-
Posts
544 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by blitz
-
Millia has no death combos without full guard guage, she does shit for damage. Her COMBOS are loooong and difficult, but the damage? Weak sauce. Her STRENGTH is in using pin/discs/SG to force a block during okiseme, which leads to free mixup that leads to knockdown + damage in the corner, again and again.
-
Millia vs. Zappa: Random! Random! Random! Mamamamama...
blitz replied to zer0kage's topic in Millia Matchups
I don't actually USE SG against the dog, just when I knock zappa down in general. Sorry for the misunderstanding, the offshoot about the fakeout had more to do with specific situations, since I took your comment about the SG as "SG is never useful against zappa", which isn't what you said, but that's the way I took it before I realized I had listed SG against the dog. My bad, carry on. -
Millia vs. Zappa: Random! Random! Random! Mamamamama...
blitz replied to zer0kage's topic in Millia Matchups
I knew I forgot to mention something... yeah, lustshaker works on dog, which is another reason to use it after Hdisc (incase he wakes up with blocking + dog flip). On sacred garden: You are thinking in terms of slash or earlier. 1) We have the fakeout and 2) You wouldn't necessarily use it unless you had enough advantage or distance. Fakeout can make him waste ghosts, for one thing (just not when he has one on you already). And I was also refering to SG for oki. Secret garden is better for oki in this matchup than say, Hdisc. And about the dog: It's not about just getting in, it's about getting in with frame advantage, and with the dog in recovery. Otherwise, you won't have time to lustshaker. That's why you stay away, so you can set-up a way to get in by baiting out dog moves instead of falling into a dog trap. You do iad pin, they are liable to block pin -> do dog flip as you come down, and even if you block it, zappa will turn that into an air to air blockstring and turn that into more pressure. You have to avoid the dog, is all I'm saying. Yes, get IN, but AVOID/DESTROY the DOG while doing so. I play chris too much maybe -_- edit: I suggest using FB disc if you have to use a disc, and try to keep things DP-safe otherwise. Also, zappa can be nicked by the disc after being poked with a low, but it's timing and spacing dependant. -
mmm... shouldn't comment on things so soon after waking up with only one post as reference =_= edit: ah... they are talking about something silly. 722 is correct.
-
yeah, chipp has way of hiding the leaf throw behind RC/FRC, as well. But I agree with excellence on this: It's react-able, every time. There are enough frames of start-up, that, like blocking a dust, you SHOULD be able to 5P him out of it (or 6S CH even!) if he has no tension, or at the very LEAST, jump FD if he does have tension. Starship tends to work for both his possibilities if timed late, but I wouldn't rely on it, as the cancel into FB can interrupt your motion... have 25% available for the FRC just in case if you go that route.
-
Millia vs. Zappa: Random! Random! Random! Mamamamama...
blitz replied to zer0kage's topic in Millia Matchups
alright... to deal with the dog, you stay outside, using 2D, S(f), 5P, and pin. Once inside, lustshaker negates the dog and builds tension/guard gauge. If pin is blocked, don't go on autopilot, you'll just get knocked out of the air by the dog (a really easy way to lose your pin for a good chunk of the match, btw). If you manage to get inside, you need to get an FB disc out ASAP, or a psychic tick throw (roll... which is good for dodging the dogs attacks AND tick throwing at the same time, 236S -> FRC which is good for giving him very little time to react with the dog, etc). People can train themselves to react to roll (as we all know), so don't rely on it, it has to be a surprise. You can also just mix him up before he has a chance to use the dog defensively (he'll be focused on blocking), but it's not a very safe option (which is why I suggest just staying out of zappa's range during this portion of the fight). As for the sword, the sword is FUN! You get to roll past half his approaches for free punishment, the hardslash pin is great for dodging the higher sword moves, and you still stand a chance of just out poking him due to range (2D is bank here, but be careful with it). FD in the air a lot, though. Once you get in, FB disc is great, and you can go to town rushdown-wise, but be aware of his tension and sword-DP (especially with pin or TK badmoon, he'll CH you with a DP then -> FRC, dash -> PAIN + orbs). The ghosts are annoying, but the deal here is to just get close to him, even if that means getting close, and blocking him, over and over. IAD -> FD, dash jump -> FD, iad pin -> FD, etc. Make him waste his ghosts, and then nail 'em with an iad pin when he's got none. You can also roll past his ghostly projectiles if you notice his tension is below 25%, and get some free punishment. Watch for things on the ground and the pebble. If you see yourself having the tables turned on you because of ghost-debris, cancel whatever you are doing into FB disc, it'll save you from zappa ghost rushdown/lockdown. As for zappa in general, use regular disc as little as possible, zappa can crouch/dash under it. If you do, you can lust shaker for a moment to see if he'll dash into it and let you combo off the disc, and also cancel to HAIR CAR to dodge a wakeup centipede if you think he'll do it (with FRC, but well-timed it'll move her hitbox back out of the way, and just smack him during his recovery). Outside of that, you pwn him air <-> air. j.P and j.K and j.D and j.H all have his name on them. Your AA is better, 6P will actually deal with his cross-up j.H if you time it right, but you can also do things like roll -> throw or backdash -> 2D, just instant airthrow, etc. Don't let him CH you with far slash when you wake up. Jump FD or backdash or instant block it and get away/retaliate. if you are blocking the stream and not the puddle, it's easier to deal with. One more thing I guess: S(f) is actually good in this fight, but it has a very specific range and use: To stop zappa's non-punch and non-kick normals, and only from it's max range. Good recovery on whiff though, so it works as a match starter on zappa. -
sigh... BAIKEN throw, dash K -> j.P-K-D -> ad.K-D -> ad.D (86 damage) throw, dash K-S© -> j.K-D -> ad.K-D -> ad.D (91 damage) throw, dash K -> j.K-S-H -> ad.D -> ad.D (91 damage) throw, dash S(f)-2H -> j.D -> ad.K-D -> ad.D (105 damage) (midscreen)throw, dash 2H -> iad.D -> ad.S-H, land, j.K-D -> 214S, falling j.D -> ad.H -> ad.D (118 damage) (midscreen)throw, dash S(f)-2H -> j.D -> ad.D -> ad.S-H, land, j.K-D -> 214S, falling j.D -> ad.H -> ad.D (122 damage) there ya go.
