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Everything posted by lofo
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Ottawa: Why have fundamentals when you have gimmicks?
lofo replied to Freezerburn's topic in International
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Ottawa: Why have fundamentals when you have gimmicks?
lofo replied to Freezerburn's topic in International
I hit some Hakumen buttons on Sat. -
Was experimenting with midscreen meterless post-stun combos. An easy one if you land a random stun is c.S f.S 5H drill 2S S-roar, for 187 vs SO. More than a dust, though a dust combo can end in a fuzzy set-up, so that can be good too. I've been experimenting to see how much I can do off a low. One idea is 2K c.S P-roar FRC S-roar FRC dash D-slap, dash c.S f.S 5H drill 2S S-roar. Looks like about 300 on SO if the stun connects, but I havn't checked that it stuns every time. Kind of annoying to work with, though. Although 2K c.S is a nice opener--the c.S gives you time to hitconfirm and a variety of options on block thanks to the jump cancel--it won't actually combo into P-roar without either a crouch or dash momentum or a wide opponent sprite or etc, which means this won't work after, say, a fuzzy setup into low. I tried 2K sweep P-roar, but the S-roar will drop, and sweep into P-roar doesn't work on PO or RO. However, 2K 2H P-roar does work and the heavier 2H gives a bit more leniency in connecting P-roar. It's still good to have dash momentum, but not strictly necessary. edit - Hmm, apparently 2K 2H P-roar won't connect after a jump-in, but 2K 2D etc does work vs chars other than SO,HOS,RO,PO. edit - Oh actually it does work on HOS. Weird. I found out you can OTG after a DAA in the corner. I didn't think it was possible, because previously the 2S would whiff right through, but I was apparently doing it too early. Also weird stuff happens if you CH on the DAA, I don't really get that yet. Vs SO, regular DAA does 35, DAA 2S S-roar does 75, so it's pretty worthwhile. The timing is just DAA dash 2S as usual. You can also go into a stun off it, just like you would after a corner throw. It's expensive (100% meter) but it can be >250 damage with a reasonable post-stun combo, so it's a pretty good threat. Kliff's IAD is low enough and his jump moves are big enough to do some crossup tricks. I thought this required a knockdown (and it can) but it doesn't necessarily. Vs some chars (obvious example is another Kliff) he can just IAD over them and cross up with j.S-j.H. In general, after a crossup, a combo like j.SH f.S drill 2S S-roar does 137 vs SO. Decent for meterless mixup. I've been having some decent success using dash-jump j.S to control space. It's pretty fast for its reach and can tag people in the head. Is there anything j.S can't do? 6P can apparently low profile while charging up. Maybe the charge is more useful than we thought. http://www.youtube.com/watch?v=53vab0swH8Q Bob has been doing some new stuff I hadn't seen before. http://www.youtube.com/watch?v=Zp0mYRz-Gek&t=20m37s Is this j.D into j.P supposed to combo? Maybe he's going for an airthrow OS, but in that case, was that really the best combo? I don't get it. http://www.youtube.com/watch?v=13AzYHO6VIE&t=18m24s A combo I've never seen before. Looks like 5D j.K FD jc j.H xx j.H (land) j.KS jc H [dropped], presumably the last hit was a plunge, then maybe 2S S-roar. Looks like it'd be good damage but hard. http://www.youtube.com/watch?v=8_ZEYgyN_F0&t=6m22s Very fast and clean wave-dashing. I am not sure how her does that. Seems like it's probably 6 4P+K 6 really quick? Looks useful. Maybe also practical after a taunt to start moving quickly.
