waraboushi
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[CS1-CS2] Iron Tager Tech-Traps and Resets Guide
waraboushi replied to Heavy_Mental's topic in Archive
Here's a good one, which wasn't in the list: -(Any Air Tech) 360B, Asledge, 5A, 2A, Collider Opponent can air tech after 2A. Works best when magnetized, but it will work as well against unmagnetized chars, who have medium to big frames (in corner, works w/ everyone) If the opponent does not recover, you win a free blue beat collider combo, and possibly another tech trap setup May work as well after any OTG sledge that leaves Tager very close to the enemy -
Hello all I've been using IB -> 720 quite often lately, and started to find places that are easier to use, some others where people can escape with little effort (mostly jump cancellable normals ). If anyone has any sweetspot to IB -> 360/720, let's gather them here! Nu: -Last hit from j.2C (it also works from 2nd to last hit) -Last hit from 3C (max distance has a chance to miss, unless magnetized) -...4DD xx Act pulsar, IB on 4DD's second hit from far to max distance Noel: -5A to 5B/6A (watch for jump cancels) -2nd hit of 2C (may be avoidable if she uses 214A, have to check the startup frames of it) -Chain Revolver 214D, 236D 2nd hit from close distance -ground 236236D first hit Jin: -5B 2nd hit (watch for early 5C or DPs) -2D -j.C/j.D (props to Yuumura and Loveless) -Close 623C Ragna: - Bang: -5B to 2B (props again to Loveless) -2C to 2D -j.D Taokaka: - Tager: - Hakumen: -Zantetsu(41236C) 1st hit (props to Loveless) - Arakune: - - Litchi: - - Carl: - I'll test and put some more later!
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From the second voice set, the whole thing is: - Tsukamaeta zo! Inori wa sunda ka? Kisama wa kore de owari da!! which translates to: -Got you! Have you done your prayers? Because now, you're finished! the "midori" part you heard is probably "inori" (prayer)
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I did it 3 times...but no consistency at all... According to the video maker, the full input is 6321478963+D, 214+C, 78 He says that doing with 2D is the best to perform the complete motion, but using 5D is also possible Holding C seems to be crucial as well, to activate the 720 during the last inputs The most difficult thing for me is jump canceling 2D performing the full upper half circle... The kara itself is not that hard. I got 4 direction inputs inside 2D to C kara input (Side note, kara 720 is good to avoid purple exclamations after block/hit strings) He's a player on the XBL and his user name is 鋼鉄の兄弟たち (Koutetsu no Kyoudaitachi - Steel Brothers) Maybe someone can ask him for tips.
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Got a cool combo for Taokaka only -6A, 2C xx Collider, walk, 6C xx Collider(RC), walk a bit, 6C xx Shot, 2C xx Collider (6014 dmg + magnetized) It will work too if you replace 6A, 2C with throw or any other way of landing collider with 4 or less hits. More specifically, CH 2A on Tao's Drives, j.2C, 2B, 2C xx Collider... will work as well for 4957 dmg
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I do:yaaay: But, I usually stop at the j.2C part, expecting ground recovery for example ....j.throw, j.2C... In case of back recovery or no recovery at all, 2D In case of neutral, quick or front recovery, whiff 5B/2B or XYH and 360/720 In case of neutral, quick or front recovery and jump, Atomic Collider Some chars can be hit with j.B after airthrow, and you can go from there as well Or just land without j.2C and use 2B for more healthy mixups My personal favorite is doing the combo going to, or in the corner, have the airthrow teched, and just 720 on ground. Midscreen is also possible on some chars.
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Range and easier execution, mostly 5C, 6A will connect everyone from maximum 3C range, and 5C is faster than 6A, giving more time to hit people before falling on the ground. If the opponent is magnetized, though, 6A, 2C will hit everyone from max range. As for the damage, 6A, 2C will hurt more, but 30~40 more points than 5C, 6A. Again, if you have the opponent magnetized, you should use 6A, 2C I also forgot to mention about range on this combo: -6A, 3C(RC), 2C/6C xx Collider, Sledge(B), Shot, 2C xx Collider (5059 dmg w/2C) 2C will only connect when you hit 3C very close. Use 6C, 5C or even 6A for some chars if you land 3C a little farther.