-
get on irc, I'm on there all the time answering questions anyway... irc.chatspike.net #reloadonline or just efnet #ggxx, but I'm not in there very often.
-
He'd better be! He told me he would ;_; on the 16-17th, right? We could all meet! =D
-
K denied me before we even played =( edit - I dunno, I'm bored so i give a funny match where the guy taunted me... and then ran into razor roger ftl...
-
nah, it's just a bunch of flashy combos, pretty much.
-
It's a character-specific thing, that j.H vs. j.D. And the 6H -> 236H works great for ADC mixup (follow with jump in/iad in S -> ADC mixup, or jump back into 236K -> FRC, ADC mixup).
-
during MAMKM, you mash airthrow. Don't care how good your timing is, just mash it and you'll get it here =P. Used to be a lot better, but now all characters can just null throws ='( set9 MAMKM? Good airthrow setup, for sure. The bear on the cycle comes down and back towards you, making running to you a real hazard, even more so than if it was directly behind them. Going forward sucks, the most logical thing for the opponent to do is wait till there's an opening directly above, and jump (airdash, zoning, etc). This is when you dash jump and mash the throw button =D Pursuit if they go back is fun too (unless they are chipp. Chipp doesn't play reindeer games =( he cheats! Stupid teleport...) Also, different sets are effective on different characters. May, Eddie, Potemkin, Anji, and ABA are prime candidates for set9 MAMKM.
-
Jam sweep? Block low. She can't do anything remotely interesting from it without taking a huge risk.
-
Millia vs. Slayer: Get hit and die in one combo! Wheeeee!
blitz replied to X-Sapphire's topic in Millia Matchups
If he does it deep enough that the second hit would connect, you can just SB it and punish him before he has a chance to RC -> BS (just do close slash as AA into aircombo). -
LOL dropping johnny now, James? XD I really want to see how your bridget is. You should come to west toast. I'm gonna leave for Cal State Fullerton in about half an hour, you should get back to me if you want to come along =) We could have a team if you came! Jais: Sokay, I understand ^_^ May has much higher reward for less risk in the air, which is where bridget DOESN'T want his opponents to be =P My point still stands on defensiveness *snicker* it's just something to keep in mind when you theorize about risk vs reward.
-
James, you know... bridget in XX and #R was far more capable of aggression, with faster sets, better normals, and better damage for taking the risks. Now, bridget does shit damage, and the risk isn't even worth the reward when there's more risk (slower sets, worse normals, etc) and less reward (shit damage). But I do have to say, Jais, that in this particular instance, you were being far too defensive, to the point where you missed opportunities to get in a mixup or start pressure with minimal risk. Risk reward is part of the game, it's not scrubby. How you manage that risk is what is important here, you have to maximize the reward. And, the reward is not always getting the damage or knockdown... sometimes, it's just getting inside their head and creating doubt. From what I can tell, kyle is simply doing this far better than you. Oh, and more starship.
-
These are both oki setups that yield a combo if they hit, and if they fail, you setup another mixup right afterwards. Like, this is how you would use the first one: get a combo that ends in the corner with a low ad.D knockdown... land, 236H, then 214P. If you FRC as soon as possible, it whiffs and throw in the jump kick for a high hit. If you FRC late, it'll hit him before the FRC. Both options are DP safe if done right. The jump kick will pass through the DP's startup invincibility frames, letting you land and block before it reaches the DP's active frames. The late FRC is also safe, as the timing for the FRC is the same on hit or whiff, just buffer an FD out of the FRC incase they wakeup DP. Then, if one of these hits, the 236H comes out and floats them for an air combo. On slayer, testament, etc. you can follow up with a late as possible 2H -> JC(8) really late S-H -> ADC H -> ADC H land 2H -> JC(7or8) D -> ADC S-H -> ADC D land S© -> JC(9) P-K-S-H -> ADC D -> ADC D Most character though get hit by the S©-2H -> JC D -> ADC K-D -> ADC D follow up. On block (the jump kick), the disc is blocked, you dash in and do a mixup while they block the disc (like, dash 2369P -> FRC 214S AD(6) S then either land 2K-2S -> 236S or ADC S land S©-2H).