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This matchup is weird. There isn't much high level footage of it, so it's more work for us to figure it out. When I first tried it, it seemed horrible, but eventually I got a bit better at it. Then the macro bug was discovered and our local Justice player was using that for a couple weeks until it was officially banned from everywhere worthwhile. I played against that a lot and learned more, and when I went back to playing against regular Justice it was like taking the weights off. The most important thing in this matchup, IMO, is not letting her set the pace. When she's sitting on the other side of the screen dumping out hundreds of missiles it's easy to get flustered and make rash decisions. At that point you're giving her control and having to make guesses and she's favoured. To counteract this I play in the lamest way possible. Her meter gain is pretty weak if she does nothing but missile spam. Actually if she keeps doing it long enough she'll get a negative penalty, though it takes a pretty long time. In any case, not much tension pulse. When you block a missile, it's 4 (tightly packed) hits, so you can try to mash back during it to IB one of the later hits to build more meter. Once your tension pulse is up, you can build a lot of meter just walking forward, or even by wiggling back and forth. This is pretty key because it lets you build up to Reflex Roar effectively. If you stay on the ground and aren't at absolutely full screen, you mostly only need to worry about P-missiles, since Kliff is short enough to walk under the others. This means you have plenty of time to build that meter without taking too much chip damage by just walking and blocking P-missiles. It also means you can avoid burning meter on FD, which is crucial. Careful that you don't get in Michael Sword range, though. You still might want to jump in if you see a good opening. For example if she does a missile pattern like P,S,K, you can jump through the P/S gap and smack her while she's starting the K missile. If she gives you nice openings like this, you might as well take them. Just be careful not to leave yourself open going for this. If she insists on mashing out missiles before you have meter, S-roar is a decent call-out. I usually save it for when I'm really confident and don't FRC it, but FRC into 214K on hit is a pretty good way to get in and get started. I tend to save my meter for Reflex Roar, but S-roar FRC is a respectable anti-missile poke. Reflex Roar will beat missiles on reaction if she doesn't FRC, and she can't mash out lots of missiles and also FRC, both because of button restrictions and for lack of meter. The missile FRC is early enough in the move that I think you can even confirm she didn't FRC before you finish doing it. Once you get a hit with Reflex Roar, you can 214K to get in and it's Kliff time. Once she wisens up to this strategy, Justice can't really zone you out, and you can take that control we wanted. Generally what I've seen at that level is that she'll make a P-missile and try to follow it in. She moves pretty slowly and it's hard for her to get close enough to really mix you up, so I havn't found this too scary. General stuff You'd think that P-roar would hit her through missiles, since it says it goes through projectiles in the frame data (like S-roar), but it doesn't seem to. I also seems to trade with Johnny's coin and gunflame, so I'm wondering if the frame data is wrong or I've misunderstood it or something. 214K is generally unsafe if you land really close and they IB. If they are somewhat tall it's even more unsafe. Vs Justice I don't even think she needs to IB. She even has an enormous throw range, so use it carefully. For oki, I'm not that scared of her if I have a safejump. Her catch doesn't go active for 4 frames and if she doesn't FRC super Michael Blade you can sidestep it into D-slap. Her backdash is a bit annoying, but not as bad as Potemkin's. If you can't get a safejump, P-roar/taunt oki works fine. If she does a random Michael Blade while you are walking, if you hold forward during the flash, you keep gaining meter as if you were walking forward during the time the flash is going. This seems to be a universal bug with walking and super flashes, but it's rarely useful. Her FB dash is a nuisance. Not sure I know enough to talk about how to beat it yet. Michael Sword is obnoxious. You can punish it with drill if she whiffs it, or sometimes beat it preemptively with drill. The best option against it is keep control of the range though. Her poor mobility helps here. The Justice players I play against tend not to hit me with big combos, so I use my burst aggressively, either gold bursting or momentum blue-bursting.
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Ottawa: Why have fundamentals when you have gimmicks?
lofo replied to Freezerburn's topic in International
shoutouts to buttons into super and me getting owned by dev`s tager -
Ottawa: Why have fundamentals when you have gimmicks?
lofo replied to Freezerburn's topic in International
http://www.youtube.com/watch?v=VHoW-RLPQVM about 40 mins in our hero enters the stage -
Ottawa: Why have fundamentals when you have gimmicks?
lofo replied to Freezerburn's topic in International
wiki lists a bunch of hotter stuff, i guess the waitress was full of shit -
Ottawa: Why have fundamentals when you have gimmicks?
lofo replied to Freezerburn's topic in International
Oh, I don't know if Ian reads this thread, but dude I saw you vs DC and was super hype! You're the best. :3 I missed you on skype, but congrats for what I assume was a match vs Kedako. :3 -
Ottawa: Why have fundamentals when you have gimmicks?
