ryokoalways
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Everything posted by ryokoalways
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I know I've said this somewhere, but here goes again: If you have a throw in your combo, then it's not a combo.
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blocking beats both of them.
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Is the AI blocking after the first hit?
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You really should just set the AI to break freeze effect. There are only two possibilities at the moment. 1. The shake out into the second hit situation as I stated. 2. You held it for the full duration and it becomes an unblockable. That's it. The first one you are playing a dangerous trade-off game, and the second one I really don't see happening because all they need to do is jump and you will whiff.
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hotaru has good follow-ups only if it's a counter hit. As mentioned, it's bad because it needs one frame to become a dp. But it's good because the motion gives you autoguard.
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the only thing that matters is that you need a running start, ie forward momentum to carry out that combo. The only one that doesn't need it is ragna I think.
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dude that's not a glitch, that's just the character removing the freezing effect, and then you hit them to start another combo. If you are lucky and they shake into your second hit, great. Otherwise, you are asking for a face full of fist from whomever you were comboing. My advice is to just hit him.
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First thing, why does the combo end with 5c musou b? you can stack on another round of 5c > jb > jc > jd >musou b Second, use noel for practice, because she actually needs the timing. Against other characters it's more of a little bonus because if you can get an early landing you can better pressure after the combo, but against noel if you do not master the delay you won't combo her at all. And again, this kind of stuff just takes practice, that's it. No short cuts. This isn't difficult, do it till you can get it 100%. Shouldn't take more than 30 minutes, 1 hour tops.
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The final combo shown at the end of the vid is a good one too. It's really easy. I did it with my eyes closed (I actually thought it was easier when I closed my eyes). It's that easy after 2-3 tries. A fun little gem.
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Block, please. Significantly less b and c moves against litchi. She outranges you and also has faster moves. need good use of a. Please remember you have catches, so RTSD should never EVER work on hakumen. The only person that can RTSD on haku is Jin because he is just a frame trap waiting to happen. Everyone else will have to respect catch if you show them you can IB. Some of it looks just like you don't know the matchup. Watch some JP vids or something. Again, RTSD should not work on hakumen. Tate litchi should never have had the freedom to do as she wishes.
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trick? If you have them nearly to the corner and they are airborne, you can gurren them towards the corner then chase after them with kishuu so you can start the j2c loop. There isn't a trick involved. I don't quite get what you are asking.
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It's just a combo vid. They are saying most of it is not actual gameplay applicable, just looks cool.
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ja is just another frame trap tool for Jin. Treat it as such. People has been using it since march so look up any Japanese match vids should give you a good idea what to do with this. It isn't new, there is plenty of material to use as reference.
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Don't complain about lag online is the best advice I can give you. In any case I don't believe your inability to block was a result of lag, it's a result of being impatient. Honestly, to play this game competitively, you really shouldn't waste your time playing online. At least that's my conclusion after 1-2 sessions online.
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If you are burning meter at that point just maximize damage.
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You can't really expect to put up a fight without knowing the capabilities of your opponent's character, could you? >.> And I don't suggest relying on c dp. Noel's safe pokes recover fast (and she sure as hell isn't going to use her slow stuff to engage Jin), not to mention stuff like 2c can be done at a range totally safe from c dp. You are just setting yourself up for a 5k damage combo.
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you only need 1 magatama to do a counter follow up. Use more if you want but all you need is one to start out. 6d > move forward slightly then jump forward > jc > 5c > gurren > 6c 2d > move slightly forward > 5c > gurren > 6c That's the most basic ones. If you have additional magatamas, I'd suggest to just use them to push your opponent into a corner then work from there. As long you have 3 magatamas you have a pretty good chance creating an opportunity for j2c loop. Edit: by the way, if you have them in the corner already, just replace 6c with 2c and go into either j2c loop of lock them back into the corner with 1 more magatama. Simple.
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The main point of that combo is that you can continue your pressure better because you land much earlier. You forfeit your advantage if you have to combo that high into the air.
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Against Hakumen, because his offense is so bad, just block and use barrier a little here or there, get some distance then start working off neutral again. In a Haku mirror match, you are playing a very simple rock/paper/scissors game. Just remember that it is ok to block. Just IB his pokes and stuff for meter. You shouldn't be thinking that you need to go back on the offensive asap. That's a thought process that will keep you from improving because that will keep you one-dimensional. Any good player will kill you for mashing on pokes because they can bait for it with frame traps all day. This is the first thing you must realize to play the game at a moderate level.
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Does jc into 5c in all your combos not link? Or does the additional 5c screw up your j2c loop later? I have no idea because I basically do not use jd at all.
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I think your bigger problem is that you are not playing defense. You need to learn to block. Faulty didn't do anything special, you just got hit by everything he threw out. At least make him work for his damage.
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My fault, but let me address the question then. TK is faster simply because the motion of the input for TK flows together while the motion for dash cancel doesn't. That said, the difference is marginal and the only way to block the overhead is to guess it, not to look for it.
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dash cancel is better because you instantly land after the move. Much safer. Not to mention dashing allows you to play more aggressively. TK means you have to stop moving.
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I do not like mugen because it forces you to have to play offensively, which would be fine if Hakumen's offense didn't suck absolute ass. Even your temporary infinite meter doesn't change that fact. Any good player will pick a spot and burst you then just wait it out. It's not like you have a tool to bait burst (can't rc) and yukikaze isn't going to be fast enough to hit anyone even after you catch it. You are assuming people will sit there while you do your combo video material. Not going to happen in a real match. Also, I may be mistaken but it seems like you guys are still using zantetsu as an overhead. If you want to play at a high level, I suggest breaking that habit right now. Zantetsu is possibly the worst overhead in the game. Anyone any good will see it coming from a mile away. You will only get to use it as a gimmick, and it's not even a good one at that.
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Sorry for double posting, but I want to mention that in certain situations (mostly hit count dependent), you will also look for other finishes such as 6b and 3c. Those also have certain rules but the main idea is to keep them close to you on knockdown (that and because other combos will turn black due to high hit count). But generally, the previous post has the rules to follow for burning magatamas.