-
There are still a few ways to have them eat a dust... 1)hidden under MAMKM 2)through a particular setup where you FRC something close to them (will also hide the dust) such as: KSMH~P (knockdown in corner), set3, dash in deep starship -> FRC, 5D (as just one example of many). And in that example, if they block it, you can HSB to really mess with them or just bring the yoyo back to be safe and continue pressure (to clarify: you are canceling the blocked dust into yoyo pull).
-
Alright, this'll be the post where I initially compile all the combos I'm going to put on the front page, and the jargon used will be canonized here: Instead of just defining the string, I'll just define all inputs separately... JC() = jump cancel. The parenthesis define the direction either 7,8, or 9. 8 is assumed, so JC by itself = jump cancel with 8. (7) = jump away from the opponent, and (9) = jump towards the opponent. ADC = air dash cancel. ADC is static, as you can only ADC certain air moves, and only in the forward direction. IADC() = instant air dash (cancel). The parenthesis define the direction. (6) = air dash towards the opponent, and (4) = air dash away from the opponent. Used here in order to avoid confusion with jumping, and then air dash, and then straight up IAD'n. *If a movement such as jump or air dash occurs, and is not canceling anything, the "C" will simply be missing, such as JC becomes J, ADC becomes AD, and IADC becomes IAD. AD, unlike ADC, is not static, and as such may be defined (6 or 4). Saves space, easy to understand, helps cut down on explaining odd combos that use lots of different kinds of movements* dash(): 4 for back dash, 6 for forward dash. throw: are you blocking my roundhouse? land: to note when Millia has gone from airborne to grounded during a combo. = link. That's all. Blank space. A flick of the space bar. Just used to separate strings/actions from each other. | = delay. Not with levels, because there is no way a scale like that will ever be truly accurate. Instead, it just indicates whether there IS a delay there or NOT. The indication for "delay" will always be to the LEFT of the action that needs to be delayed(AKA: |ADC, H = delay the air dash input, but immediately hit hard slash after air dashing... and ADC, |H = air dash cancel as soon as possible, but delay the actual hard slash input). An example: SLAYER (corner only) S©-2H -> JC(9) H -> |ADC S-|H -> |ADC |H land 2H -> JC(7) |D -> |ADC S-H -> ADC |D land S©-2H -> JC D -> ADC S-H -> ADC D -> |214S land 6H (184 damage) Just to note: before trying to delay, run straight through the combo until you get to a point where it doesn't work, THEN make alterations to your timing. Sometimes, the delay timing on some combos will feel natural, go with it until you have reason not to. Otherwise, you'll end up frustrated to no end (especially with johnny and baiken). So yeah =) onto the list... ABA Air Combos (Opponent Grounded): Air Combos (Opponent Airborne): Disc Corner Combos: Longinus Corner Combos: Throw Combos: throw dash K -> JC(9) P-K-D -> ADC K-D -> ADC D (62 damage) throw dash K -> JC(9) K-S-H -> ADC D -> ADC D (69 damage) throw dash 2H -> JC(9) S-H -> ADC D -> ADC D (78 damage) throw dash S(f)-2H -> JC(9) D -> ADC K-D -> ADC D (79 damage) throw dash 2H -> IAD(6) H -> ADC S-H land J K-D -> ADC K-D -> ADC D (85 damage) (midscreen)throw dash S(f)-2H -> JC H -> ADC H -> ADC S-H land J K-D -> 214S D -> ADC H -> ADC D (90 damage) (midscreen)throw dash S(f)-2H -> JC D -> ADC S-H -> ADC D land S©-2H -> JC D -> 214S D -> ADC H -> ADC D (94 damage) Miscellaneous Combos: ANJI Air Combos (Opponent Grounded): Air Combos (Opponent Airborne): Disc Corner Combos: Longinus Corner Combos: Throw Combos: throw dash P-> JC(9) P-K-D-> ADC K-D-> ADC D (79 damage) throw dash P-> JC(9) K-S-H-> ADC D-> ADC D (84 damage) throw dash P-> JC(9) K-S-H-> ADC D-> ADC S-H land J(9) K-S-H-> ADC D-> ADC D (94 damage) throw dash 2H-> JC(9) S-H-> ADC D-> ADC D (94 damage) throw dash S(f)-2H-> JC(9) D-> ADC K-D-> ADC D (95 