lofo replied to Freezerburn's topic in International
Is something going on this weekend at Dev's? We were discussing Guilty Bits with some guys, here's the playlist for that http://www.youtube.com/playlist?list=PLj34EySs1Ieb8Wjnj9H2Q-G4mdPXTd_xH Since Dave was looking at Eddie, here are some Eddie combo things. Looks like Shadow Gallery loop is still possible. I thought it was removed. Maybe it's corner-only? Dunno. http://www.youtube.com/watch?v=0D1iTNqq1-Y http://www.youtube.com/watch?v=v6LbNoL7k_M http://www.nicovideo.jp/watch/sm21648959 This one is mostly +R-only stuff Here's some long set. I glanced at it and it looks like Melon's Eddie http://www.youtube.com/watch?v=jOtE7CUNIiA -
Ottawa: Why have fundamentals when you have gimmicks?
lofo replied to Freezerburn's topic in International
Kay, I'll be there at the usual time. @Deadliest: GGs! It was great to get to play against you guys. ^_^ -
various B&B upgrades. I'll use the notation [+] to mean "can add 2S S-roar in the corner" and note the extra damage. 2H CH goes into S-roar at close to medium range. This mostly matters vs Potemkin when you do f.S 2H (CH) S-roar. Don't follow it up with taunt, he can reaction slidehead for free. IAD to get closer is probably better. Havn't looked into combos from FRCing the S-roar but seems like it could be good damage given the unscaled starter. From P-Roar CH P-Roar CH sweep taunt (65 vs SO) - universal P-Roar CH c.S sweep taunt (95 vs SO) - universal, need to be closer, slightly harder to confirm, easier with a wall P-Roar CH drill 2S S-roar (~130 vs SO) - universal, slightly harder to confirm than sweep P-Roar CH 5H drill 2S S-roar (~170 vs SO) - universal, hard to confirm but great damage From 2K 2K c.S 5H sweep taunt (99 vs SO) - universal 2K c.S 5H drill [+] (112+24 vs SO) - universal From far hitting j.S-j.H (say airdash crossup after far hitting 214K) j.SH j.drill(2) [+] (72+44 damage vs SO) - universal, corner carry knockdown j.SH j.drill(4) [+] (85+34 damage vs SO) - universal, corner carry knockdown, different spacing j.SH dashjump j.S jc j.SH j.drill (121 vs SO) - universal, techable low to the ground in the corner, decent options for tech trapping j.SH dashjump j.S jc j.SHD (130 vs JO) - character specific, higher damage without meter but hard to tech chase j.SH dashjump j.S jc j.SH D-roar plunge (161 vs SO) - universal, takes 25%, better damage and great knockdown From sweep (not max range, unless sweep CH. all of them drop on PO and RO between the first and second hits) sweep P-roar FRC j.S j.drill [+] (112+24 damage) - universal, corner carry knockdown sweep P-roar FRC dash c.S 2S S-roar (149 vs SO) - universal sweep P-roar FRC dash c.S 2S 214K (137 vs SO) - mostly universal, drop c.S vs JO, gives a closer knockdown You can of course burn more meter to do a real air combo into D-roar if you have it. I havn't looked into sweep P-roar FRC dash 5K sj.H plunge combos yet. I suspect it works on JO and some others, but idk if it's universal. Might be the go-to option if it is. I also tested sweep P-roar FRC j.SH j.drill(2) [+] (142+33 damage vs SO), but it's extremely finicky, and requires dash jumps on some chars but not others, different timing between different chars, etc. Seems not really worth the effort right now. It's pretty easy on SO, though! Vs Jam only, you can throw directly into Reflex Roar. I don't know if this has any application really.
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Random stuff. I tried reaction stun-slapping through Johnny's That's My Name and couldn't get it to work. Seems to suggest at least 3-4f after starting the stance until you can start the D-slap. Don't try this vs Potemkin Aegis. Don't autopilot end a round with with sweep-taunt oki, especially vs Johnny. Maybe the unstickied threads should be thrown into archive?
