feri
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Everything posted by feri
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Thanks Teyah! Didn't know about that extra few frames of throw invul you get when leaving block/hit stun. Hatred Edge: FD'ing and crouch guard makes the block stun from incoming pokes the most it can be (except in slayers case). What you did must be GF > FRC > Dashing WT. This isn't Tekken Edit: WT does seem to have less range against crouch opponents, weird.
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J.d is used in special circumstances only... not as regular moves to approach with even if it beats Sol/OS 5k. If you had a chance to land and block VV's in time then I'd think about it. I don't recommend to sit there (you will need to rush him down when the time comes) vs Sol but I agree that you are playing much more defensively than usual. If you can safely get him to jump over notes to come in at you via the air I would think it would be much easier to deal with him. Isn't this one of I-no's harder match-ups?
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Here you are... i'm never uploading so its new for me. BuckleMyShoe's I-no Combos. http://www.megaupload.com/?d=9TJJUPIO Vegta: Seriously? I thought it would work more on the people who can recognize STBT. Are they just mashing 2p on reaction to STBT?
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He was using it to mix-up (not combos because it can't) and its not a waste of tension. Easiest way to use it is to use a bunch of low profile moves then whip it out and 6frc6 it into a hoverdash j.k/j.s.
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Its easy once you have him on the defense but otherwise you can be eating BL loops in the blink of an eye if your not careful.
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j.p for disarm as well as notes.
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<3 Thankyou!! I play pad too ;D On Jam in the corner (was just finding an easy extension for the unfinished combo) D > IAD > *falling VCL > VCL > 5s > VCL > 5s > SJC > j.s > j.hs > *P dive > AD > AD.hs > * K dive. I'm sure i've seen countless combos that involve IAD after P dive into VCL fast fall but it doesn't seem worth it to me to attempt it that late into the combo. For other pad users : The trick to making the VCL fast fall as easy as possible in this combo is start inputting 6321478966s during the dust motion. * = slight delay
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722: I have played loads of matches against dizzy, very true. Her f.s is a pain! If your a high tech player who's all about j.HSS_#/Idous just above her head to bait an AA, you'd probably still eat the f.s which is lame , so make note of how high you need to be to make f.s whiff. Yes, dizzy has no problem 2sing her way out of Bridget aerial stuff even while on a disadvantage, no biggie since she cant do slayeresque combos off an AA CH 2s. If she is recovering from a projectile while your in the air it seems best to bail and do a roger jet/razor and then react. I've eaten so many free hits just because I've AD thinking 'its okay she's recovering' and get a 2s in the face. Woki: Rarely in general and extremely rarely against dizzy because of how her fish oki is setup. Sometimes out of habit I'll delay wakeup and ruin my chance of escaping. Played #R at the arcade today against that strong slayer/testament user ;D Oh starship and punch bears how I have missed you.
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By still as strong do mean that you want to compare him to his slash version or possibly even his #R version? He became easier to play in accent core, totally trashes his slash era and comes out on top of his #R because of his sheer versatility in AC IMO... I'm not even including his damage upgrades since lots of other people got them. 722: When Dizzy understands that she isn't going to come in on her terms then she can begin to work all sorts of trouble without even having garbage to back her up. 7 set is good for this match. Its only there for whiff punishing and intimidation but if you wanna buffer and use it for cover then it shouldn't be a problem. Learn the oki your dizzy player uses and begin looking for ways out. FD brakes can bait her preemptive attacks (Ice spike, 2d), if the dizzy player does that sort of thing. Play the CH 6s game as much as possible! Stick to the ground where you are strongest and able to react quickly. No air throwing IADs, even the funny backwards ones, stick to 6ping, j.2s is way harder to air throw then to 6p. I have learned this the hard way Its one awesome move!
