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Everything posted by Crimefighter
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It depends on your starter how long the knockdown is, worse starters leave more outs, if you get a 2c starter you can roll through the throw, on an A starter you have to assault it (or backdash, or jump, or etc.) which leaves you open to other wake up options. IDK what's best off of any given starter, but I'm pretty sure there's no universally perfect option off of 5/2a, so just be smarter than your opponent and it shouldn't be an issue. Chaos doesn't have an air dash so I'm not sure what you mean, but you can't cross-up in this game unless you turn around midair or have something special like chaos's BC. I can't find any way of jumping forward and landing fast enough to get a cross-up.
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J-money's win means nothing, he didn't hit me with love live.
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We do random team 2v2s every week at ignite, since there's 3 games now we're doing 2 tournaments a week rotating one of the games. This week it's UNiB and p4u2, next week UNiB will be replaced by BB. GGA is where we run ranbats, so it's full double elim tournaments for each game (as far as I know nothing will be dropped for p4u2). There's lots of time for casuals at both (more space at ignite though). Also if you want amane advice J money (@Kelvin_J_Money on twitter) is the best source. You can also ask me but I'm bad. In general we're all a lot more active on twitter (maybe also facebook? I'm a hipster that doen't use fb so IDK) than dustloop if you're looking for a ride or immediate netplay.
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gord ex assimilation is jumpable after flash (or punishable after flash with 66b if you wanna make them feel awful), I think gotcho was just caught off gaurd lol at chain shift > see 22b > get hit Why do 66b meaty over 5b meaty? In order to beat stuff like ex assimilation with 66b you need to do it after flash, if you let 5b whiff through assimilation you can cancel it into 5bb to get the same hitbox. 5bb also leads to more consistent combos on normal hit via jump cancels and gives you access to chains/reverse beat.
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That should work, there's also some fgc people offering to buy codes for less of a mark up (jiyuna I think is. Circuitous has a friend who got me codes for unib).
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So at casuals I tested 66b more, it seems to be airborn for a few frames, hence why It beats assimilation. Also means it should work well as a ghetto grap. It also randomly beats stuff that makes no sense, so I don't want to rule out the possibility of it's hitbox being messed up. I'd check but the hitbox viewer got taken down.
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It's hit/throw invun in the middle, but you can be counter hit/thrown during the startup and recovery. Edit: I did some testing and 66b's hitbox seems messed up. There appears to be a point while transitioning between running frames and the move itself where there's either no hitbox or it's really skewed. The same transitioning invun appears to be on 5b to 5bb also. Doing it as a meaty 5b option select seems good, although I don't know why you'd ever do it to ex command grab instead of just jumping on reaction to flash.
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gord (tackle>22a)xN is uninteruptible without 200 meter unless you shield the tackle. also, if you block 6b he can cancel to 22a to become plus on block, so you really want to 2b it or something. if you block grim reaper he can cancel it into ex rekka for 100 meter to become plus on block. Also the A version is safe but negative. if you know he's gonna do it you can roll past him and get a punish on the whiffed grim reaper. I don't think you can do it on reaction though. Also, a max range/start of round B grim reaper can be punished with 236a>stuff.
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I posted this earlier, but I guess I'll mention it again starter>j.2c>land>22b>2b The 2b will hit meaty, if it hits it'll combo into the 22b hit. If you want to cross up you can do stuff>j.2c>22b>bc but if you do that the 22b wont hit meaty, so they can either hit you out of the roll (requires a very fast normal if you time it right, like, it beats grim reaper at least) This all holds that they're neutral teching, on back tech IDK, I have some ideas but haven't tested them. I'll get back to you on that?
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The J.B wont cross up here, or anywhere as far as I know, The cross-up protection makes it so you have to land to actually cross-up (or something I'm not 100% on how it works). 2B does cross-up though if that's what you meant. Also if you want 22b to cross up you can't get it off of 2C, but j.2c>land>22b>bc will crossup. Although it's not exactly meaty. Basically the 22B is happening a bit after they wake up but your BC is happening meaty, meaning if they wake up swinging you'll invun through it and they'll whiff a move the wrong way, if they wait for your roll to end and then hit a button they can kill azhi, but chaos is usually too far to tag. If they back roll 22B will still hit but it wont cross-up and chaos's roll will put him point blank, If they push buttons here they can hit azhi but chaos will invun through some stuff but not everything. On neutral tech it's probably DP* safe. I haven't tested it vs everyone but hyde's DPs and supers will all hit Azhi and then leave him open to be punished and Gordeau's grim reapers all come out fast enough to kill azhi but will miss chaos. (I don't think chaos has time to actually punish any of them though). On back tech chaos will get hit by a reversal DP/grim reaper pretty much always, but if they do a move that moves them forward slightly, like gord 5B it'll actually push them through chaos while he's rolling and you'll get a cross-up punish. *Because the set-up isn't actually meaty they don't need an invincible move to get out, slight delay 5B works to kill azhi for anyone, it's just that chaos usually isn't in range so they end up getting counter hit. EDIT: I take back what I said about it being safe vs hyde, apparently I wasn't doing true reversals, just tested again and it still gets through grim reaper but hyde's DP will hit chaos out of roll start up. Also I made a video
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Chaos is getting top 2, the meta is changing.