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Montreal: Le Thread Generale Pour Weeaboo Fighters
lofo replied to BladeOfJustice7's topic in International
Shout outs to Montreal crew! Hope you guys had a good ride home. Brice, when I gave you a hug, I realized afterwards I had my sunglasses on my shirt and possibly that was pointy. I am sorry. ;_; -
Tested this out post-throw vs the entire cast, since that's a fixed spacing knockdown, though wall can interfere with the vault spacing (what a strange move). These are all done midstage without wall interaction. MI,ED,TE,BA,VE,SL: Crossup setup works on these chars right from the throw spacing, and the setup is easy. MA: Forward throw works without moving, back throw needs a pixel-walk but is easy. FA: Works super easily without moving, you can even back up a bit after the throw to get an even deeper 214K hit. KY,RO: Takes a pixel-walk to get it to connect, but it's pretty easy. Seems kind of useless on RO due to delayable wakeup SO,HOS,CH: Takes a pixel-walk and is hard, not super confident on these working out. AB,PO,JU,IN,AX: Spacing doesn't quite work. Possible with wall adjusting maybe. BR,AN,DI,ZA,JA,KL: Need a dash to connect 2S which makes it too impractical to set anything up. JO: Doesn't even combo Of those, it seems like it could be viable vs MI,ED,TE,BA,VE,SL,MA,FA,KY. I'll try to get some specific combos and stuff down, but it might take some time, not sure how much time I'll have for a few days.
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I tested some simple dust combos. 5D (homing jump) j.S-j.H jc (delay) j.H-j.plunge [+OTG 2S S-roar in corner] (135[+29] damage vs SO) - universal 5D (homing jump) j.S-j.H jc (delay) j.S-j.H-j.plunge [+OTG 2S S-roar in corner] (143[+25] damage vs SO) - Everyone except cornered FA 5D (homing jump) j.S-j.H jc (delay) j.S jc j.S-j.H-j.plunge [+OTG 2S S-roar in corner] (151[+20] damage vs SO) Midscreen: Everyone except FA Corner: SO,KY,HO,MA,PO,IN,JO Against some chars, to get the second to connect, it needs a noticeable delay. The rising j.SH is almost untechable, so you have plenty of time. Wait until you are above them to start the second j.S and it'll connect fine. For the third combo, this is always necessary. For the third combo, even on the chars it works on, the corner version is somewhat difficult. There may be other chars it works on that I missed due to execution when I tested. Vs FA,JU,ZA,AX, the plunge will connect but the shockwave whiffs. I generally use the second as my B&B, so this was mostly to check that it's universal (not quite). The third is harder, needs specific stage-spacing and only does a little more damage, so it seems not really worthwhile. It looks pretty stylish, though! Other dust combo options to explore:ID corner stun Burstproofing JAKE's airdash j.H ID Midscreen j.D-Roar options (eg 5D (homing) jc j.H j.D-Roar, top of j.H hits them and they fall into the end of the D-Roar on the way down) Shockwave relaunches (eg 5D (homing) jH(ID) j.plunge (whiff) shockwave -> ?) Burstproofing seems pretty important. Everyone always immediately bursts my dust combos. JAKE's thing seems Potemkin-only, but it'd be nice to check. I've confirmed that the last two work, but havn't really explored the options off them yet. edit - Was messing around and found this variant that works vs FA corner and midscreen. Also works vs SO, seems probably universal but havn't tested it vs everyone yet. 5D (homing jump) j.S-j.H jc (delay) j.S jc j.H-j.plunge [+OTG 2S S-roar in corner] (143[+25] damage vs SO) - universal? edit - New dust combo on nico http://www.nicovideo.jp/watch/sm22093893 ToD vs SL: 5D (homing jump) airdash j.H (ID, land, maybe walk forward a bit) 6P [s-roar FRC 6H (full)]x3 *STUNS* 214K, next combo is 6H (kills)
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Ok apparently my testing is wrong because it just occurred to me that slip recovery might not affect stuns, and apparently it doesn't, only staggers. I have no idea why they'd code it that way but there you go. Ugh ugh ugh. Anyways, yes apparently 214P~D 6H(full) is mashable, so I need to go back to the drawing board. This also means 214P~D 6P(full) is probably mashable, since it's only 7f faster. I think the combos we want still work with partial charge though, so it's not a big deal outside of making 6P(full) useless. I did retest JAKE's stun RC into IK thing, and it's really damn hard to mash, I tried a couple times and got close but couldn't do it. Ugh, I'm really grumpy about this. I guess the best meterless route is probably something like 6[P] S-Roar 5K something plunge? 5D does 140ish and end in a fuzzy setup, so I guess that's meterless combo to beat. For taunt stuff, I need to do more testing, I'll get back to you about it. :3