damage) throw dash 2H-> IADC(6) H-> ADC H land S©-> JC(9) K-S-H-> ADC D-> ADC D (103 damage) throw dash S(f)-2H-> JC(9) H-> ADC D-> ADC S-H land J(9) K-S-H-> ADC D-> ADC D (110 damage) throw dash 2H-> JC(9) H-> ADC S-H land 2H-> HJC(9) D -> 214S, AD(6) D-> ADC D (110 damage) throw dash 2H-> IADC(6) H-> ADC H land S©-2H-> HJC(9) D-> 214S AD(6) D-> ADC D (111 damage) throw dash S(f)-2H-> JC(9) H-> ADC D-> ADC S-H land J(9) K-S-H-> ADC D-> 214H D-> ADC D (112 damage) Miscellaneous Combos: AXL Air Combos (Opponent Grounded): Air Combos (Opponent Airborne): Disc Corner Combos: Longinus Corner Combos: Throw Combos: throw walk K-> J(9) K-D-> ADC K-D-> ADC D (77 damage) throw dash J(9) K-S-H-> ADC D-> ADC D (82 damage) throw dash P-> JC(9) K-S-H-> ADC D-> ADC D (84 damage) throw dash P-> JC(9) K-S-H-> ADC D-> ADC S-H land J(9) K-S-H-> ADC D-> ADC D (94 damage) throw dash S(f)-2H-> JC(9) D-> ADC K-D-> ADC D (95 damage) (midscreen)throw dash P-> JC(9) K-S-H-> ADC D-> ADC S-H land J(9) K-D-> 214S D-> ADC H-> ADC D (100 damage) throw dash S(f)-2H-> JC(9) H-> ADC D-> ADC S-H land J(9) K-S-H-> ADC D-> ADC D (110 damage) throw dash S(f)-2H-> JC(9) H-> ADC D-> ADC S-H land J(9) K-D-> ADC S-H-> 214H D-> ADC D (111 damage) (midscreen)throw dash S(f)-2H-> JC(9) D-> ADC S-H-> ADC D land S©-2H-> JC(9) D-> 214S D-> ADC H-> ADC D (114 damage) BAIKEN Air Combos (Opponent Grounded): Air Combos (Opponent Airborne): Disc Corner Combos: Longinus Corner Combos: Throw Combos: throw dash K-> JC(9) P-K-D-> ADC K-D-> ADC D (86 damage) throw dash K-S©-> JC(9) K-D-> ADC K-D-> ADC D (91 damage) throw dash K-> JC(9) K-S-H-> ADC D-> ADC D (91 damage) throw dash S(f)-2H -> JC(9) D -> ADC K-D -> ADC D (105 damage) (midscreen)throw dash 2H -> IADC(6) D -> ADC S-H land J K-D -> 214S D -> ADC H -> ADC D (118 damage) (midscreen)throw dash S(f)-2H-> JC(9) D-> ADC D-> ADC S-H land J K-D-> 214S D-> ADC H-> ADC D (122 damage) BRIDGET Air Combos (Opponent Grounded): Air Combos (Opponent Airborne): Disc Corner Combos: Longinus Corner Combos: Throw Combos: throw dash K-> JC(9) P-K-D-> ADC K-D-> ADC D (79 damage) throw dash K-> JC(9) K-S-H-> ADC D-> ADC D (83 damage) throw dash S(f)-2H-> JC(9) D-> ADC K-D-> ADC D (98 damage) (midscreen)throw dash S(f)-2H-> JC(9) H-> ADC D-> ADC S-H land J K-D-> 214S D-> ADC H/D-> ADC D (113-114 damage) (just a teaser for the tension list)throw dash S(f)-2H-> JC(9) H-> ADC D-> ADC S-H land J(9) K-D-> ADC S-H-> ADC D-> 236D land dash 2H-> JC D-> 214S D-> ADC H/D-> ADC D (121-122 damage) CHIPP Air Combos (Opponent Grounded): Air Combos (Opponent Airborne): Disc Corner Combos: Longinus Corner Combos: Throw Combos: throw dash P-> JC(9) P-K-D-> ADC K-D-> ADC D (99 damage) throw dash P-> JC(9) K-S-H-> ADC D -> ADC D (103 damage) throw dash S(f)-2H-> JC(9) D-> ADC K-D-> ADC D (119 damage) throw dash 2H-> IADC(6) H-> ADC S-H land J(9) K-D-> ADC K-D-> ADC D (128 damage) (midscreen)throw dash S(f)-2H-> JC(9) H-> ADC D-> ADC S-H land J K-D-> 214S D-> ADC H-> ADC D (138 damage) DIZZY Air Combos (Opponent Grounded): Air Combos (Opponent Airborne): Disc Corner Combos: Longinus Corner Combos: Throw Combos: throw dash P-> JC(9) P-K-D-> ADC K-D-> ADC D (86 damage) throw dash P-> JC(9) K-P-K-D-> ADC D-> ADC D (87 damage) throw dash P-> JC(9) K-S-H-> ADC D-> ADC D (92 damage) throw dash S(f)-2H-> JC(9) D-> ADC K-D-> ADC D (106 damage) throw dash J(9) K-S-H-> ADC D-> ADC S-H land J(9) K-S-H-> ADC D-> ADC D (106 damage) (midscreen)throw dash S(f)-2H-> JC(9) H-> ADC D-> ADC S-H land J K-D-> 214S D-> ADC D-> ADC D (121 damage) throw dash S(f)-2H-> JC(9) H-> ADC D-> ADC S-H land J K-D-> ADC D-> 214S D-> ADC D (121 damage) EDDIE Air Combos (Opponent Grounded): Air Combos (Opponent Airborne): Disc Corner Combos: Longinus Corner Combos: Throw Combos: throw dash P-> JC(9) P-K-D-> ADC K-D-> ADC D (79 damage) throw dash P-> JC(9) K-S-H-> ADC D-> ADC D (84 damage) throw dash K-> JC(9) K-S-H-> ADC D-> ADC S-H land J(9) K-S-H-> ADC D-> ADC D (92 damage) (midscreen)throw dash K-> JC(9) K-S-H-> ADC D-> ADC S-H