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Everything posted by Myoro
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Sorry for the late reply!! Firstly let me this vid would seem to indicate She can safejump from 6C: http://youtu.be/z_QbZRdh6CU?t=9m13s There's a ton of mix-up stuff earlier in this vid that I like to mooch off of: http://youtu.be/z_QbZRdh6CU?t=4m54s Stuff like 5B>2B>2C>2D~B>j.[8]C>j.[8]D~B>j.C does indeed work. I like Cat Jump too because folks scarcely react to it. But use the stuff in that vid and you'll be more than fine.
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Uhh basically you do the j.236B as close to the ground as possible, as in just before the very moment you touch the ground. The animation isn't even supposed to show up, if it does you're inputting it too early. It's supposed to look like 6B>5B>6A. You can see it at work in most combo vids like this one: http://youtu.be/RsPMIYVhs4o?t=2m18s I don't have a vid showcasing just 6B>j.236B>5B unfortunately. I believe you can get safejump off of 6C using 214D>airdash, but off of encore you kinda have to play rock paper scissors, where you bait DPs or get them blocking or hit with 5B/2A.
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from 6B you basically use j.236B so that you land right before the j.236B comes out. This makes it so you don't have to experience 6B's recovery while your opponent still has 6B's hitstun on them. Basically you do 6B>j.236B (no hit)>5B>6A(1)>236CC>stuff EDIT: I went the extra step and researched a couple combos and landed on this: 6Throw>j.D~B>5C>j.D~B>5C>j.B(2)>j.D~A>5D~A*>6C>236C~B *You can do 5D~B to get a little more carry, basically you want to do this combo at a distance where 236C will reach after 6C which will be 3/4ths of the screen I think. you miiight be able to extend its reach a little further by putting a 214D>j.2D~B>Taunt(1) between 6C and 236C, but I kinda doubt it and I can't test it right now.
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Ah, thanks so much Cuyo! Haven't heard from ya in eons! I'll deliver this all right to him!
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Sadness intensifies. Still I suppose it'll cut out a little time in-between matches.
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Hopefully it's not Xrd style rematches where they load the whole thing anyway.
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I got over purple grabs when I awoke to the fact that I am a scumbag. If I can't finish a combo before Ignis dies I will sometimes 3C>Vinum>airgrab/TRM airgrab with a low to the ground doublejump. If that works, I'll airgrab again which, if they teched the last one late or tried teching it when it was TRM'd, will also get TRM, and endlessly loop pink airgrabs, because I am a monster. If it doesn't work, ah well, Ignis is 50% back and I'm in 665B range, life could be worse. Being a scumbag is great, because you don't really blame other scumbags as much for the things they do, you just kinda solve them as they come up, or else get hit and vow to deal with it next time.
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My friend is learning Koko and needs a video with applicable Bnbs. Would any of y'all be willing to help me (and him) out?
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GeeGees to Ranked an various people from a Skype group that no one here really knows about.
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Highlander rules, you must fight to the death. There can only be one. Also I'm coming in your room now (Assuming it is you >_>) EDIT: GeeGee's to Henjin and his room. If that /WAS/ the real Henjin. EDITEDIT: Shoutouts to DJ_Blactricity for showing me the extent of my freedom. (As in how free I am.)
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The nightmare begins...
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JacopeX taught me that my j.[A], 2A and 2C beat Ara's j.B, and I'm never going back.
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Well I mean, if you can't stop yourself that might be dangerous, but if your actively thinking during a match, as you should be, you can avoid doing net-play stuff offline or in stable connections.
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The answer I'm given is "Don't get hit, or get good at blocking." I can almost block a whole curse mix-up. But his reward for hitting you at the end of a curse mix-up is a brand new curse sooo... Well they say it's darkest before the sun comes up right?
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Sgt_Mjr_Kululu is a reference to an anime I watched 5 years back when I made the account. If I could change it I would, but all the people I've added are on it, sooo. Also never be ashamed of netplay tactics. All it means if you've acclimated to the lag and turned an impediment into a weapon. >_> Use netplay tactics in netplay, and real world tactics in the real world I say! Also Arakune is a nightmare for me too, but I'm learning to deal with it steadily.
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Sometimes I can't help but interpret it as the people's avvys being the ones speaking, and this just fit too well. Also, anyone for games? Nevermind, I got into Yakuzu's super exclusive room for only the coolest of people.
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No spectate? less variety in who you face? Makes too much sense? Iunno. I feel like the whole room system could all be made more efficient somehow. At least it's a step up from lobby and ranked. Wow four responses simultaneously. Hot stuff.
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I took initiative in the mean time, got some 4.5K~8K stuff under my belt, and learned the loops. You were right though, playing Haku is a lot more about everything else. He kinda takes care of the damage part by doing 1.2K~3K off of half screen pokes and 3~4 hit link strings. It'd prolly take me a year or so to develop a competent Haku, but I don't need one of those to win that tourney. My spaghetti filled Haku-men should take it just fine, i'm literally the only one who has done research on their character thus far. Thanks though mAc!
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Forgot to say thanks for the responses all that time ago, so thanks now, nearly a month later. Uh, more questions and such. I want to put solo combos at the forefront of my gameplay while we still have them meterless. What's some good set-ups that land us with the chance to confirm into 6B? preferably any set-ups that are possible without Ignis. I'm also trying to train my self to 5D after a CH 3C, as the thought of getting a whole bar of Ignis back and about 100 more damage by confirming like CH3C>5D>665C(2)>2C is tantalizing. Lastly have any of you found any interesting 2.0 Relius footage? Our video thread seems rather barren as of late.
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I'm glad I could =)
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Being sick for two months is some serious stuff. Are you gonna be alright man?
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GGs JacopeX! I think I did much better this time around, but your Arakune is still wreaking me every other match if not moreso. I gotta get better. Better at blocking, better at making decisions, better at neutral, just better in general.
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Hilariously enough, each being the same thing but different in all their intricacies makes a snowflake the perfect simile to describe Jin players.
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Ah gotcha. Thanks for that.
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I generally recommend using 236C~214B because you can get 665B/66D>665B oki or even a fancy NecrotheReaper style 22B+2D oki. In CP2 grounded ~214B puts Ignis in stalking mode as an added bonus. You get way more control and a little more damage with the ~214B follow-up, so I only suggest the ~214A ender when you want them fullscreen for whatever reason or if you're nearing the corner and can cap your combo with a 663C>Ignis oki/Safejump de-summon.