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After my conversation with pochp in the general thread, I figured I'd see how much damage I could get meterless. The best I could do was, vs Jam, 6H(full) S-Roar dash 5K 6P(partial) S-Roar dash 2S S-Roar, 344 damage. Using 2S 5H 623H for the last rep also does 344. Similar (shorter) combo also works on Sol, seems to generally work. That one is 6H(full) S-Roar dash 2S S-Roar, and does 293. It seems possible to do more after the first S-Roar, a 5K will connect, so maybe some air combo would be better, but I didn't look at it much. Getting 6H(full) S-Roar to connect is a little tricky. If you do it during the hitstop it will come out too early and whiff, so you need to do it during later active frames. I was doing it from snug against Jam, doing it out of a dash so I could be extra close. edit - Going to do a bit more testing of this. edit - Ok, confirmed that it works after throw dash 2S S-roar FRC dash stun slap dash 6H(full) on max slip recovery. edit - Ok, actually apparently slip recovery has no effect on stun recovery, so the testing was invalid and this doesn't work, ugh. Well it does work, but you can't get it off a regular stun slap if they are mashing hard. Blah. @CrisisEdge: Sorry, I havn't tested them so I don't know. Knowing JAKE they probably all are, though. Still, they have some useful ideas.
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About the stun, no way, man! I always go for stun, barring some burst bait shenanigans. At 50% meter I can do throw into stun for 80ish, then 6H(full) 214K 2S S-roar for ~270 more on Sol, meterless. While it's possible that I could spend that meter to do a combo and two resets for more, I'm not banking on that, particularly since they might build burst during that. I'll take the upfront damage and trust that I can finish them off with P-roar oki into corner pressure if they somehow survive. For the low combo in your list, I think you can get better damage if you replace f.S with 5H. About meter, I feel in general in GG I'd rather spend meter for a bit less damage now than save it, but Kliff's insane meter options make me reconsider that. Maybe it's better to save up for stun combos? My experience has not found that to be the case though. Generally I spend my meter for relatively efficient options now, and if I end up gathering a lot of meter (perhaps for lacking of an opening) then it just piles up and I can dump it all later. I'm pretty aggressive about gold bursting in matchups where I'm not scared of getting one-touched, Kliff's meter is soooo good. About 5H antiair, yeah fair enough. I've found it pretty bad vs Potemkin, pretty bad vs Johnny, and mediocre vs HOS. I mostly meant vs I-no. I agree that it's pretty matchup specific, though I'd say that about all of Kliff's anti-air! Actually I have kind of a hard time anti-airing Johnny in general when I can't hit him with 623H. His moves hit really deep and have good hurtboxes so 6P, 5H and low profiling don't work well, blah. I've been trying to go for jump IB->airthrow recently in the hope of getting those juicy airthrow combos but so far it's not working out. For 5H traps, I often go for airthrows because it's the only thing that seems to beat them teching behind me, and everyone I play against has learned to do that consistently. Bob seems to like close S, but it seems like that only works vs neutral tech with no FD, which only works vs neutral tech with no FD or no tech, blah. I feel I want to write more, but I need time to collect my thoughts, so I'll do it in another post. For midscreen OTG stuff, I do a combination of I'll generally fuzzy if the damage won't immediately kill. Fuzzies are too good. I'll go into taunt off a sweep knockdown, but otherwise I'll OTG. 2S S-roar, then IAD after them 2S 214K This is better the later the 214K hits, so spacing/char dependent. I've been meaning to explore this more but havn't got to it. A good example of what I'm looking for is forward throw vs May, then without moving do 2S 214K (it will barely connect), then after landing IAD over her and you'll juuuust get a crossup j.S as she wakes up. If you vary it slightly in timing it doesn't cross up. Also the back throw works slightly differently due to the way she hits the ground, oddly. I figure there are probably more setups like this but they're hard to find. 2S 5H traps, might as well go for them when I don't have anything better. Often blowing them to fullscreen is horrible, though it's matchup dependent. Often the worst case is they tech over me and I can chase them to the corner, which is pretty good! 2S 5H Reflex Roar (FRC) 214K 2S S-roar/623H I do this sometimes near the end of matches to close things up, either for just enough damage or a little corner pressure to finish things up. It's pretty inefficient but it gets things done. 2S S-roar FRC (dash) 214K 5K->???