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Hello all! I was messing around with 3C and rapid canceling, and got some good combos! -3C(RC), 6C, jc, j2C, 2B, 2C xx Collider, Shot, 2C xx Collider (4621 dmg) -3C(RC), 5C, 6A xx Collider, Sledge(B) xx Additional Attack (4049 dmg) -3C(RC), 5C, 6A xx Collider, Sledge(B), Shot, 2C xx Collider (4815 dmg) In case of hitting a 6A first, tweak them a little to maximize damage -6A, 3C(RC), 5C, 6A xx Collider, Shot, 2C xx Collider (5037 dmg) -6A, 3C(RC), 5C, Sledge(A), 2B, 2C xx Collider, Shot, 2C xx Collider (4948 dmg) -6A, 3C(RC), 2C/6C xx Collider, Sledge(B), Shot, 2C xx Collider (5059 dmg w/2C) You can replace 5C, 6A xx Collider with 6A, 2C xx Collider to deal 30 extra damage, but timing is hard
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Are there any Burst bait setups for Tager? Other than using Magna Tech Wheel sometimes, I couldn't think of any... Also, what does Genesic mean?
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Sorry man, I wrote things down without checking... I tested with everyone, but I couldn't hit some characters (Rachel, Taokaka, Arakune, Hakumen, Carl) with additional attack after b sledge, from collider, so, I tried this combo. The characters listed above, are the ones Spark bolt hits them after the second collider. The rest of the cast can recover (Still not sure about taokaka, though) But please, do test, maybe I'm not doing fast enough Thanks!
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Hello all! After messing around in training for a while, and not landing Sledge's additional attack after a Collider, I did this (a tad more damaging:yaaay:) variation of Loveless combo vid. 50% Heat and Spark Bolt available *For Arakune, Bang, Hakumen, Rachel, Tager, Taokaka? -6A, 2C xx Collider, Sledge(B), Rapid Cancel, 5C xx Collider, Shot, 2C xx Collider [6466 dmg] It's easier to do than additional attack, RC, 6C Doesn't seem to hit from Spark Bolt and on after a CH Sledge Hope it helps
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It's not that I'm not bothering, but right now, until I get my hands on a proper stick, and to understand eddie's fundamentals, since I'm relatively new to GG series, I'll train the watered down eddie my biggest problem with the ps2 pad would be the only the -K- timing when needed, specially when you need to hold S. thanks for your concern teyah, I hope to properly use eddie soon
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I see by tapping, I meant to just press the buttons, and don't hold at all, using little eddie's recovery time to do the gatlings, without triggering any other little eddie stuff I don't know if there's prorate or decreasing of stun capability, but you can do the crouching combo without holding buttons like this (which is quite comfortable for pad users :D): ...-K-, 5S, 6P(2)...(just tap K during 6P) and I still can't do the standing mawaru combo... I'm trying the 5P,2P,2K one, but no luck in repeating it... Thank you, Teyah!
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Hello, new Eddie pad player here too, with some noob questions: - I'm having trouble connecting the mawaru combo strings, both standing and crouching... Is it really possible to do them by just tapping?? I did once yesterday, but button press went like: ...-K-, r.6p,(pressed K here, between the gatling) 214S, -K-... - The SG loop is done with just -K- and 1hit SG, right? To connect them you have to just be plain fast, or is there another requirement?? Also, what to do after the reps? Thanks in advance
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What is the safest (and strongest) combo to do on Potemkin after LV2MF(S)? All of the basic combos (jump back, or c.S to JC) whiff a lot due to his horizontal hitbox... I'm using these, they tend to whiff less on PO for me: - ... LV2MF(S), jump back, j.K, j.S, JC, j.K, KJ FRC, j.S, JC, j.K, j.P, j.K, j.D, Ensenga - ... LV2MF(S), jump back, j.K, j.S, JC, j.K, KJ FRC, j.HS, j.D, Ensenga - ... LV2MF(S), c.S, j.K, j.S, JC, j.S, j.HS, KJ FRC, j.HS, j.D, Ensenga and this one is what I most use (although c.S must be done at some tight spot): - ... LV2MF(S), c.S, j.K, j.S, j.HS, KJ FRC, j.S, JC, j.S, j.HS, j.D, Ensenga (best damage) replacing last part with j.HS, DB is a great damaging knockdown for PO (knockdown possible without FRC too, after j.K, j.S, j.HS) ... LV2MF(S), c.S, j.K, j.S, j.HS, delay j.D to another air combo/KPKD Enkasu is also possible if you're facing corner (a good setup is to pressure PO, enter mist stance, dash back and go for the combo, it's the exact distance for PO to remain in corner) but all of them may whiff a lot...
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uh, another combo question I've seen Kaqn doing: (corner) throw, dash, c.S, JC, j.HS, j.D, JC, j.HS, j.D, (fall), j.P, j.S, JC, j.S, j.HS, SV on Slayer I can't seem to hit the second j.D low enough to hit the rejump part. If I delay it'll whiff, if not, opponent is too high to do j.P... what should I do? This combo works for the group that needs c.S or just SL? Thanks in advance!
