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Everything posted by Moroha
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Anyone by any chance have a good rip of the Flask stage from either Slash or AC?
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Hey Elvenshadow, hope you're having a blast in Japan. There's been a seemingly dire lack of ABA videos in the Video Posting Thread, and was wondering if you've seen a decline in successful Japanese ABA players for whatever reason. Thanks!
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HO LY DIE VAAAAAAAAAAAAAAAAH Awesome song and gs on the vid Ben
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Haha, tight! Thanks man. I actually flip between purple key, black key, and pink key. Hopefully I'll make it to FR :X Still trying to finalize those plans. PS I'm working on an ABA video.. I'll put your zombie nurse May in it ;p
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So it's my birthday this weekend, and my friends got together and got an ABA cake! http://img147.imageshack.us/img147/7023/n15201625319733331152ve9.jpg She was delicious. lol
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Why does it hurt so much! GS Kyle
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Videos.. Summoner, from watching your videos, I got some hopefully constructive observations. The main thing to improve is your execution; you dropped a good chunk of your combos, especially ones off the throw. The dj.P throw combo nets ABA insignificant damage for very strict timing. I either go for dash in, 5S, 2S, Butt since it gives fantastic oki, dj.S in the corner (which can be tight), or just a general combo into sj into keygrab. But if you're set on using the dj.P combo, practice it like you mean it. Also, never dry keygrab in Moroha mode. It's too much to commit to and exposes you to getting knocked down easily; (it cost you first round of match five imo) bloodpack or combo into it. In Normal mode, it's an okay risk since on hit you get a free bloodpack and on whiff the risks aren't nearly as grave. Finally I'd try working 2S and 6P into your game more, ABA has some really strong anti-air options. Catching Jam with CH 2S for serious dmgs can def happen. Hope that helps. Tage*Proto, good shit in your matches, you played strong in both matches. I think ABAs should save the unbrock vs Baiken for when they have 50% tension and can RC it for guaranteed damage. It netted you a burst (As pretty much any ABA stagger will do) Rd 1 so more power to you. <3 that gold burst v Slayer
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Had some time to update the intermediate/advanced combos thread. Feel free to contribute some of your own!
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If by ID you mean Instant Air Dash, it is very important. IAD is performed with 956. It's used primarily in 2HS combos, for instance.. In corner. 2HS (2hit), IAD j.S, j.HS, Orbs, land, 2S, Keygrab, OTG Keygrab. If you mean Impossible Dust, no, it's not important to being a good ABA player, it's simply a matter of preference. Regular dust combos end with a keygrab. ID combos give you more options. For instance, you can ID into a single keygrab, into a butt loop for knockdown + oki, into a butt loop RCed for massive damage, etc. If that's what you mean I'll try to find my ID post later
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We should all aspire to be more like Ryan-Bill. Step 1 is making a video this serious. Step 2 is wearing your favorite color headband.
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I strongly disagree. If ABA gets backdashed, heat knuckled, slide headed, etc., she's on the ground and in perfect position for Pot's okizeme. This probably means at least a second knockdown, which, unless you've got tension in the bank, leaves you with little options to avoid crushing defeat. 6H must be IB'ed, or Slide Head is guaranteed. Sure, throw invincibility on danzai helps if you're going to eat a throw. Throw invincibility on danzai does NOT, however, help if the danzai is blocked. In fact, it gets you murdered, oki'd, and then murdered again. ABA's j.HS/j.S/and even sometimes Orbs is beaten by backdash, which means Pot Buster, though sometimes the Orbs can still catch a bd'ing Pot as it's delay dependent. Fuzzy Guard setups work fine against Pot, which isn't anything too amazing since it works just fine against the bulk of the cast. I guess it's easier to set up a midscreen funny crossup dash jump j.S JC j.S j.H. If you're doing super long combos on Potemkin with ABA it probably isn't going to even matter anyway. The longest combo you want to do vs Pot is two groundslide xx Orb Loops xx Keygrab xx OTG Keygrab. Anything longer is impractical outside of a kill shot, nets you irrelevant pixels, and most importantly, does not get a Keygrab xx OTG Keygrab. Hopefully that clears things up. While ABA is very mobile and has great damage, she has to be ultra careful as one mistake or one well placed backdash can really put Pot far ahead in the round. I suppose it was misleading to list 'characters with DPs' under 'good matchups', I'll revise that tomorrow. A DP char for ABA does not mean bad matchup at all. In fact, Sol and Ky are slightly in ABA's favor at 5.5/4.5. Characters without DPs are simply very easy to pressure without the risk of a DP and knockdown. Of course, DP characters still have to worry about Danzai/EX Danzai, among other SRK baits she can do, so it is what it is. More the former than the latter. If you get the three knockdowns, ABA is set back far in the match. She's probably down a bloodpack, and would have to burn another to go into the mode. She loses the life that could've been regained by transforming. You have her pinned in Normal Mode. All this, and you get the most damaging combo of your choice. So even if you aren't able to guarantee the win with an IK, ABA's got a hell of a lot of catching up to do.
