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Everything posted by chzchan
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Haha, I know right? I usually go for the reset as early as I can and that usually nets me the first round because of how easy it is to get 25% heat and 2 charges as well as a 5A grounded confirm near the corner. I will be testing it out at the local bi-monthly and monthly tournaments next Friday and Saturday to see how it fairs against people offline. And also you beat me to it. I actually opened up the forums to post that 236D one.
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I plan on it eventually. It will be a google doc and will follow the same format as the Hazama 1.1 Combo Bible. It'll have all the combos and whatnot as well and not just my own. I plan on compiling everything just because. I can't wait. Also here's another 1 charge path. This one can only be used in the corner and it happens to just be a modification of the 22D corner combo. 6B/5B/5C > 22D > 6C > 214B > 22B(max) > 5B/C > 2C > 214B > 22B(w) > 6C® 5B > 5CC > 22D > 214B > 22B(max) > 5B/C > 2C > 214B > 22B(w) > 6C® The confirm on the top one is pretty hard because the maximum amount of normals before 22D is 1, but going down this route for the setup sacrifices about 700 damage from the full corner combo, so I don't think it is really worth doing. The one below it is an alternate route which sacrifices even more damage (around 1200) for the setup, but allows it to be done off of a max of 3 normals before 22D rather than 1. That one is probably even less worth going for.
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Just found out that there is a bunch of character specific stuff that this gimmick has as well. The 5A starter route does not work on Bang because 22B whiffs. Nothing I have thrown in chargless allows it to be possible off of a short starter, so the 214B > 22B(w) route has to be used. Also 5C (preferably dashing 5C) must be used to catch him after the 22B(max). It also does not work on Tao because she falls too fast for some reason. Her hitbox touches the ground before 6C can catch her in the air. 214B SMP route still works, but 5D charge gain must be given up because hitting Tao requires a dashing 5C in the corner. Actually the conventional 214B SMP route is really really hard to get on her because she still touches the ground so damn fast. You have to do 5C(dash) > 2C > 214B(smp) > 6C® in order for it to work consistently, but only 3 of the 6 hits will touch her most of the time. For some reason doing 22B(w) after the 214B makes the 6C not catch Tao in the air. Using the 214B SMP route on Hazama will not get all 6 hits of 6C in while using the 5A starter route will get all 6 hits in because he falls funny. Using the 214B SMP route against Litchi requires you to use 5B to catch her after the 22B(max) just like when you would go for the j.236A oki against her. Using the 214B SMP route on Noel will only get 5 hits of 6C in while using the 5A starter route will get all 6 hits in. 5A starter route does not work on Amane because of how he floats when he recovers in the air. 214B SMP route still works, but you gotta do a dashing 5C and only 3 hits of 6C will hit him. Same as Amane, 5A starter route does not work on Arakune because of how he floats when he recovers in the air. 214B SMP route still works and only 2-3 hits of 6C will hit him. Same as Amane and Arakune, 5A starter route does not work on Rachel because of how she floats when she recovers in the air. 214B SMP route still works and only 2-3 hits of 6C will hit her, but it is very very unreliable. The only problem is that Rachel will be behind you when those 2-3 hits land, so you can't follow up into a corner combo (or any of the stronger ones at least because a Crush Trigger cannot be used). You have to do 5B/C > 2C > 214B(smp) > 6C® in order for the 214B SMP route to work and keep her in the corner. Using the 214B SMP route against Carl requires you to use a dashing 5C to catch him after the 22B(max). Using the 214B SMP route against Platinum requires you to use 5B to catch her after the 22B(max). The 5A starter route does not work on Nu-13 because 22B whiffs and she falls really funny. So yeah never ever listen to me ever. Also, thinking about it now, 5B/C > 2C > 214B(smp) should be the standard 214B SMP route because it works on every single character and it makes them air tech incredibly close to the ground so they are even less likely to barrier if they forward air tech. One more thing. 5BB > 5CC > 236A/B > 214B > 22D(max) > 6C > 236C > 214B(smp) > 22B(w) > 6C® Alternate 1 charge route from midscreen. Cool thing about this one is that the confirm is incredibly easy. Also it goes by a different set of minimum and maximum normals-before-236B rules. Minimum amount of normals is 4 which is perfect and the max is probably 7 which is not possible unless a short starter is used. I know this because 2BB > 5BB > 5CC > 236B still allows it to work. This really just means you can't go into it out of a clean 5CC. It only works if that 22D(max) knocks them near enough to the corner because the 214B followup will whiff if they are not already in the corner by the time you run up to them to do 6C. So far from tests, any place farther from the corner than the exact center of the stage will make it not work. Oh but there's more. 5BB > 5CC > 236B > 214D > 5C > 2C > 236B > 214B > 22B(w) > 6C® One more alternate 1 charge route from midscreen to the corner. This one takes advantage of 236B SMP instead of 214B. This one follows the same minimum and maximum rules as the 1 charge route above, but the height at which the 5C is landed after the 214D is very important; the lower the better. If you land the 5C too high, it will allow your opponent to forward air tech over you. It also happens to have nearly the same stage position constraints as well.