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thanks again, mates I've gotten the hang of it!
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thank you for the tips! it seems that if you press and hold D when OS says "BAN..." is the point where the game doesn't register also, how do you HJC effectively, I'm getting only JC most of the time do you have to wait for the move frame to be over?
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hello, I started recently with OS, and I'm a little stuck on performing this combo - (c.S), 5HS, Lv3BRP, Lv1GB, dash jump HS, j.D, (JC), j.HS, j.D, Lv2BRP how do you do lv1GB without getting an AC? If I hold D, I get action charge, if I press D together with GB input, most of the time I get charge cancel only or lv2GB... done on Eddie on this video: http://br.youtube.com/watch?v=UwQ2t9IInNI
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I've found some interesting combos aganist Eddie (only if you manage to get lv3, lol) 2D's first hit canceled in lv3 K Mist Finer usually allows people to recover between the frantic slashes, but only Eddie can't recover at all (maybe others, with proper delay), and furthermore, he floats right in front of you. so I found some damaging (and even tensionless) options to use this feat Tensionless: -(c.S), 2D, LV3MF(K), 6HS, TK Ensenga(1) (233 dmg, can hit anywhere) -(c.S), 2D, LV3MF(K), c.S, j.P, j.K, j.S, JC, j.S, j.HS, j.D, Ensenga(1) (245 dmg, must be close after float) 25% Tension: -(c.S), 2D, LV3MF(K), 6HS, TK KJ FRC, j.K, j.S, JC, j.K, j.P, j.K, j.D, Ensenga(2) (249 dmg, Enkasu possible) -(c.S), 2D, LV3MF(K), 6HS, TK KJ FRC, j.HS, DB (251 dmg, knockdown) -(c.S), 2D, LV3MF(K), c.S, j.P, j.K, j.S, JC, j.S, j.HS, KJ FRC, j.S, JC, j.K, j.S, j.D, Ensenga(1) (262 dmg, again, close after float) I think DBT~DB FRC combos may be possible too if you c.S, 5HS after the lv3 MF 50% Tension: -(c.S), 2D, LV3MF(K), 6HS, OD (263 dmg, safe) -(c.S), 2D, LV3MF(K), 6HS, RC, 5HS, DBT~DB (261 dmg, may need to delay DB, knockdown) -2HS, RC, 2D, LV3MF(K), 6HS, TK Ensenga(1) (274 dmg, good for going out of pressure) most damaging options are RCing 2HS to a 25% or 50% tension combo, going over 300 dmg as for the TK KJ combos I only listed the safest ones, others may work as well
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thanks 4r5 and mitsurugi for pointing it out my bad things! the TE oki part, I meant it after you defend the zeinest and the gatling behind it, where you get a little bit of time to react, by jumping, or 2P, or 2HS, sorry for being vague about potemkin okizeme, a properly done backdash can escape PB?
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Well, following Mitsurugi's post, I'll put some things too: AN: -When he starts Shitsu pressure (236+P/D), you can IB the butterfly and use 6K to anything, or 2P/2HS. If you have LV2MF, you can block/IB/FD and immediately MFLV2(S) to air combo. When you hit AN, the butterfly will disappear (not sure for FB version) -As with BA and TE, Mist canceling the normals will make AN counter moves defendable -When doing JO coin/MC pressure with defended gatlings, try 5K, 5HS, DBT or KJT depending on your position. If AN does nothing, land and proceed with the pressure. If you see any reaction, retaliate with DB/KJ. Both moves beat Anji's air throw On (623+K). This works on more chars as well CH: -Use f.S to 6HS on max distance often. Even if CH instant block f.S, at max distance 6HS will beat most things and give a good combo afterwards. Make sure to MC if both moves are defended -If you're in LV3MF, when CH attempts Genrouzan throw, you have a free Coinjack combo. When you see the leaves, immediate 5K, 5HS, MFLV3(P), late Coin, MSJH, Mist. If you're too close to CH, stick a 5P before the 5K. -2 Tension Free Enkasu after CH does wake-up Beta Blade: 3HS(2nd hit on counter), MC, j.P, j.K, j.S, j.D, Enkasu and 3HS(2nd hit on counter), MC, c.S, IAD, j.P, j.S, j.D, Enkasu PO: -After Enkasu and Mist in corner, IAD to j.K, j.P, 5K, c.S, MFLV2(K). Best option to avoid Potemkin Buster -Easy corner tensionless Enkasu: 6K, MSD(P), late release P for MFLV1, j.K, j.S, j.D, Enkasu -f.S at max distance work wonders as mist okizeme as well SL: -after a defended Mappa punch, 2S to combo -to avoid okizeme such as 6K(whiff or hit), dust, dash and D-step, 2HS is good. If you have 50% tension to spare, RC it to 5HS, MF and combo SO: -6P beats Bandit Bringer(if SO is very close) and Riot stamp. -After JO pressure strings, if SO is in defensive crouch, throw a coin and IAD. When the coin hits SO, do a j.HS to KJ combo. If SO retaliate with Volcanic Viper, just FD and wait for the landing for a crouched combo (actually usable with all shoryu type chars -Sore ga Ore no na da OD hits SO from okizeme 6HS and close 2D TE: -2HS to dust or RC and combo to escape the okizeme pressure and deal some good damage -One great move to use with TE is to enter mist stance, and backdash jackhound to combo whenever he tries stuff such as EXE beast, slow moves, dust attack. Unless you're in corner, go for MF(S) to surprise and combo if you get the chance <- LOL
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[AC] Not sure if this should go in one of the stickies,but.....
