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Everything posted by blitz
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yes, many many more tips...
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keep the optimum distance away for j.D to be a threat (sometimes this requires jumping straight up empty in order to react properly, though never do this while standing within heat range...). If he's above you, try not to be directly under him on the ground or in the air, being on the ground not directly under him means you can AA him pretty late. Otherwise, j.K is good at interrupting him during the startup of his air normals, so get used to comboing off it (things like j.K-D -> ad.H/D -> ad.S-H land etc or j.K-S-H -> ad.D -> ad.D etc, and if they are way too high, just combo into ad.H -> FB disc, and figure it out from there based on yours and their proximity from the edges of the stage). Millia S(f) is really good on pot, and shuts down any close poke superiority he thought he had, it's quick enough to execute, and quick enough to recover, that it's pretty safe to use against pot if he's just in its range (this includes at the start of the match, but don't always do it, pot does have answer, though it's really unsafe). You can roll to escape hammerfall after hitting him, and get a nice big combo into corner knockdown and rape-age. For judge gauntlet... you can combo into winger to cleanly punish (ground 236D is also an option, or slash disc frc into SB -> punish). ...But as far as controlling space against pot, just punish him for trying to close in unsafely, and make sure you have your reversal backdash down PAT. If you do, you will avoid a lot of unnecessary pain that he doesn't deserve to be dealing out. Don't backdash if he's close enough to hit you directly though, at that point you should just IB it, then dash(or not) into combo, possibly just a 2H to keep the damage high (i suggest 2H -> iad.H -> ad.H land S©-2H -> j.H -> ad.H -> ad.S-H land 2H -> j.D(8) -> ad.S-H -> 214H, j.D -> ad.D if you have the pin). And spamming SG -> cancel isn't to control space, it's to goad pot into closing in on you. Cancel it and grab your advantage! Cancel and iad over his slidehead/6H/etc. Most consistent punish slideheads done out in the open is to HAIR CAR him. Throws him into the corner for mixup. Cancel SG and dash forward to get under him before he realizes he shouldn't have double jumped, and then dash 6P him from behind or something. As long as he doesn't descend in a way that would touch your head, you can 5P him out of anything, literally. Do NOT use 6P as anti-air if he hasn't double jumped, he can just double jump just above you and j.D to come down on your extended hitbox for the knockdown if he wants, or just double jump into slash for the CH, land into (6K->) flick, HF -> break, buster -> FRC, S(f)-2S -> heat or something equally ridiculous (i don't know pot combos, but I know they kill millia outright a lot of the time) edit: things have changed... more like, watch out for j.S (CH) into either land (S(f)->) HEAT or cancel into air FB PB as you bounce up, into 5S-2S -> HEAT. Another thing about controlling space against pot, is well layed air and ground FB discs. Sometimes, getting in the air below pot is GOOD, if you can get off a quick 236 6 D to leave a disc behind, and go reap the damages. Sometimes, a simple late tk fb disc will move you out of the way, and leave pot falling onto it. Ground FB disc works as space control and a contingency to not having the pin/getting the pin back. I'd add more, but I can't remember anything else =S Well, I've rambled enough, I hope that helped somehow...
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there are a few places where people will knee jerk burst, and all your really have to do is be aware of those places and be prepared to airthrow/jump block -> combo (like directly after your S© connects is one such place, after they get hit with standing dust, after 2H, in reaction to you setting a disc after the combo is over, in reaction to hair car, in reaction to slash disc, etc). You can also use burst dodging/burst safe resets in places where people commonly burst. I don't have any I'd be willing to share, as I really don't know the validity of the stuff I'm currently using (they seem to work, but I haven't sat down and thoroughly tested them for kinks or gaps). Generally, people will DAA things that make you commit tension/pin (so they can gain tension parity), so the burst dodging/burst safe resets also apply to this (in some situations, 236D is a great way to bait and punish burst/DAA attempts).
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practice setups INTO combos INTO setups INTO combos INTO death. Mix and match! =D Don't forget to practice burst/DAA baiting for said combos/setups! (There is more to it, but the general idea is that you practice whatever is possible to practice without a second person).
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holy shit @ the march 30th acho vids. everyone needs to watch at least these 2: 準決勝 再生 かずん(PO) vs るぅ(BR) and 決勝 再生 るぅ(BR) vs RF(FA) o.O; I can't believe I'm seeing a runaway bridget beating RF, it's too fun! And loving how he dealt with potemkin, doing that last combo... the way he dealt the last bit of the damage against him was ingenious! (If the pot had gained burst, it wouldn't have mattered).
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you know, it's funny, I was about to post a long paragraph on this same exact subject (look to where I posted earlier), but decided it wasn't the right place... I guess it don't matter now! =D The music industry shouldn't be surprised when their greedy profit margins spurred a movement to obsolete them. And like a spoiled child, they continue to try and re-establish complete control, not realizing how futile it is, and still ignorant of how their own actions are to blame for their losses.
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You are thinking too linearly about it. If they are doing this on auto-pilot, they get air-thrown. And you still have solid setups (at least in the corner) after a low altitude air-throw, so the trade off isn't as severe as you are making it out to be. You also dismiss my setup as "horribly non-meaty". Thanks teyah. 2K-5K lets you JC into this, which does give you enough time to make it DP safe (which means they aren't jumping out). And, if you are otg'ing them, you were probably in a hurry, and didn't have a "round ending" scenario availalabe in the first place. In any case, most air-throw setups are weaker in AC because of the throw breaks, so I wouldn't OTG them at mid-screen OR in the corner anymore. At mid-screen, it's especially useless when you should be focusing on getting them to the corner, not playing roulette. If you need correct spacing, FD stop into disc if you have to.
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This is messed up, if only because this particular type of copyright infringement is so fucking bullshit.
