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Everything posted by Tenryuga
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Are there any recommended beginner combos with her off a 2B on a crouching opponent?
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I'm trying to hit her basic 2 heat corner combo off a 2B starter but the combo stays dropping at the end where I must use 5C > 5D > 623B. I am pressing the 5D as soon as i press 5C; Is there any reason why it drops? DO i have to charge 5C or something?
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Damn. I just hope they didn't gut her damage output and make it so she can get solid damage and oki midscreen. I'm glad that some stuff seems to be getting better frames and that chamber shot makes it easier to get actual pressure though since they only fly to midscreen. Was a little annoying having to chase ppl down.
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Gonna drop this here: https://youtu.be/9g3B5fG2n24?t=475 d.6C seems to recover super fast but I'm not sure if its even or a slight negative because Noel was counterhit at one point then counter hits the other player at others. 6D is the god. Now that d.4D is gone are we limited to ending our combos with either the chamber shot or air combo into 2C unless we hit crouchers? Do you guys have any ideas for possible routes from this?
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How do I punish counter assaults on 5B? I have faced opponents that will always use them when I use this move and I'm not sure how to call them out on that.
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Lol sup Luna; It's been some time. Actually picked up BB a bit more seriously so I'm down to play whenever. I also had a question about Noel's drive. How often should it be used on block? Only for the mixup?
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Hi; Trying to branch out from playing Jin and Noel sparked my interest. My questions are: 1. How is her execution and difficulty of hit confirms for a beginner? 2. What is her plan on the offensive? Jin is good at forcing situations on the opponent; How does she score her big damage?
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Thanks I will try to get it to where I don't have to micro dash 2B. So basically hit them with 5C after 2D close and as low as possible? And you can combo into sekka without the micro dash right? Sent from my iPhone using Tapatalk
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I'm having problems with the 66 2B after the standard ground combo on crouchers. Is there some strict timing for it? Or is the amount of advantage you have after the ice car knockdown variable? Sometimes I can hit 2B without dashing other times they tech it. Sent from my iPhone using Tapatalk
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IMO Seth should have no more than 9K health. 9.5-10k is ridiculous for a character with those mobility options. I also agree that these random 100 extra / 50 less health etc make no sense. Might as well have given said character 9.5K health. Also it doesn't make sense to me that zoners and characters with big range / strong neutral have more health than in-fighters / balanced characters. As for the new veil off it's sounding pretty dumb right now lol. 7K off Hydes FF when it hits on counter? 5K from Gord at match start? I just hope some of those Hyde nerfs get reverted; 3B was used for 6B midscreen confirms so if they neuter the range they reduce the ranges Hyde players can convert to decent damage at. If I'm not mistaken it sounds like his damage overall is getting nerfed? Something about SMP?
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Nah when I say IAD I meant to create space not to get in on Leo. And yeah BT parry does block the enhanced SE but it doesn't reflect it. You say this gives him time to try things; What options does this grant you? I'm curious because i haven't seen anything and this a MU I'd like to know more about myself because I get rekt when Leo's come in on me lmao.