land J K-D-> 214S D-> ADC H-> ADC D (92 damage) throw dash S(f)-2H-> JC(9) D-> ADC K-D-> ADC D (95 damage) (midscreen)throw dash S(f)-2H-> JC(9) H-> ADC D-> ADC S-H land J K-D-> 214S D-> ADC H-> ADC D (110 damage) I-NO Air Combos (Opponent Grounded): Air Combos (Opponent Airborne): Disc Corner Combos: Longinus Corner Combos: Throw Combos: throw dash P-> JC(9) K-P-K-D-> ADC H-> ADC D (77 damage) throw dash P-> JC(9) P-K-D-> ADC K-D-> ADC D (79 damage) throw dash P-> JC(9) K-S-H-> ADC D-> ADC D (84 damage) throw dash P-> JC(9) K-S-H-> ADC D-> ADC S-H land J(9) K-S-H-> ADC D-> ADC D (94 damage) throw dash 2H -> JC(9) S-H-> ADC D-> ADC D (94 damage) throw dash S(f)-2H-> JC(9) D-> ADC K-D-> ADC D (95 damage) throw dash J(9) K-S-H-> ADC D-> ADC S-H land J K-D-> 214S D-> ADC D (95 damage) throw dash 2H-> IADC(6) D-> ADC S-H land J(9) K-D-> ADC K-D-> ADC D (102 damage) throw dash S(f)-2H-> JC(9) H-> ADC D-> ADC S-H land J(9) K-S-H-> ADC D-> ADC D (110 damage) (midscreen)throw dash S(f)-2H-> JC(9) H-> ADC D-> ADC S-H land J K-D-> 214S D-> ADC D-> ADC D (110 damage) JAM Air Combos (Opponent Grounded): Air Combos (Opponent Airborne): Disc Corner Combos: Longinus Corner Combos: Throw Combos: throw dash P-> JC(9) P-K-D-> ADC K-D-> ADC D (79 damage) throw dash P-> JC(9) K-S-H-> ADC D-> ADC D (84 damage) throw dash J(9) K-P-S-H land J(9) K-D-> ADC K-D-> ADC D (84 damage) throw dash J(9) K-P-K-D-> ADC S-H land J(9) K-D-> ADC K-D-> ADC D (86 damage) throw dash J(9) K-P-K-D-> ADC H -> ADC S-H land J K-D-> 214S D-> ADC H-> ADC D (89 damage) (midscreen)throw dash S(f)-2H-> JC(9) H-> ADC D-> ADC S-H land J K-D-> 214S D-> ADC H > ADC D (112 damage) JOHNNY Air Combos (Opponent Grounded): Air Combos (Opponent Airborne): Disc Corner Combos: Longinus Corner Combos: Throw Combos: throw dash K-> JC(9) K-P-K-D-> ADC K-D-> ADC D (73 damage) throw dash K-K-> JC(9) K-S-H-> ADC D-> ADC H-> 214S land 6H (84 damage) throw dash S(f)-2H-> JC(9) K-D-> ADC K-D-> ADC D (92 damage) throw dash S(f)-2H-> HJC(9) D-> 214S AD(6) D-> ADC D (93 damage) throw dash S(f)-2H-> JC(9) K-D-> ADC K-D-> ADC D-> 214S land 6H (100 damage) KY Air Combos (Opponent Grounded): Air Combos (Opponent Airborne): Disc Corner Combos: Longinus Corner Combos: Throw Combos: throw dash K -> JC(9) P-K-S-H -> ADC D -> ADC D throw dash K -> JC(9) K-P-K-D -> ADC K-D -> ADC D (74 damage) throw dash K-K -> JC(9) K-S-H -> ADC D -> ADC D (80 damage) throw dash 2H -> JC(9) K-S-H -> ADC D -> ADC D (92 damage) (midscreen)throw dash K -> JC(9) K-S-H -> ADC D -> ADC S-H land J(8/9) K-D -> 214S |D -> ADC H -> ADC D (92 damage) throw dash K -> JC(9) K-S-H -> ADC D -> ADC S-H land J(9) K-S-H -> ADC D -> ADC D (92 damage) throw dash S(f)-2H -> JC(9) D -> ADC K-D -> ADC D (93 damage) throw dash 2H -> JC(9) S-H -> ADC K-D -> ADC D (96 damage) throw dash 2H -> IADC(6) H -> ADC S-H land J(8/9) K-D -> ADC K-D -> ADC D (99 damage) (midscreen)throw dash 2H -> JC(8) S-H -> ADC D -> ADC S-H land J(8/9) K-D -> 214S ADC |D -> ADC D (104 damage) MAY Air Combos (Opponent Grounded): Air Combos (Opponent Airborne): Disc Corner Combos: Longinus Corner Combos: Throw Combos: throw, dash P -> j.P-K-D -> ad.K-D -> ad.D (79 damage) throw, dash P -> j.K-S-H -> ad.D -> ad.D (84 damage) (midscreen)throw, dash K -> j.K-P-K-D -> ad.D -> ad.S-H, land, j.K-D -> 214S, falling j.D -> ad.D -> ad.D (87 damage) throw, dash S©-2H -> j.D -> ad.K-D -> ad.D (93 damage) throw, dash S(f)-2H -> hj.D -> 214S, ad.D -> ad.D (97 damage) throw, dash 2H -> iad.D -> ad.S-H, land, j.K-D -> ad.K-D -> ad.D (101 damage) (midscreen)throw, dash S(f)-2H -> j.H -> ad.D -> ad.S-H, land, j.K-D -> 214S, falling j.D -> ad.D -> ad.D (110 damage) MILLIA Air Combos (Opponent Grounded): Air Combos (Opponent Airborne): Disc Corner Combos: Longinus Corner Combos: Throw Combos: throw, dash j.K-P-K-D -> ad.S-H, land, j.K-D -> ad.K-D -> ad.D (99 damage) throw, dash P -> j.K-S-H -> ad.D -> ad.D (100 damage) throw, dash 2H -> j.K-D -> ad.K-D -> ad.D (107 damage) throw, dash 2H -> j.K-S-H -> ad.D -> ad.D (110 