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Dizzy summons is free CH 6s > 5set > f.s > 6s. If your late then you can hit the fish with it and jc - Easy! Ice spike can be punished with IAD j.p on block. If you hate her oki then don't ever delay set... SJ up/FDC roll, eat the initial J.2s (to catch jumpers and bring them down) and your free. If she FRCs her ice spike into oki then your gonna block. You can also 2k and make the hs laser whiff then starship the j.2s entry. This is my fav matchup. Bubble loops hurt. She isn't Eddie so I wouldn't stress too much.
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You know I was confused at first but the hoverdash barely has any momentum when you touch the ground, it isn't noticeable. When you JI on a running combo you do lose momentum, just not for Ino, johnny, slayer and pot because they can't dash.
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Needed pad friendly Ino combos... nothing flashy. Totally went through the last ranbat with my suicidal Ino with one HCL combo, I did place first but it was probably due to lack of most people not having much Ino experience. One of my many problems that were really obvious in the vids... I seem to not deal enough damage and drop combos left right n center because I just didn't know what the follow-ups were and LOTS of input failing. Was looking through this whole thread for BnBs but didn't find the stuff I needed so I got on the ps2 and working through stuff I'd actually use in matches that is all about just getting that raw damage. Any variations to squeeze out more damage with minimal to moderate effort would be appreciated. Gonna clean up my act. Tested myself on Dizzy. Near corner Hover dash > j.s > land > 5k > 6p > 5hs > HCL FRC AD > ad.h > ad.d > VCL > land > 2p > 5s > SJC > J.s > j.hs > K dive. 237 if dizzy floats low after VCL and 244 if she floats high (omit the 2p). Near corner 2s > 5hs > HCL FRC AD > ad.s > ad.h > land > 5s > SJC > j.s > j.h > K dive. 222 dmg KD. Corner Ground Throw FRC > dash > j.s > jc > delay slightly > j.s > delay slightly > j.hs > land > 5s > SJC > sj.s > sj.hs > P dive > ad > ad.h > K dive. 117 dmg KD. Midscreen Throw FRC > dash > j.s > jc > j.s > j.hs > delay > H note and chase the tech. I'll check out some cvs for inspiration. Also gonna need all those CH combos STBT, 6h, K dive, J.d and any others that might be out there. I know they are like staple but I'm just learning these things (didn't know K dive slid on CH). Edit: on Venom and Baiken close to corner dust launch IAD > falling VCL > VCL > 5s > VCL > 5s > jc > j.s > j.hs > K dive *unfinished... reckon you could squeeze some more damage out of it.
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Don't JI and then add so many moves, JI'ing negates forward momentum which makes you miss. I personally prefer c.s over k because it seems to have less pushback (maybe its my imagination). I'd also practice on characters other than sol mainly because the stuff that works on him isn't the stuff your gonna be using all day, and I mean ALL DAY! If you can combo sol your already competent enough to hold your own in real matches... unless your living in jap atm. Any knockdown > note > mixup > BnB > KD > bait some reversal > punish > KD > tick throw them because they are fearful now > win. I get wins ;_; and my Ino strategies are in the stone ages, thank god for the BnBs
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Summarized answer. Generally, your not going to get many KSMH p Knockdowns in the corner that will allow you to be able to 5 set FB roger. Trying to do it outside of those circumstances is not effective and most likely not possible + other better options existing. In depth. Its not in the least bit similar, unfortunately. Almost all mix-ups that would begin with a HSS# then a Roger move off a KD (not including 2d frc) will be avoidable Mid screen. People mentioned that you can buffer FB Roger Rush into combos, an unlikely occurrence, much like corner glitch infinites. Secondly, Roger Rush (non FB version) is far more suitable for RJ low ad/drop mix-ups (Mid screen) - In my experience. If you play the bugged version (just jump and see if Bridget can do j.5set/HSS_5 which is the close set in the air) then use FB roger midscreen/corner not as mixups but as a defensive/offensive zoning tool. Air throw people into it when they try to avoid it. Its what the FB should be IMO. I hope I've helped you somewhat Edit : It was answered while I was delaying the sending of this post, not quick enough I guess. I'm not surprised that we have the exact same thoughts on it. Your suggestion of 2d frc > dash > FB roger is a meaty but its just better to just 6 set > MAMKM if your gonna spend that much.
