Pen_Ninja
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There's something that makes old 6D > j.236C routes in the corner not work. It seems that they float lower either on 6D or coming out of the web nail. Still obviously works if you manage to web them a bit higher with 5D > j.236C. 2D losing it's jump cancel kind of sucks... I was occasionally using it to anti-air but now it should be super unsafe. I'm having trouble getting a command grab to hit before the oki j.236B hits like I've seen in some videos. Possible they're setting up so the nail whiffs instead? Anyone have any idea what challenge 20 is actually asking for? Sometimes I can push it up to the 2nd or 3rd line by doing stuff at double jump height but 20 seems so far off and I have no idea what it's actually asking me to do. Edit: I'm told that it's just to keep off the ground for 20 seconds (no combo required). I'll try this tonight.
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Made a multi-game/character combo video. Teddie shows up 3 or 4 times mainly showcasing how badass air-hit bike is. https://www.youtube.com/watch?v=hzdY25_UdAo
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I think that's what the 6C is for at the start, to force stand. I'm not sure a solid UB safejump > 6C really combos. I used to try it on some characters in Extend but the timing on the high/low was pretty different and definitely blockable. I'm fairly sure our best bet for UB loops will involve a crush trigger though.
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You need to know where to look. It's unlikely you'll find anyone straight up online whenever you're on but there's a few facebook pages you can ask on and people will probably jump online. What state are you in?
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I still use the following: - index on P and K - middle on K and S - ring on S, HS and D - pinky on HS or D but only when necessary I can't get used to using my thumb ever... I know the above somewhat limits your options when it comes to holding down like 3 buttons then pressing another one in some situations but if that ever comes up, you're clearly doing some really odd stuff. I've never been in a situation where I'm holding P with index, K with middle, S with ring and HS with pinky... then thought "oh no, I need to press D"... You can set yourself up so it's possible to hit any combination of buttons you could ever imagine but so many of those situations will never happen.
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[CP] Bang Combo Discussion and Posting Thread
Pen_Ninja replied to superscience890's topic in Archive
Yeah, I don't really see that happening. I think I ended up with j.D > j.236C > 5D (wall bounce) > (6)6D > j.236C > 2D > j.2C instead though. -
[CP] Bang Combo Discussion and Posting Thread
Pen_Ninja replied to superscience890's topic in Archive
God damn it... I've had almost that exact combo recorded for months ready to go into a combo video happening in the next couple of weeks... -
Once you're holding a button, there's no way to let go without Eddie doing some sort of attack. Your best bet in these situations is to make Eddie do ]P[ or something instead and release the button while he does. So in a situation where you hold down K and then decide you don't want ]K[, you would tap and release P so Eddie does ]P[ then release K before ]P[ is over. This uses less bar and recovers much quicker. You don't really have any other options though.
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Any indication on how much Eddie meter gets used by puddle summon?
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Sorry man, I'm not aware of any Skype group but I didn't want to answer because I could have easily been wrong.
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J.S should hit a crouching opponent is the only difference really... J.K has 12 frames of block stun and 7 startup. You can delay a few frames and dj.K should come out at a similar timing to landing and doing a 7 frame 2K
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Make sure you're doing this on a standing opponent. The 2nd j.K will probably whiff on crouching. You should be hitting the first j.K fairly low, how low you hit it determines how late you can delay the 2nd before it becomes too high. You'll work out the timing. You can definitely hit too low and the game won't let you double jump. That's ptobably the other problem, you'll train yourself out of that pretty quick. As for block strings, I feel that you should have optimal strings you want to do to give you the most advantageous situation/mixup for the least Eddie meter but you you also want to learn other ones to both keep your opponent on their toes and so that you feel more comfortable changing stuff up to react to your opponent and stop things like jump outs or back dashes.
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What're you struggling with when it comes to the fuzzy j.k mixup? What's happening?