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Feedback on video: It'd be really nice if you included a transcription of the inputs in the description or something. From a presentation standpoint since you have a lot of the same starter and filler into a different ender it might be better if you had a label for like "2C starter combos" or something if you want to keep it as a basic combo guide, if you just want it to be a video about cool looking stuff it's better to have less combos with more variety. Also, related to not being able to use lizard specials twice in a combo: If you go for fireball Oki and pick up after it keep in mind that you'll need to switch strengths if you want to do more fireball oki (also there are spacings where fireballs will whiff for some reason but I can't consistanty create them in training mode so IDK why or how to avoid them) Also also, useless piece of frame data, it takes 16 frames of holding down the button to get a fully charged fireball. Also also also: When you summon lizard friend from his timeout he appears closer to you than his natural standing spot, meaning there are combos that only work if your lizard is dead when you start. I haven't found anything actually useful for it, but 2a>2b>2c>j.b>j.c>j.2c>66c>236b only works midscreen with a dead lizard if you want proof.
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You should probably update my BB character to Kokonoe and add my twitter: @A_crimefighter and I guess my youtube:Andrew Crimefighter
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If you do 236A>22A too close to the corner Azhi pops right out and can get hit, but chaos seems to be safe at every distance (I did pretty limited testing though, will check more after casuals)
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You have good taste in characters There's a weird blue thing under chaos's health bar, when it's blue you can use Azhi/lizard friend, when it's red it means Azhi is doing something, when it's grey it means Azhi got hit and has to take a time out. I wouldn't really look at it in match, but if you want to get the length of time out down it's a useful reference. Azhi should pop right out if he's on top of the oppoenent, if he travels too far past them he'll wait a second. Depending on your knockdown you might knock them too far back or have Azhi in a bad spot. FWIW 66c seems to knock them the perfect distance back to do a 22b if Azhi is right next to chaos. If Azhi is like, way far and you need 22b you can always burn 100 meter for the ex version and have Azhi teleport right to them. Also I put a bunch of the anti-air info into a video I hope it is useful to someone
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If you're having a really hard time anti-airing anything, you can always just standing shield. It adds recovery to your opponent's jump in so you can get a ground punish where they'd otherwise be safe. That's also probably your best hope against a character with decent assault pressure since chaos doesn't really have a good grapp (that being said if you want to tech a throw your better off inputting 2AD for a throw/2A option select, you'll still get counterhit by assaults but you might sometimes make them block 2A instead of whiffing a throw).
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It's not an overhead but 236A > whiff 5A > 66C is a combo in the corner. If you want an overhead reset you'll have to do something like whatever > 236A > whiff 5A/2A > Assualt > J.2C.
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Running B works well as an anti-air. On normal hit comboing afterwards is pretty hard (I've only ever gotten a single 5B into wiffed 5BB, but I haven't spent anytime in training mode looking for stuff so IDK), on counter hit though you can do 5CC > stuff and it's pretty fine. Edit to expand now that I'm not at casuals: Honestly I've had really good luck with it, better than 5BB or 5CC by a long shot. You can do running normals without actually running if you input fast enough, although you get a bit of a dash so it might take a while to get used to the spacing. Also worth noting though that 66B is not the same normal as 5BB it looks the same and has the hitbox as far as I know, but it isn't jump cancelable on hit and can't chain into anything on block. It's not ideal or really good at all, but chaos kinda has to take what he can get.
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Im paranoid about region lock and running out of hard drive space, so Im gonna wait for us disc release
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Is anyone gonna bring UNiB to GGA?
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A lot of the supers are reactable, you can usually backdash but I kind of obviously watch buttons a lot so Ill catch it
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Where in Illinois are you? And what games do you play?
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Yeah, bunnies and I are the main ones for aquapazza, I've never seen beno play, but I wouldn't be surprised if he did. LaSamba plays somewhat, but he doesn't play at locals so much. There are a few other people who've messed around with it. If you ever see me anywhere chances are I at least have the game if not my set-up as well.
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I don't think I've ever played another Manaka in a low lag/offline setting, but I wanna say Manaka is super free to Manaka. She's the easiest character for Manaka to zone out. Also she has no answer to Manaka pressure other than super, but Manaka can super on reaction to the super flash to beat out bookshelf super. Getting into low emotion is also not a huge deal because your opponent is Manaka, so she's also probably in low emotion and if you get guard broken whatever, it was probably by a book and she'll get no followup. Sounds like a 10-0 in Manaka's favor, I do not have any idea why Manaka would ever lose this match.
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Chizuru usually spends meter on super combo enders or on assists to stay safe. If you're using the 22 super it wont do much damage just cause that super doesn't do much damage. Throw into 214214 also doesn't do to much because throws scale damage pretty hard.