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Gotta be patient and zone vs Sol. If sol catches you blocking once and has resources you're in a bad spot. When he doesn't have meter though what he can do is not as threatening so you can FD to get him off you or make him dash / jump in to reset pressure. Pretty much like the writup says you gotta hold the tide back. Luckily we have strong offense and tools to steal momentum like SE YRC so when we get started were fine. It sounds like you are trying to challenge sol often which is probably why you're having some trouble. You can 6P that hop off the wall kick he has but for stuff like bandit revolver you should probably settle with trying to IB. Sent from my BlackBerry 9780 using Tapatalk
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Leo stance doesn't do him much favors in this MU IMO. It's killing his mobility further and Ky will just setup grinders. Enhanced SE can't be reflected and since you can't block if you don't shield you are in danger of getting shocked. I'm just speaking from the perspective of a Ky vs the Leo's I've faced; I don't feel like I have to give him more respect when he is in stance. Him being in stance says to me I can just IAD or go to the air for more space or J.D / 236D to put grinders out if I have sufficient space. Whether you're in stance or not the combination of SE / CSE, Grinder enhanced SEs and f.S / 2.S / 5HS with 2H and 6P antiairs allow Ky to zone Leo out. Leo will get in for sure at some point though and when he does Ky is free. Ky's reversal is ass and loses to shield, as well as Brunhildr P I think. Like Yashanyu said unless we have resources you'll control the match. All said and done I would agree this is 6-4 in Ky's favor. Because the only time Leo is any real threat is up close which he has to work to get into while Ky is a threat to him the minute the match starts and can get his turn a lot easier. Sent from my BlackBerry 9780 using Tapatalk
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10/10 Sent from my BlackBerry 9780 using Tapatalk
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I back off and spam projectile / grinders. Ciel powered stun edge will win against his slow projectile that eats all your other projectiles and land you a knockdown on counterhit. He also cannot parry this. Just don't do this for too long; The point of this is to get the Leo anxious to IAD in where most of your anti airs will blow him up. If he respects your zoning you can start poking with f.S / 2.S or get into close range with rising j.K whiff into j.S. When you are in close range aim to go for either frame advantage or ending your blockstrings with alot of spacing (5HS or max range 6HS) so that he has to work to get back in or start his own offense. Once you pick up momentum or have him in the corner you should enforce the best offense you have on him. If you land a knockdown into ciel here this is big for you and you can possibly end the game right then and there if the conditions are right and you make the correct decisions. The one thing that absolutely must not happen in this MU is Leo making you block any kind of poke. Once that happens its his turn and his turn is gonna last really long if you don't know the holes in his offense(like me) and aren't willing to take risks or spend resources to get out.
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I'm with ^Hyde on this one. I would say Seth's oki is safer than Hyde's but what makes you say it is better Skye? We have safe jumps and Dark Lotus.
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For Eltnum you have to respect her stagger pressure. Shield to push her out but not too often because you really don't want to get caught by grab or shield broken by her assault J.C. 5C she will almost always whiff cancel with a 2A because 5CC can be hopped or assaulted over unless 5C is charged. Then it becomes a true block string I believe. Keep in mind that once her 2C is used in a block string she has no real big damage conversions that can be hit confirmed easily; All she really has left after 2C is used is 3C. Most Eltnum's after 2C is used will try to find a spot to reset pressure or place 22A /22B at spots they reset it to frame trap. In the neutral you really don't have to respect anything she has until she is in 2C or 5C range. Even then 2C loses to assault. She can't really answer Hyde zoning without meter for her 236C or when she is in range for gunshot or C normals. Midscreen her oki is not that impressive. You can backstep or jump out of it. She has to commit to 5A or other things to stop you from doing this. In the corner though 5A is beating all but reversals and her 66B > J.214A becomes more consistent. For Wald fight him at full screen to 3/4ths screen. From that range his options to approach you are limited and he will resort to his assault which will get stuffed by 22A, and orbiter A. When you toss orbiter A sometimes you can detonate it before it reaches him and it will hit him out of assault and allow you to convert if you are close enough. Orbiter A in general is good for this MU IMO. because when you toss it and run behind it there is not much he can do to challenge you. It's a nice way to approach him.
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Xplain how Ragna and Jin are dishonest in 2.0. Is it because they have good things and are easy?
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You do 669 or 214 after 214C or 214B knockdowns then time a J.B. For characters with counter supers what I have been doing is 669 into a air dash backward zio. The projectile will counter hit and you can run up 5B for a combo.
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Yea just basic extention upon hit confirm. 5A > 2Ax2 > 2B > 5B > 5C. Thanks.
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I just have a quick question. Is it possible for Shadow Labrys to escape hitstun at all without using a burst? This happened to me as Yu when I tried to use 5C to extend a combo. She basically reversaled out of hitstun.
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I'd like to know about the Carmine MU. What should Hyde do during the neutral against him? I feel like there isn't much I can do to stop his zoning or approaches.
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Just a quick question; what are Yu's oki options off of Midscreen 214C and corner combos that end with 214B?
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Gotcha; Thanks for the info. Sent from my BlackBerry 9780 using Tapatalk
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In the Yuzu MU you are only allowed to throw fireballs at full screen. If you are not fullscreen you have to be patient and inch your way forward. This could result in the Yuzu coming in for free and running blockstrings but let it happen. Always remember you never lose anything for blocking in this game and being patient. As long as you are moving forward you are gaining GRD. I don't really know in depth stuff about the MU so I'll leave that to someone else..