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Everything posted by zankoku
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I'm really, really bad at the iad j.C 214D timing. I know that you can do the sideswap combo of ch 3D > TC > Hornet > j.C > j.66 > j.C > 236D > 5B > j.B > j.C > dj.2D for 4324 plus double weakpoint, for what it's worth. OD BHS is 1480 damage minimum, compared to normal 1200 minimum. OD Scud is 393 damage minimum, I think.
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Sentinel Dump is definitely slower; I used to be able to do a pseudo-loop (5C > 214C > 5C > 214C) off of pretty much any starter in a Valiant combo, even back throw, but that's no longer the case... Still seems to work from fatal 5C starter. Current 3D punish combo I'm running is (anywhere) ch 3D > 2C > 3D > 6A > 66 > 5B > j.B > j.C > dj.2D - 4455 damage, LW ch 3D > 2C > 3D > 6A > 66 > 5B/2B > TCL > BHS - 5793 damage (5747 with 5B pickup) (carry to corner, works from half stage away) ch 3D > 2C > 3D > 6A > 66 > 5B/2B > TCL > 5B > j.B > j.C > dj.D/2D - 5314 damage (5268 with 5B pickup), UW/LW (UW) ch 3D > 2C > 3D > 6A > 66 > 5B/2B > TC > Valiant combo - upwards of 6k damage (6013 on simple 5C 5C 5C 5C 214C 3C 5D route)
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6D is too slow, you need the bounce to be as high as possible for the 214D to send high enough to pick up from.
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Little idea I had. https://www.youtube.com/watch?v=uFN925LuZ6Y With both weakpoints in corner, 5B > 2C > 3D > 5D > 214D > 5A > TCL > 5B > j.B > j.C > j.D 5092 damage and resets both weakpoints. Might be able to fit in a 6A after TCL?
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Incidentally for the 5B > 2C > 3D route, I believe you can get 4.8k meterless without the crush trigger, and that route in general is able to carry to the corner from literally middle of the stage (going by Lessons grid).
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You can charge down, 5P, then do flashkick.
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I'm not sure of the exact term, but I've also accidentally done running sonic booms with Leo multiple times. Somehow it's storing the charge for more than just a few frames when I do [1] 66 S?
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Pick a top tier.
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It's not full-screen, but I guess I can't really complain about a 3/4 screen ranged S sonic boom.
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5D > 6 > c.S > f.S > 5H > 6H > 5P > f.S > 5H > 236S~236H~214S 148 damage on Sol https://www.youtube.com/watch?v=sovsfKaAr94
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Or if you're feeling like rolling dice, rekka1 into crouching blitzshield! (don't do that)
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From rekka123 knockdown, you can do 669 j.K for a safejump.
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No, you're just playing a bad character against a good one.
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Are there any additional "secret" changes to get this time around? I'm gonna want to hear what the new range is like before I make a call on S Sonic Boom. I'm gonna have to assume that nerfed 6P recovery is to go with the 5K 6P gatling still being a thing in loketests.
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Thanks for noting that, I've updated frames based on what's listed in 4gamer.
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You're backturned at +2 (and I guess +3 in 1.1, if that change sticks). At that low of an advantage, everything except bt.K and raw bt.632146S can get called out by neutral YRC, and bt.K can be avoided with backdash YRC. In the meantime, with knockdown, it's easy enough to get both backturn and force a meaty with oki whiffed 236H or in the corner just whiffed 5H hold; in addition to options such as safejump dash j.K (from rekka series knockdown), [4]6H YRC, and meaty 6K.
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As a note, damage seems consistently higher on j.236H enders, but the re-stand itself still forces a bit of a guessing game for Leo. If/when we eventually recompile everything we should probably look into variants for both restand and knockdown (either ending with rekkas or ending with H flashkick; or ending with bt.214S/bt.H).
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bt.D counter > RC > IK
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There's two situations where not every hit connects. I wonder which one they'd refer to. - If you were high enough hits into a corner combo, H flashkick will be pushed too far back after the first hit to land the rest. - If the opponent crosses you up during startup of H flashkick, they'd get sent away from you backward while you continue forward, making the knockdown hit worthless. All I know about Bentengari is that it's this
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rekka123 on block is generally stupid and especially bad without meter for RC, but situationally handy as a frame-trap against people mashing or up-backing, or as a funny way of hitting people failing to switch block direction after blocked rekka12. Unfortunately it could also be thrown on startup even when doing Dritt as soon as possible. I guess this just stops throw from being a braindead solution while still maintaining its limited usefulness as an option on block.
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The counter trigger is indeed unblockable. If they're close enough they literally teleport into the animation.
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iirc if you successfully bt.D something and they're in close enough proximity, the counter triggers on them.
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Post-rekka123, it's possible to do dash j.K for a safejump. As always, all safejumps in this game are still vulnerable to Blitz Shields, but you can call out that decision with an empty jump. rekka123 > H Sonic Boom (YRC) is probably best used in the corner.
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CERULEAN combo movie by TheBiter Zidane (LE) vs Lance (FA) Zidane (LE) vs Marvisto (KY) Zidane (LE) vs Mynus (IN) | Second Set