->j.plunge. I actually don't know much about this. I've seen it in that Bob video but I can't do it well enough to explore the possibilities. It seems char specific and stage-location specific but the payoff looks great, sick corner fuzzies. I don't really get how 5K into j.plunge setups work in general, actually, though they seem really powerful. I used to go for more midscreen taunts, but I've really been cutting back lately. Usually when I have an opening to go for it, I could be pressing forward to take ground and get my sweet spot set up. Corner combos are awesome and having room to back up is nice. I feel like even when I can get the taunt off safely, I'm often let them move first. I still use it sometimes, but pretty sparingly. For oki, I havn't really used that S-roar FRC IAD j.D c.S taunt setup, but given the meter cost it seems a bit iffy to me. I was lying in bed the other night thinking that what I really want off a S-roar FRC is combo into j.plunge for a fuzzy setup, but it's not always possible. Then I realized what I really want is that really great knockdown, and man I don't need that ender for that. S-roar FRC gives tons and tons of time to do whatever you want! So now I'm wondering if it'd be worthwhile to skip all the middle stuff and look at ending combos with S-roar FRC wait, dashjump into fuzzy or something. It's a bit theory-crafty and it might be hard to time, but the payoff seems amazing. Maybe I'm wrong and the taunt oki is even better, but it didn't look that way. Let me know! ----- A bit of combo theorycrafting~ I was thinking about what I really want from combos (above) and I realized it really comes down to 1. fuzzy setups (mostly after j.plunge) 2. 6H(full) hits 3. stun setups (into 6H(full) hits). For (1), 5K (air thing) j.plunge combos seem like a good direction, but I don't get how they work! Can they be standing? Do they need to be a in a ground slide? Is it char specific? Do I need a superjump? How long can the combo be? Can the 5K be an air hit? If it can be an air hit, can I do it after say a j.H launch? I was thinking about all this then saw Bob's combo vs Satou in that recent match (first combo of http://www.youtube.com/watch?v=8_ZEYgyN_F0&t=6m10s ) and went "yeah I wanna do that off everything!" Need more info on this stuff. (kind of odd that Bob ended that with S-roar instead of going for the fuzzy, hmm) For (2), seems like you need a high hitting S-roar FRC. 5K 6P is one of the better candidates for that right now (though char specific). There might be others. I'm trying to figure out all the places I can cram this in, because even if it's char specific, it's really brutal. Next time I have a moment I want to fiddle with P-roar FRC dash 5K 6P stuff. Incidentally JAKE's video shows that you can hit Sol with 5K 6P if he's staggered/stunned but not otherwise, which is weird. We might need to look out for other stuff like that. For (3), seems like you really need corner S-roar FRC into stun slap. I have some ideas for other stuff, but they are hard and I'm not hopeful on them. I'll put more work into investigating when other B&B stuff is more hammered out. JAKE posted that thing with P-roar FRC stun slap vs crouching Johnny, but I wouldn't be surprised if it's a bunch of 1f inputs or something. I am not really sure it's practical. I guess the other angle here is figuring out ways to go into corner S-roar FRC. For example you can do it off a low with something like 2K sweep P-roar FRC S-roar FRC stun slap. It's expensive, but it's bigtime damage off a low.
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I think if he mashes hard enough he can throw you out of your jump startup, but maybe not. Let me know if you get it to work, I'd be very interested! Oh, speaking of mashing, a nice thing about this matchup is that if you get stunned during some long anim moves, like heat knuckle, you can mash like a fiend and get out before he'd get a combo follow-up, which is nice to reset your stun counter, lol. I guess he can black beat combo you in the meantime? In any case, be prepared to replace your stick parts.