waraboushi replied to EtherFang777's topic in Johnny
hmm, yes, honnou is right about the recovery time of jackhound (all versions has the same recovery properties) let's put frame notes (MSJH values assuming fastest input): -2D to JH goes: (2D hit)+13F startup+2F hit+35F recovery (13 frames until hit, 46F float) -2D to MSJH(LV1) goes: (2D hit)+9F MC startup+6F MSJH startup+2F hit+35F recovery (15 frames until hit, 51F float) -2D to MSJH(LV2) goes: (2D hit)+6F MC startup+6F MSJH startup+2F hit+35F recovery (12 frames until hit, 51F float) -2D to MSJH(LV3) goes: (2D hit)+4F MC startup+6F MSJH startup+2F hit+35F recovery (10 frames until hit, 51F float) it doesn't really change the fact that MSJH is best to use, due to less proration and more untechable time, but what I really don't know is if the opponent floats higher than in JH I always had the impression that I could nail moves faster after a MSJH, maybe is just me... Thanks honnou, for pointing it out! there's a cool 50% tension coinjack combo using 2D to MSDJH (only possible at MFLV3, tho) -2D, MSDJH, 5HS, LV3MF(P), coin, JH or MSJH, mist -
[AC] Not sure if this should go in one of the stickies,but.....
waraboushi replied to EtherFang777's topic in Johnny
Exactly. Since j.S has a straight hitbox, doing too early may miss the falling target If you input the j.S after the FRC in the natural rhythm of the air combo, it does the trick too the air dash combos and instant j.HS breaks a little this rhythm, since FRC has no action recovery, making them a little more complicated the JH issue you tried to do is the point I said first. Mist canceling on LV1 doesn't give much advantage, and you can't combo the MSJH. This drastically changes once you're in LV2 or LV3, where the frame recovery allows you to combo lots of things 2D to MSJH in LV2 or 3, is better because you recovery faster(more damaging options, less prorate), startup is faster and more free fall time for the opponent, but in MFLV1, just stick to the normal JH. to get used to 2D, MSJH at level 2/3, the combo 6HS, MSJH helps you getting the hang of it then do 5HS, MSJH and f.S, MSJH. 2D, MSJH will become really easy to do -
[AC] Not sure if this should go in one of the stickies,but.....
waraboushi replied to EtherFang777's topic in Johnny
If you have MFLV2 or 3, you can do MSJH after 2D, to increase recovery time, but in MFLV1, just do the normal JH, due to low MC recovery. some things I use are: 2D, JH/MSJH... -(2P), 5K, c.S, 5HS, coin -(2P), 5K, c.S, 5HS, LV2MF(P), any air combo -(2P), c.S, 5HS, DBT~DB (you can jump install, FRC, and continue the combo too) -(2P), c.S, 5HS, LV3MF(P), coin, MSJH, mist (coinjack combo) use 2P for chars who fall quickly after air killer joker FRC, there are lots of options, but the most used (they deal the most damage) are: KJ FRC.... -falling j.S, JC, j.K, j.S, j.D, Ensenga (bread and butter, S(jc)KPKDE works as well, since S(jc)KSDE miss in some cases) -immediate j.HS, j.D, Ensenga (almost same damage as above, to confirm the hit) -immediate j.HS, DB (knockdown) -falling j.S, JC, j.S, j.HS, j.D, Ensenga (char-specific, more damage) -IAD, j.K, j.S, j.D, Enkasu (good 1hit combo) -falling j.HS, j.D, Enkasu (good too) using too much j.P on air combos reduces the damage a lot