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are you kidding? I'm using the same exact formula for how the guide is constructed, though this time I'm breaking down move analysis a bit differently. on 6H: can be used as a frame trap after 236236S at certain distances, as well as situationally whenever you have the max range and the opponent is in sufficient guard stun. just as well, on block you could even 236S -> FRC, dash in for something, and on hit you can just roll and then 236D, etc. I also like this setup, for some reason: low AD K-P-K, land, 5P(fuzzy guard)-6H -> 236S -> FRC, etc. If they 6H gets them, you get to dash forward after the FRC into 236H, 214P -> FRC, j.K at midscreen. If not, just continue pressure or do mixup or bait something. teyah: that setup isn't something the opponent always wants to tech. You could airthrow them for the win after you 2K-5K otg'd them at low enough life, and they'll think twice before doing so again. It's not something which is obviously escapable because the window for them to tech is so small, and if they guessed wrong they lose life and end up back in your corner oki anyway. Heck, if you option select your airthrow attempt, you still have a viable oki setup you can salvage if they choose not to tech (2K-5K -> JC airthrow option select (P), falling S (dp safe if done tight enough, but you can still note the difference and switch between low air FD into land throw, and just doing a DP safe falling move or even baiting with airdash back into H pin or something of the like)). on the other hand, doing it at midscreen does not allow you the option of airthrowing them (and even if you did, you have no way to create OKI from it), so it's WORSE at midscreen.
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for dust combos, in the corner you can get a 5D -> homing jump [H H] double jump, falling H -> ad.H/S-H, land, 2H -> aircombo on some of the characters.
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wasn't there a vid that showed all the things bridget can dodge slidehead with? it showed these dodged slidehead: 2S 6K 2D razor roger boxing roger (late frames) I think there were like, 1 or 2 more, can't think of what they are, S(f) maybe?
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D: ruu makes that matchup look easier for buri than it has any right being. o.O;
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holy crap, he does the same shit I do... even that jam combo.
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there is no gap-less setup without 2D -> FRC, counter hit KSMH~P, or MAMKM for knockdown. There are ways to do it off normal setups, but it requires that the yoyo is either out and already positioned where it needs to be, or you managed to end your combo extremely close to the opponent (close enough to get set5, buffer, 2P out and still meaty them). in other words, here's the go-to method: knockdown, set1, dash in 2P-2P-S(c/f)(or something similar) -> 236D, go do your low airdash/fuzzy guard mixup from there (corner). There's a hole in this setup, but you can change the string to have the hole somewhere else through use of the glitch, ie: 2P-2P-S(c/f) -> buffer, release buffer -> 236D. You can also do silly stuff with this like buffer, release buffer -> 623H, 236D. You can also do something like buffer, 3P -> release -> 236H/D (CH = bear combo). The gap can go anywhere, really, even buffering like 2P -> buffer, 2P-S(c/f) -> glitch 236H/D after setting it behind them with set6 The GOOD thing about 236D is that unlike the other bear, 236D doesn't move toward you all that quickly. It also stays out longer, giving you more time to get some garanteed fuzzy guard once they are blocking it. What I've been having fun with recently is (point blank knockdown), set5, jump forward cancel into 214D just off the ground. Gives you enough time to do low airdash mixup, with some added benefits (like staying out even if you get hit, so it'll trade with DP's). You can also set it up in the corner like, set5, dash 2P/2K-S© -> JC forward into 214D. You can also use glitch with set6, jump forward -> buffer, 214D -> release, but this is more of a trap than anything else (you time the release after doing 214D so that it comes out right in front of them)
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2K(otg) -> 236D is great in the corner, most cases the 236D protects you from any mischief they would be doing off the tech (still, watch your lifebar). at midscreen, 2D -> roll, 236H/D, 2K still works as a good starting point. I'll usually get the meaty, then if it didn't connect, TK badmoon FRC into S pin/H pin -> airdash/cross up mixups. Dash 2K(otg) -> 236H/D at midscreen is fine, but not as solid as it is in the corner.
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guys, the point of dash 2K(otg) -> H disc in the corner is only really a matter of spacing. It puts you outside of throw range, but still close enough for most shenanigans. And if they anticipate it coming, they'll tech, no doubt... but reacting to it is rather difficult, so most people will miss the tech unless they have conditioned themselves to see it. It's just... great for positioning, perfect even. Really though, FB disc is best... aircombos ending in j.D -> pin, land, 6H can be continued from with (from the 6H): 6H -> roll, 2K -> FB disc. From here, open pandoras box to proceed... ALSO: I am THISCLOSE to having my own stick, which is a requirement for me writing the guide, I will have it THIS week at the least, and then able to start confirming a lot of what I've written down already (i won't release untested info).
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are you kidding? I double jump away to bait airthrows and slow anti air all the time, or just to lead my opponent into a position where millia can force a block. I throw hardslash pin for the same reason, it raises her and makes them whiff if you used properly.
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ah, so that WAS you! Hello Kitty lol =D
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hey, were you that really skinny bridget player at this last west toast?
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if it's not going to kill them, losing the (really, LESS than 15) damage for a set up or a tech chase is just better.
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Pedobearcycle has full body inv. during start-up. That is what SHOULD have happened, and why pedobearcycle is used as oki. If you want the nitty gritty, go look at reload frame data for the 2 supers. Looks like they started at exactly the same frame, so it'd be easy to reference the situation.
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^falco gonna lock you down, son.
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MASSIVE DAMAGE hayato, I'll be enlisting someone to drive you to chris' gathering on friday, i can't have you miss it. ^_^ AC + BRAWL = EPIC + WIN?
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A venom player calling millia cheap for having tools to continue and profit from her momentum? I wonder why he plays venom then...