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I'm not really convinced of 214P's usefulness. I can just backdash his 6K instead (and generally go for that), which doesn't leave me open to P.buster. Vs hammerfall, if he breaks into P.buster (or break FRC oh god), you're screwed. Even if you do slap him, he can mash out into his great throw. IDK if he can mash into buster, it might be possible. I guess 214P~P RC might be viable? I havn't tested it much. wrt pressure, I figured backdash, IBing, FDing were a given. Other than those, I usually go for Sole Survivor, DAA, 2K (it low profiles a surprising number of pokes) and drill if i read hammerfall. Maybe you're right that drill with RC on block is something we should be leaning on. It's a bit messy but it gets the job done. I've been doing that myself but I keep wondering if there's a better way, hah. edit - Oh, when DAAing, take note of the very short range. Potemkin can pretty easily hit you from outside that, so use it carefully.
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I've found this matchup really tough. Potemkin's high defense, high stun resist and high damage/stun output make for a match that takes a long time to win and only two mistakes to lose. I've found 214K to be decent for getting out of the corner, but you need to cancel into it off a poke, like far S or sweep. If you do it raw you risk it getting smashed all sorts of things, most notably his j.S and hammerfall, which will turn around and counterhit you for meterless full combo if you hit him during it. My general plan is to poke with far S->2H(->P-Roar if he's not flicking or S-roar if connect vs hammerfall and get a CH on the second hit), or sometimes 2H and confirm into 2D if I notice I've tagged a hammerfall. Drill is not bad and has better payoff, but I'm anxious about relying on it too much because I expect serious players will learn to punish/SB it reliably and Potemkin's damage is too scary to just hand that to him. For the moment it's good, though. I usually combo into 2S S-roar to blow him back and get more room to keep poking. Not sure if there's room to capitalize more there. Potemkin will sometimes slidehead, which you can 5K over. Or he might try to jump over your pokes. You can low profile his non-j.S jump-ins (except j.D but that's not really a jump-in). 6P is not fast enough to be reliable unless he double jumps, his j.S will smack your lower body too quick in my experience. It works for good payoff if he double jumps, though. 623H is more reliable, faster, huge, great answer. He might try to clash with it with j.D, in which case you should momentarily stop mashing so you don't cancel into anything off the clash to keep up the barrage, then go back to mashing. If he gets in, be patient in your blocking, I guess. Sole Survivor is more reliable here than usual due to Potemkin's weight and size, so take advantage of that, and maybe try out some 2S loops if he lands close. Don't use 214P much, you can't afford the stun it builds and his throw game is very strong. If I'm going in, I'm usually IADing with j.S and looking to cancel into j.drill if I spot a hammerfall. I've found cancelling into j.H to be too slow sometimes, but it can work.
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Needs a CH to knock down I think. Gold burst was nerfed from AC. I havn't been able to get from 0 to stun with it either but I havn't tested it much. I tried stun slap RC IK with max slip and it worked, so I have no idea how JAKE's video has him mashing out of it. Maybe something to do with doing it off a gold burst? Need more testing. I guess IK isn't useless then. If you get a stun set-up with full meter and they don't burst before then, you can shut them out completely with swag dragons. I finally watched through this last night and jotted some stuff down. You use 214P~P way more than I do, wow. I use it pretty sparingly, partly because I'm scared of the stun and partly because my local crew has mostly figured out how to mash out of the stagger pretty fast. It looks like it's god tier vs pad players, though! I saw you doing (combo) OTG 2S S-Roar taunt oki a bunch and wasn't terribly impressed by it. It doesn't seem to give much frame advantage compared to say (combo) OTG 2S S-Roar then meaty P-Roar. I usually go for that or dash in and then one of P-Roar, 5D, 2K, crouch wait then 2K (fake-out 5D) @commentator, If you want to get out of dumb shit so you get to play, Robo is a good choice imo. He's heavy so stuff randomly doesn't work on him, he can delay his wakeup (wow!) and he has a 3f startup DP that autoconfirms into damage and has a safety FRC on block/whiff! What a cool guy! Particularly at the beginning, you often get some combo into 5H trap, then don't get anything off it. Not sure how to advise here. Maybe we should brainstorm tech for that situation, options etc? Keep in mind you can do the trap when you anti-air with 5H too! I saw you get that a couple times and not go for it. I think I anti-air with 5H more than you do, I saw some spots where I'd've gone for it but you didn't. I also get owned by I-No dives though, so ymmv, lol. I won't comment much on your combos or execution because I feel like you probably know where to improve those (lmk if you want me to say more about it, of course), but one place where you drop a bunch of damage is off random j.H hits where you immediately go into j.drill. For example, after sword vault hit that leaves in perfect crossup position you go jump over (crossup), then airdash back, j.S-j.H-j.drill. From that setup you can go airdash, j.SH land dashjump j.S jc j.SH (j.D-Roar, j.plunge). I find that stuff like that is usually possible off j.H hits low to the ground. Ok I said I wouldn't comment on your combos but at some point you got a corner throw with 50% meter and did throw 2S S-roar FRC IAD j.H something, and I went AUUGH WHERE"S THE STUN!? lol Vs Johnny I'd be careful about poking with sweep. I've found that often it just trades with coin and that's a crappy trade. I've been trying to do dashing cr.K under coins and have had decent success with it. Overall I notice you don't do corner traps like far S, P-Roar, far S, P-Roar. That seems like an important part of Kliff's corner trap game. Inoue does that pretty well.