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- crazy larry
- dirty mary
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Take a look at this and tell me if I'm fucking wrong about these grades. Thanks. ABA (Disclaimer; this is rated mostly from Moroha perspective, outside of the general and 'breaking out of pressure' categories.) * Average Damage A: Able to hang with the best in damage. Deals strong damage off essentially ANY hit without tension, corner, or cranked guard gauge. Damage gets ridiculous with tension or cranked gauge, both of which are probable conditions. * Max Damage S: ABA is going to kill you with a cranked guard gauge and 25/50% tension. * Pokes A+: The dreaded f.S stuffs virtually everything from its max range, 5HS staggers for your life on CH, 2S dominates as Anti-Air, 2D has excellent range and knocks down into good oki. Great range on plenty of her moves which lead to fantastic damage or options. * Pressure/Lockdown S. 2HS, the cornerstone of ABA pressure, builds massive amounts of guard gauge and gives her advantage even without FRCing it. ABA pressures through utilizing her strong range which leads into her 2HS/Rekkas game, where the risk/reward is largely in ABA's favor. * Okizeme B: 2HS/Danzai is unthrowable, 2K for prorated but low option, and certain cetups that lead into the DP-Safe j.S 50/50. * Against Ground B+: j.HS, while not infalliable, has been known to plow through slightly mistimed anti-airs. * Against Air A+: Swiss Army Knife of anti-airs including 2S, 6P which hits twice, Danzai, and 5P which has a few frames of upper body invinicbility. * Breaking out of Pressure B+: Her backdash isn't too great, but Danzai and EX Danzai, while risky, can get the job done. EX Slide in normal mode is full body invinicible and gets you out of just about anything. Great anti airs and very fast 5P for handling certain situations. * Defense A...?: While she doesn't have much of any guts, ABA's one tough bitch to stop, second to only Potemkin in HP. Of course, if you knock her down three times, then her defense goes from an A to an F. * In general A-: Because of how serious her weakness is, as well as how different matchups can really alter her chances of success, she can't be an A. However, her Moroha game, with her sick abare and ability to win a match from nowhere, is so strong it'd be ignorant to rank her below a B+. * Overall Rank: B+/A- * Good matchup(s): May, and any other character without a DP makes ABA really happy * Bad matchups: Axl, Potemkin, Eddie, Testament, and Baiken.
- 1,795 replies
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- crazy larry
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It is, but I'm not sure if I know the exact stipulations. I'm pretty sure I've seen it done on Axl before in a combo video.
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ye
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Best starters are 2K because it's low, 5S because from just the right height it crushes everything, and j.S because you can JC it into another j.S or land with a 2K. 2HS FRC is sickening because it's basically a guaranteed pressure reset / a way to start a new string / mixup right in the other guy's face, and on top of that it's at the end of both 2HS hits so their guard gauge is already getting dangerously high.
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If only it were reliable, this game would be as hot as marvel
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It's actually not the worst thing if they airblock it, since you're still in decent shape afterwards to continue pressure.
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:O Are you serious? <333
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You know, I had absolutely zero idea that the unblockable is also another way around the burst, though that was a pretty specific situation (full guard gauge throw). I'm assuming this was because it has upper body invincibility, combined with the f.S CH pushing him away from ABA. The combo at 4:20 was indeed an Impossible Dust. 5D, Homing Jump, FD, j.HS, land, dash in, 5S, 2S, Butt, 5P, 5S, 2S, j.D, Orbs.
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Moroha vs. 4r5 http://uk.youtube.com/watch?v=OgvRGY93Ybw Granted, I dropped some combos and didn't link some converted ground 6Ps into Rekkas, but what can you do. Moroha's ABA tip of the day: 2 hit 6P normal jump forward j.HS crosses up.
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Yes, you need to IAD. The timing on the IAD is character/weight specific. Generally speaking, you want to IAD S etc early. The tip for always getting the dash jump S HS D Orbs after the landing part to connect is to FRC the orbs. Timing is generally really tight otherwise.
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Hey Furix, do you travel at all for GG? Just wondering if anyone besides like me and Tage-Proto are running ABA on the circuit.
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What's with all this random Slayer love in the ABA Forums? :p Yoyo, probably.
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Random musings, excuse me if I'm overly nitpicky and also hypocritical.. Good shit round 1 vs Klaige, should've killed him in that second combo with the j.D/Orbs but w/e, it's not like you were going to lose that one anyway Round 2, solid stuff vs. AKA.. Round 1, you played strong at the beginning, jumped out of that SG attmept. Kind of wish you FRC'd that Dangoku at the end of your first pressure string. Did you miss a reversal Danzai after he dusted you the first time, cause that happens to me and I'm trying to do that less and less. ;p After the keygrab in the corner, he FD'd your 2K 5S, you could've IAD'd and continued pressure, rekka'd, or butt. As far as I'm concerned, after your rekka FRC ex danzai combo into keygrab, 5HS xx Pack wins you the game right there. Instead you slide in and give Eddie back the pressure (but you won so again it doesn't matter :D) Round 2 you lost when you burst at the beginning and got airthrown. Don't be afraid to backdash, might have gotten out of some trouble earlier on. Round 3, oy. :p Gotta block those drills. Good shit overall though. Get em' next time
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Grats on doing well in the team tourney. If you're having trouble dealing with getting out of normal mode, just play some casuals straight up in normal mode where the only way to transform is via combo into keygrab, it'll definitely hone your normal skills. It can be a bitch against OS and SO for sure.