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Evolution Championship Series 2015 Side Tournaments
Pen_Ninja replied to Jyosua's topic in Majors and Regionals
I've chosen no setup based on the fact I can't bring a monitor. If someone wanted to bring just a monitor, with our powers combined, we can provide for BB, UNIEL, +R, Aquapazza and AH3- 32 replies
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- BlazBlue
- Guilty Gear
- (and 5 more)
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Evolution Championship Series 2015 Side Tournaments
Pen_Ninja replied to Jyosua's topic in Majors and Regionals
I can bring a console for BB, UNIEL, +R, Aquapazza and AH3 but because I'll be coming from Australia with ~2 weeks of luggage, I'll have no room for a monitor. So I can bring stuff for the above but would need a monitor. You should also add an option for "I can't bring a setup" because it forces you to choose at least 1 option. Your results may be off with current choices.- 32 replies
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- BlazBlue
- Guilty Gear
- (and 5 more)
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It's a chain usually. There's flexibility in the timing though so you can usually get a fairly late chain off if you need time to confirm. This combo comes up often when you're doing 2K > -P- > 2K > -P- > 2K pressure. You'll find that if your opponent tried to jump out of command grab and gets hit by 2K, by the time you've realised (hit confirmed), you'll have already input 2K > -P- again. At this point, you have a bunch of time to input the rest of the combo because of the hit-stun on -P-.
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I tend to do that combo by doing 2 then inputting 22 and tapping H and P at the same time. Because you can't cancel into 2P from 2S, you get 22H and be cause P is higher priority than H, if you let go at the same time, you get P. I find the timing works out quite well if you do it this way. 2 > 22[H]+[P] > ]H[ + ]P[
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Was trying to find some setups for the 1 hit SG off unblockable. Turns out off most setups you can run up to the corner and jump backwards into j.H. So you want to knockdown in the corner then run at them until it's time to jump, then jump backwards. Works on the following with some only if they stand block because j.H whiffs on their crouching hitbox from that far. The others fail for various reasons. Works: Sin Faust (yes, really) Ky I-No Leo Zato Ramlethal Works if they try to stand block: Sol May Chip Slayer Doesn't work: Millia Elphelt Potemkin Axl Venom Bedman Better than going for it without a setup IMO at least. Obviously doesn't work on setups after long combos that leave you too far away (knockdowns with 22H).
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It's probably because the blockstring is taking them to more than 50% R.I.S.K. http://www.dustloop.com/wiki/index.php?title=Damage_(GGXRD)#R.I.S.C._Level When Over Half Full (Flashing) Normal damage scaling does not come into effect and all hits will be considered Counter Hits - even throws and mid-combo attacks! The R.I.S.C. Level will slowly empty while the character is in a neutral state. Initial Proration and Forced Proration are still applied.
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[CP] Bang Combo Discussion and Posting Thread
Pen_Ninja replied to superscience890's topic in Archive
It's been a while since I training moded Bang (thanks Xrd) but I'm fairly sure you can hit FC 5C > 5D > 5A > 5B > 2B which will save you the RC meter by just linking 5A off the 5D -
[CP] Bang Combo Discussion and Posting Thread
Pen_Ninja replied to superscience890's topic in Archive
I generally use X > 6C > IAD delayed j.B > j.C > 669j.4B (side swap) > IAD j.C > j.2C > 5A > ender sort of stuff when I want to side swap. j.4B mid-combo looks so swag. -
AFAIK, these are your only combo-able high options outside of jumping normals. 6HS also hits overhead on the 2nd hit but it's going to start a combo at all. Obviously TK BM is only going to start something when you RC it or when there's a ring on the to help follow-up.
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This definitely better fits the Mu matchup thread but since I play against Mu a lot, here's some comments at least on what you've said already...
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My thoughts... sweep is faster Sounds good 5C range is huge, like 60-70% of the screen W-what? can combo into 236AB off ground starter(!!!!!) Hell yeah! Big damage off a bunch of stuff, even against non-j.C loop characters. 236C/D is faster Cool I guess? knockdown to 236D might have less gap now? meter only increases by 2 in snow(?) Ugh... Why make weather even more useless? 5C>2C doesn't work due to increased range (not sure if always or sometimes) I figure this is probably just for when you're outside of normal 2C range... 5BB>sweep>236AB is harder(?) Why would 5BB > sweep be harder when sweep is faster? 5BB untech time nerfs?
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I'm not the most experienced Bang but AFAIK - comboing from j.C to j.D is a big buff to random air confirms - jump and special cancel added to 5D gives us more options off crouching hits and more mid screen seal combos - uhh... I don't know much else... Blocking in FRKZ I guess couldn't be bad.