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Bridget is eligible for suck tier in my book. Especially at the level of play here when combos trump strategy easily (the game is too god damned hard to play). Good news if your anyone with high abare and power. Now should I be bothered to learn 2p > f.s > recall > iad combo > far frc point and regular recall > ground dash combos > far frc point for every single character that it works on? They ending hits seem to vary alot and I don't like leaving things to chance or busting out a roman when I could have Mamkm'd. I swear I remember someone needed IAD combo > land > 5p > 5p > 2d to get that nice spacing of a far frc point. And without knowing that i'd never do that in a match, this is sort of what I mean. Also, the opponent in crouch stun or standing drastically changes the positioning of the frc points. x2 effort
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Agreed. Add in a part about JI too... common mistake especially in matches in my short lived experience.
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Millia beats you no matter where you are flat out all the time - have fun! And when you DO manage to get a hit on her make it count and this is what Bridget lacks in.... thats the problem.
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IMO and no chipp experience here but just air throwing him wouldn't be the same thing as it would be other.... 'slower' characters.
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Bridget mix-up is rarely safe IMO. Buffering requires them to not move + not attack you. Then you have to approach w/out releasing. Either its the translation or a bad analysis of Buri's strengths/weaknesses overall. I do agree with a lot of the points made but just not all of them.
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I'm still at a loss on how you fight jam. You sj to set? great now she's chasing after you with j.s.. unbeatable. Stay on the ground and get picked apart by 2s, 236 p/s/k, IAD 214k and most of all.... retardedly high damage as soon as you get touched! And did I forget to mention FB ball? oh no... i'm totally over complaining about this move. oh yeah and her dp is lame (why does she even have one?) + it goes into the charge kick followup into death. How I fight now 2p whiff block. 6p randomly FD at jump height or eat FB balls. starship frc small dash > 6 set > small dash > 2p > f.s (Safe against that dp) no fun stuff because it gets you killed. Jam is as slippery as a fish. And I hate all these fast bitches.
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Stuff that you might like to do after a blocked 2d frc 2D frc > 3p > 2p/2k > set/if set already then rolling shenanigans > delay 2s > k (if you want) > 6k/dust/2d > tick throw > cross-up j.d > UB setup If you have a little tension to spare > Starship frc > 6k frc Some options are safer than others so keep that in mind. And its not in any real order of usefulness. IMO you only really score unprorated combo starters off hits like 3p CH, 2s, f.s, random recalls, roger junk, roll j.p/j.2s, IAD j.k/j.p. Though if they are falling for your 5k and c.s then by all means blow them up!
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So when you KD them with ksmh p you don't 7/4 set dash > 2p/2k? I've been pretty much been doing that all the time. So what are you doing?
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Buri's throw is TONS better than it used to be! Q. 7 set vs 4 set usefulness during oki and neutral positions, thanks.
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Thanks! I love your input. Your right about knowing how to punish stuff that smart players wouldn't do. That is essentially the whole point of why its not smart. When it does happen you know exactly what to do. I saw this thread on the RK threads and it had a list of what oki can be applied safely (i'd hope) when the opponent has 50% tension/none (char specific). I thought that was pretty sweet! When and when not to try 2k/3p/2s/2p oki would be nice to have layed out here. Since its pretty easy to make but kinda time consuming i'll do a list of what can be punished on block. It can then be broken down and be then made practical.
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I just don't like getting nailed by things I shouldn't be (FB puffs, BBU, Supers, everyones j.hs) so sometimes I take a little precaution. And about the j.2s stagger set combo... if it does more damage and gattle mindlessly to far frc then i'll do it.