it won't work on full corner combo after 2a. the hardest part is the double jump into air turn j.b. you must perform it quickly, but where i usually screw up is i input the air turn too early . you must perform the j.b IMMEDIATELY after air turn
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sweep is a free punish. when I use it on good players, they get a free dp before the fish if they block it.
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sweep is bad. you should generally only use it as a call out move. aka you think they're holding up-back and want a free 1200 damage. the fish is usually even or -1 on block. it varies depending on distance. combine that with the fact that even without an instant block, you can dp the fish for a free punish. sweep is a bad option during pressure. the ice will whiff on a j.b j.d hit confirm if you are too close to them when you start the combo. try doing 5aa 2b from a bigger distance away and it won't whiff. if you're in a situation where you know the confirm is too close to them, you should be doing the 5aa land 5b iad j.a 2b combo to increase your distance away from them, which will make the items drop on your opponent, not to mention netting you a good damage boost.
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if i dp successfully out of the corner -> gold burst for full meter while they cant block -> missile oki as they tech they're still in rage when they tech into the missile
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blocked j.b is almost always punishable by air throw if you follow up with j.a. so if you do something like airdash air throw then you're getting away, while os'ing air grab tech if they try to air grab you
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[Sep 14, 2013] SoCal, Super Arcade: Skullgirls, GGAC+R, and P4A Tournament
Herbal Grey replied to Jason D.'s topic in Archive
I'll definitely be there. Persona players better show up. -
No one will know this one is coming (except jp players): 5c 2c ice backdash aoa them into the corner...rapid before last hit and grab. everyone usually shakes their head wondering what happened.
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[CP] Arakune Technical and Gameplay Discussion Thread
Herbal Grey replied to Skye's topic in Arakune
I don't know what your problem is, but I'll make sure not to post anymore and let you be the Arakune info master. -
jyosua is posting matches from ax. if you want to watch me fail miserably at cp combos and mash cat chair, enjoy http://www.youtube.com/watch?v=CDBkUlP3s-4 i may add one more video to this post where i play nano and get astraled. noel is da bes
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[CP] Arakune Technical and Gameplay Discussion Thread
Herbal Grey replied to Skye's topic in Arakune
first of all, it would be 2aa, not 3aa (bugs have changed). and second, the block stun on the a-bug looks to have changed, along with the precise placement of the c and d bugs, so the mixup is not the same. i actually was doing 5aa, and I've been seeing arakunes doing 5aa over 2aa, probably because the recovery on 5aa is faster than 2aa, and 5aa is actually jump cancellable (i.e. more mixup options) second, i don't know for myself, but i would imagine that an extra 5a would prorate the corner combo out in an odd way, but i didn't try it. i just kept whiffing the 6b cuz they would hit the ground. i haven't seen any videos where the arakune did an extra 5a, but I've honestly been paying more attention to cp Rachel than cp arakune. and part of what also screwed my mixup is how quickly you have to negative edge the bugs during your block strings. I kept getting 5d when I just wanted to do 5aa ]5d[ j.c .... and since 5d is no longer jump cancellable, I got into all sorts of trouble and wasted tons of curse meter. -
[CP] Arakune Technical and Gameplay Discussion Thread
Herbal Grey replied to Skye's topic in Arakune
curse lockdown is pretty simple now between 3a/b. arakune crouches under litchi 6b, 2c looks like a legit punish if she throws it out and whiffs. 6b overdrive j.6d is SUPER easy. idk why ppl are/were dropping it. i couldn't really do the corner combo 5d invisible 6b. i guess it might be height dependent, or i was just mistiming it. my curse pressure was really bad. like, once i locked them down, i didn't know how to mixup. Lack of watching videos => sadness -
compilation of a few of the setups I use. plz enjoy :D https://www.youtube.com/watch?v=LZ-AAqJN7dw
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you're busy every day until 9pm? whatever. i can do 9:30pm for the 2 ppl watching.
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I work 9-5:30 every day. Thursday is The Runback so that day doesn't work for me.
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the biggest mistake that teddies make against aigis imo is doing autopilot super jump summon item, which is a free 2b for the aigis player. once you super jump, she can automatically 2b, which will break your persona card before it can even summon an item
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hmmm, well, I don't have a 300 acre estate....
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lol tempest. get a computer man. seriously. in other news, I doubt my critiques mean too much anymore, but I will watch if ppl want me to and link me to it.
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if you can, it's always best to go straight to 3c BBL. in the corner, it gets full hits on the cast and you can do sj.2c FC afterward for big damage 5k+ even midscreen, if 3c BBL doesn't hit the character for full hits (i.e. makoto/litchi/hazama etc), if I have the wind to do something like 5b 5c 3c 7d BBL i'll do it just because you can do 214a 3[c] then a full lvl2 j.2c combo for 5k
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depends on what you want to do. doing puppeteddie AFTER the explosion will make them airtech. puppeteddie BEFORE explosion will make them tech from the ground. I usually opt for a ground tech. however, if I want them to airtech, I usually will still do puppeteddie BEFORE the explosion in such a way that I can 5b them after the explosion (you delay the explosion slightly after the puppeteddie to give enough time to 5b). this way you get extra damage while still making them airtech, possibly into air grab reset
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@wiredgod. I almost always use the parachute bomber in combo just because it gets me extra damage before getting barrel oki. so after missile, puppeteddie - missile - parachute bomb throw the barrel as they wakeup. this forces them into a situation where they have to guess. you will either grab them or not grab them since they are in fear. HOWEVER, since the barrel is there as well, you can easily bait dp, and if they don't dp, they are still blocking the barrel. if you choose to grab them, they are in fear and cannot tech. If i don't have meter, i will often OMB (one more burst) after corner combo - 5c 5d 2b j.a j.236a OMB 2c - missile hits - 214b which puts them in a similar tech into the barrel + fear situation @duffath. as far as bnbs, i would suggest checking the OP (original post) of the combo thread. to open ppl up with teddie, you essentially have to wait for them to jump. you can make them jump trying to escape pressure because they are afraid of getting grabbed. if they are not jumping out of your pressure, then you bait their grab tech either with run forward - backdash or j.b
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[CP] Arakune Technical and Gameplay Discussion Thread
Herbal Grey replied to Skye's topic in Arakune
it has always been a thing. i usually only do it against tao, especially when they try to do cross-up 2a reset/shenanigans.