damage) throw, dash j.K-S-H -> ad.D -> ad.S-H, land, j.K-D -> 214S, falling j.D -> ad.H/D (112 damage) throw, dash S(f)-2H -> j.D -> ad.K-D -> ad.D (113 damage) (midscreen) throw, dash S(f)-2H -> j.H -> ad.D -> ad.S-H, land, j.K-D -> 214S, falling j.D -> ad.D (128 damage) ORDER SOL Air Combos (Opponent Grounded): Air Combos (Opponent Airborne): Disc Corner Combos: Longinus Corner Combos: Throw Combos: throw, dash K -> j.P-K-D -> ad.K-D -> ad.D (72 damage) throw, dash P -> j.K-S-H -> ad.D -> ad.D (76 damage) (midscreen)throw, dash j.K-P-K-D -> ad.S-H, land, j.K-D -> 214S, falling j.D -> ad.H -> ad.D (77 damage) throw, dash 2H -> j.S-H -> ad.D -> ad.D (85 damage) throw, dash j.K-S-H -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (85 damage) throw, dash S(f)-2H -> j.D -> ad.K-D -> ad.D (87 damage) throw, dash S(f)-2H -> j.H -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (99 damage) (midscreen)throw, dash S(f)-2H -> j.H -> ad.D -> ad.S-H, land, j.K-D -> 214S, falling j.D -> ad.H -> ad.D (100 damage) POTEMKIN Air Combos (Opponent Grounded): Air Combos (Opponent Airborne): Disc Corner Combos: Longinus Corner Combos: Throw Combos: throw, 2H -> j.D -> ad.K-D -> ad.D (74 damage) throw, 2H -> j.K-D -> ad.K-D -> ad.D (75 damage) throw, 2H -> j.K-D -> ad.H -> ad.D (76 damage) throw, dash S(f)-2H -> D -> ad.K-D -> ad.D (79 damage) throw, dash S(f)-2H -> j.S-H -> ad.D -> ad.D (81 damage) throw, 2H -> iad.S-H, land, j.K-D -> ad.K-D -> ad.D (83 damage) throw, 2H -> iad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (87 damage) throw, 2H -> j.S-H -> ad.H/D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (89 damage) throw, 2H -> iad.H -> ad.S-H, land, 2H -> j.D -> ad.K-D -> ad.D (89 damage) throw, dash S(f)-2H -> j.S-H -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (91 damage) throw, 2H -> iad.H -> ad.S-H, land, 2H -> j.D -> ad.K-D -> ad.D (91 damage) (midscreen)throw, 2H -> iad.H -> ad.S-H, land, 2H -> j.D -> 214S, falling j.D -> ad.H -> ad.D (92 damage) throw, 2H -> iad.H -> ad.S-H, land, 2H -> j.D -> ad.S-H -> ad.D, land, S©-2H -> j.D -> 214S, falling j.D -> ad.H -> ad.D (100 damage) throw, 2H -> iad.H -> ad.H, land, S©-2H -> j.H -> ad.H -> ad.S-H, land, 2H -> j.D -> ad.S-H -> ad.D -> 214S, land, 6H (101 damage) ROBO KY Air Combos (Opponent Grounded): Air Combos (Opponent Airborne): Disc Corner Combos: Longinus Corner Combos: Throw Combos: throw, dash K -> j.K-P-K-D -> ad.K-D -> ad.D (65 damage) throw, dash S(f)-2H -> j.(K-)D -> ad.K-D -> ad.D (81 damage) throw, dash S(f)-2H -> j.S-H -> ad.D -> ad.D (82 damage) throw, dash 2P-K -> j.K-S-H -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (74 damage) (midscreen)throw, dash S(f)-2H -> j.H -> ad.S-H, land, j.K-D -> 214S, ad.D -> ad.D (91 damage) SLAYER Air Combos (Opponent Grounded): (corner) S©-2H -> JC(9) H -> |ADC S-|H -> |ADC |H land 2H -> JC(7) |D -> |ADC S-H -> ADC |D land S©-2H -> JC D -> ADC S-H -> ADC D -> |214S land 6H (184 damage) S©-2H -> JC |S-|H -> |ADC H -> ADC |H land 2H -> JC(7) -> |D -> |ADC S-|H -> ADC |D land S© -> JC(9) P-K-S-H -> ADC D -> ADC D (182 damage) Air Combos (Opponent Airborne): Disc Corner Combos: Longinus Corner Combos: Throw Combos: throw, dash P -> j.P-K-D -> ad.K-D -> ad.D (72 damage) throw, dash P -> j.K-S-H -> ad.D -> ad.D (76 damage) throw, dash 2H -> j.K-D -> ad.K-D -> ad.D (82 damage) throw, dash j.K-S-H -> ad.D -> ad.S-H, land, j.K-D -> 214S, falling j.D -> ad.H -> ad.D (85 damage) throw, dash S(f)-2H -> j.D -> ad.K-D -> ad.D (87 damage) throw, dash 2H -> j.H -> ad.S-H, land, j.K-D -> ad.K-D -> ad.D (94 damage) throw, dash 2H -> j.S-H -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D - >ad.D (95 damage) throw, dash 2H -> iad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (96 damage) (midscreen)throw, dash 2H -> j.S-H -> ad.D -> ad.S-H, land, j.K-D -> 214S, falling j.D -> ad.H -> ad.D (96 damage) throw, dash S(f)-2H -> j.H -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (99 damage) (midscreen)throw, dash S(f)-2H -> j.H -> ad.D -> ad.S-H, land, j.K-D -> 214S, falling j.D -> ad.H -> ad.D (100 damage) (midscreen)throw, dash S(f)-2H -> j.D -> ad.S-H -> ad.D, land, S©-2H -> j.D -> 214S, ad.D -> ad.D (101 damage) SOL Air Combos (Opponent Grounded): Air Combos (Opponent Airborne): Disc Corner Combos: Longinus Corner Combos: Throw Combos: (corner only)throw, dash j.K-S-H -> ad.D (73 damage) throw, dash P -> j.P-K-D -> ad.K-D -> ad.D (76 damage) throw, dash j.K-P-S-H, land, j.K-D -> ad.K-D -> ad.D (80 damage) throw, dash P -> j.K-S-H -> ad.D -> ad.D (80 damage) throw, dash j.K-P-K-D -> ad.S-H, land, j.K-D -> ad.K-D -> ad.D (81 damage) throw, dash j.K-P-K-D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (81 damage) throw, dash j.K-P-K-D -> ad.H -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (84 damage) throw, dash 2H -> j.D -> ad.K-D -> ad.D (86 damage) throw, dash j.K-S-H -> ad.D -> ad.S-H, land, j.K-P-K-D -> ad.D (89 damage) throw, dash S(f)-2H -> j.D -> ad.K-D -> ad.D (90 damage) throw, dash j.K-S-H -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (91 damage) throw, dash 2H -> iad.H -> ad.S-H, land, j.K-D -> ad.K-D -> ad.D (97 damage) throw, dash S(f)-2H -> j.H -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (105 damage) (midscreen)throw, dash S(f)-2H -> j.D -> ad.S-H -> ad.D, land, S©-2H -> j.D -> 214S, falling j.D -> ad.H -> ad.D (109 damage) TESTAMENT Air Combos (Opponent Grounded): Air Combos (Opponent Airborne): Disc Corner Combos: Longinus Corner Combos: Throw Combos: throw, dash K -> j.P-K-D -> ad.K-D -> ad.D (74 damage) throw, dash P -> j.K-S-H -> ad.D -> ad.D (80 damage) throw, dash S(f)-2H -> j.D -> ad.K-D -> ad.D (90 damage) (midscreen)throw, dash S(f)-2H -> j.H -> ad.D -> ad.S-H, land, j.K-D -> 214S, falling j.D -> ad.H -> ad.D (105 damage) throw, dash S(f)-2H -> j.H -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D -> 214H, falling j.D -> ad.D (107 damage) (midscreen)throw, dash S(f)-2H -> j.D -> ad.S-H -> ad.D, land, j.K-D -> 214S, falling j.D -> ad.H -> ad.D (109 damage) VENOM Air Combos (Opponent Grounded): Air Combos (Opponent Airborne): Disc Corner Combos: Longinus Corner Combos: Throw Combos: throw, dash j.K-P-P-K-D -> ad.H -> ad.D (75 damage) throw, dash P -> j.K-S-H -> ad.D -> ad.D (84 damage) throw, dash S(f)-2H -> j.D -> ad.K-D -> ad.D (95 damage) throw, dash 2H -> j.S-H -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (106) throw, dash S(f)-2H -> j.H -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (110 damage) (midscreen)throw, dash S(f)-2H -> j.H -> ad.D -> ad.S-H, land, j.K-D -> 214S, falling j.D -> ad.H -> ad.D (110) (midscreen)throw, dash S(f)-2H -> j.D -> ad.S-H -> ad.D, land, S©-2H -> j.D -> 214S, ad.D -> ad.D (114 damage) ZAPPA Air Combos (Opponent Grounded): Air Combos (Opponent Airborne): Disc Corner Combos: Longinus Corner Combos: Throw Combos: throw, dash P -> j.P-K-D -> ad.K-D -> ad.D (76 damage) throw, dash P-P -> j.K-S-H -> ad.D -> ad.D (81 damage) throw, dash j.K-P-K-D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (83 damage) throw, dash S(f)-2H -> j.D -> ad.K-D -> ad.D (90 damage) throw, dash P -> j.K-S-H -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (90 damage) throw, dash j.K-S-H -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (91 damage) throw, dash j.K-S-H -> ad.D -> ad.S-H, land, j.K-D -> 214S, ad.D -> ad.H -> ad.D (92 damage) (midscreen)throw, dash S(f)-2H -> j.H -> ad.D -> ad.S-H, land, j.K-D -> 214S, falling j.D -> ad.H -> ad.D (105 damage) throw, dash S(f)-2H -> j.H -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (105 damage) (will be updating this when I have the time)
-
my dust combo (when the opponent techs back) tends to be something like... D /\ j.2S j.2S -> set2, j.S-2S -> 214K -> j.2S -> dj.S-2S -> 214K -> dj.S/2S -> razor, yoyo hold, or roger get (and you can do stuff like the yoyo hold, then wait and do a glitch razor or roger get, etc.) if they tech forward, you can setup the airthrow by changing the dj.S-2S into dj.S -> set4, 214K -> FD, airthrow. Or, just razor/roger get if they airdash towards the center (into roger/yoyo... hopefully. Oh, and if they DO airdash, you can do a late roger get to catch them when they come back in ^_^ (GET always goes in the direction that was considered forward when you initially set the yoyo, afterall)