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Ottawa: Why have fundamentals when you have gimmicks?
lofo replied to Freezerburn's topic in International
GGs Essay. That's some netplay they have. -
Ottawa: Why have fundamentals when you have gimmicks?
lofo replied to Freezerburn's topic in International
I am pretty hype. I don't expect to do much else today. Not sure when I'll get to Rigel's tomorrow. I've been getting up a bit later recently, so I might get there early or maybe around the 2-3 range. We'll see I guess. -
Blah, been sitting on this post a while, keep putting off finishing it. I'll just put it now to motivate pochp to update the wiki, hah. I'll only comment where I have something to say. In other places assume I agree with you and have nothing to add. Meaty 5D is mention-worthy as a thing to do sometimes. On defense, I tend to play him like Venom. His defensive options are incredible at the edge of his pokes, but if they do manage to get in, you'll have to use patience and FD to get out. He has some passive defense in being very short and occasionally in being very floaty (though that's also a drawback sometimes), but in general he has to tough it out sometimes. I would be fine with "old man" being listed under both strengths and weaknesses. Maybe "high damage" should be "high max damage"? He converts reasonably well but his median damage is nothing exceptional, particularly since he often gives some up to bolster his setups. (havn't written it yet, sorry, but I'll do it) How about "Not generally useful, though it's decent to keep jumpers in the corner if mashed while rising." Not sure the specific throw gimmick is worth mentioning, idk. The -2 is if you hit the ground the frame after it hits, which, due to the hitbox and Kliff's floatiness, is basically impossible. It's misleading enough that I think it should probably just not have a listed SD, as not all air moves do and it'll really confuse people. Button priority for normals is R>P>K>S>H>D. Experimenting with macro glitch suggests specials/supers work differently. Yeah, that sounds reasonable. Essay tested it (and did the preliminary testing for the ground one) and said it seemed to be -7, as listed. Yeah, ok. Hahah, I totally know what you mean. #R data says 8 damage, TG -, Cancel -, 61f startup, Active -, Recovery 120f total, SD -, Guard All, Level 3 Description 巨大「ン」は攻撃力32。 62Fから移動、ガード以外の行動でキャンセル可。 一旦文字が出てしまえば途中で攻撃を受けても攻撃判定は出現。 文字の出現は、7F、19F、31F、43F、61Fまでに攻撃を 喰らわなければ、攻撃判定は62Fで発生し、攻撃を喰らった場合は 87F、99F、111F、123Fに発生する。 Don't know if it's outdated but it seems to match my experience. Hah, that's a good way of describing it. I think it's the most random non-Faust move in the game. 2S loops seem like they build a LOT of burst for the opponent, but if they already have high or full burst, might as well go for it? what you don't like that one? seems fine to add to wiki as is For something slightly more professional, how about "The 100f to activate Instant Kill mode makes this useless against any opponent who knows how to wiggle out of stun. You're better off going for a charged 6H or some other big combo starter unless you really like cardboard cut-out dragons." RE: Reflex Roar I found out this never goes to absolute full screen, it's not a fireball interaction. Still not sure how fast the secondary hit is or how to test that, hmm. @pochp: I'll glance at the matches tonight, but I'm pretty tired. Maybe I'll have something intelligent to say after some sleep.