-
And we are in disagreement how? I explained those things in my post.
-
heehee, fun topic! well, against certain characters, there are certain moves you can slash back on reaction and punish. Against Ky: -SB the 2nd part of 236K, dash S-2H -IB 214K, dash S-2H -SB 6K, S-2H -SB aerial 236S or H, if they don't FRC, you have the advantage and his keep away fails. -When dealing with him ending his strings with 2D, IB it. If they continue with either 214K or 236K, you can 6K and it'll counter either. If they do 2D -> 236S, you can roll under and punish. Against Sol: -6P-2H riot stomp -IB first hit of bandit revolver, 6P-2H the second hit -SB the second hit of bandit revolver = free S©-2H (or just IB both hits for a throw) -against bandit bringer, you can SB and catch them with K into an air combo, or IB and throw them on landing. You can also j.K it or 6P it. 6P requires proper spacing though. -the 236H, 214P(whiff) -> FRC, j.K is great for baiting sol DP's (hold back while hitting kick, you'll land and block before they get the viper out). Against Baiken: -5K or S©, and then cancel into jump immediate SB will catch the 412P GC, allows you to pin into combo. -SB her j.H, and the only thing she can cancel into is 623S. 2H or S© as AA is good here. 5P also works, and is safer versus burst. -SB the last hit of her 236236S overdrive for dash in (2K-)S©-2H -214P has an interesting way of punishing the 421K GC preemptively -roll punishes 412S GC into S©-2H or just 2H. Against Johnny: -SB 6K into (K-)S©-2H unless they have level 3, in which case it's already incredibly hard to deal with the amount of frame advantage he gets out of it, so it may not be enough. On the other hand, 5K stops it dead while it's coming out, or you can 5D to duck it I believe. -If they start 2H'n your TK badmoons, 6K will go over it for a CH into dash S©-2H -roll will go under almost any of his higher pokes like S(f), 5H, 6P, K, 6K, etc. So if they get really MC happy with 5H and coin pressure, you can FD his pokes until he does one from really far out, then can IB that one and jump out before the coin can hit, and he'll be too far away and too slow to hit you before you can jump without the coin anyway. Just make sure to FD so you don't get caught by random mf upper's. more later
-
you can interrupt her dolphin pretty easily, just hit her out of it right when she lands (with 2D or something). And if she gets cute with cross-up j.2H, just remember that 2H and S© are both useful as AA against it, as is 5P is many situations. Also, 2D and S(f) at their max ranges are good in this matchup, just watch for 3K.
-
well, the thing about unblockables is this: 1) they know it's an UNBLOCKABLE, so they WILL try to get out if they can. That means one-frame jumping, SB or IB and then DP or throw or jump out, and then there's burst and DAA's and against people like anji or baiken, there might be special considerations... but they always try to escape. The exception to this is when your opponent sees you botch unblockables all day, he's just going to try and block it, thinking you suck enough at it that he'll have time to block high then low really fast (or low then high, as the case with bridget's UB's). 2) UB's don't deal much damage, and they don't set you up for damage (no knockdown). On the other hand, places where you could UB, you can also just do an effective mixup, and if you are already in the opponents head, it might as well be unblockable. So really, UB's are more like extensions of large bridget combos that knock down. By they time you finish your rolling/glitch/iad combo, you have massive tension, and doing the UB from there is generally easy, and at that point added damage. Good for ending a match, or drawing out their burst in round two.