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All of that is pretty neat, but don't forget that at midscreen your opponent still has the option to tech backwards in the air. The reason why the gimmick works so well is because it is used in the corner. Not only is teching forward encouraged mentally over teching backward when your back is to the corner, teching backward is still punished by 6C unless barrier is used. These are all still pretty great. Even though you went through the trouble of showcasing the super complicated one that I will never pull off in a fight due to the inconsistencies of the j.214D crossup, I think that the one out of clean DP with 2 charges is probably the most handy. If you are midscreen, I think there is enough corner carry to discourage backwards air teching. I do sort of miss the variants of j.236A because they did have use. It would be neat if they'd make it so that you can hold down A and a direction to get the same effects that the different variations gave before CP instead of the default backwards motion that j.236A gives now. Inputting it without holding down would release the projectile whereas holding it down would hold the projectile in and keep it from coming out while also allowing you to move forward, upward, or downward.
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I sure would like to, but that day will come when I find out how to record video off of my PS3 without having to buy the equipment to do so.
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Oh yeah I almost forgot about the low strings in the weaknesses part. I guess that does work huh. Just gotta time the delayed gatling right then. It still requires calling out of the OS, though. I dunno. It isn't perfect, but it does deal with a good amount of conventional options that are used on wakeup which is why it is so effective. I only recently found out about it after it started getting discussed after EVO. It has apparently been around for a while.
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Fuzzy jump is an option select that you can use to get out of most types of pressure/oki really easily. The input is 171ABC. It guards low, air barriers overheads, jumps out of gaps in pressure, and techs grabs. It loses to strings that have the frame data to hit people out of their jump startup, throw reject miss setups, and air throws. Characters like Kokonoe, Azrael, Carl, Litchi, Rachel, Tao, Relius, Hazama and Valkenhayn have ways to prevent this option select from even working without having to call it out. These characters can pretty much completely ignore it without even have to think about it existing. Here are some translated japanese notes on how it works. The title is "Fuzzy Guard" but I hear it called "Fuzzy Jump" because "Fuzzy Guard" is exactly what you described. I was just wondering if Tsubaki somehow had a way to deal with it.
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See the best part about this one is that the lack of SMP from two 214Bs makes this much much less suspicious. I've been having fun catching people with it twice after going into the 5A version in the corner and then going back into it after landing the 6C and using the 214B SMP version. Too much fun. Now that I know I can get the setup out of 5A it is my go to combo in the corner out of 5A, especially if I am sitting on meter or a few charges as I will be able to take full advantage of them if the 6C lands cleanly. On another note, is there any way for Tsubaki to deal with fuzzy jumps?
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Haha, you got that right. I love coming up with gimmicks too. After further testing I found out that you can do the 6C air unblockable catch reset off of 5A if you do things a bit differently. If you don't fully charge 22B at the end of the combo you get the same early tech window effect. Here is an example. 5A > 5CC > 236B > 214B > 22B(uncharged) > 6C® The upper limit of normals after the 5A confirm is five, and the minimum is two. This really just means you aren't going to be doing any 5A > 5BB > 2BB > 5CC > etc. or 5AAA > 5BB > 5CC > etc. Too many and the earliest tech window will allow for forward air techs to hop over you and not enough will make it so that earliest tech window is on the ground instead of in the air.
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Of course I'm going to jump out when I have no barrier, though. It forces me to do something. Let's say I don't have 50 heat. What are my options with a depleted barrier gauge in the corner? Sit there and eat chip damage? Do I just need to guess that he is going to attempt for the air command grab if he sees that I have no barrier? What should I expect?
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The problem is that he can gatling straight into 236D which is a deterrent from me trying to go for the IB punish because I will get frame trapped. His 236D gatling will also catch you if you try to super jump out and it forces you to barrier because it is air unblockable. This further pushes me back into the corner. The Terumi that takes advantage of this corner zoning ability challenged me again today a few times. I tried IB super jump, but nope, I got caught by 236D and pushed back because I was barriering. What went through my mind at this moment is, "Oh yeah 236D is actually punishable on block" so I tried to go for a j.A in an attempt to tag him, but then he went straight into his stomping super which just so happens to have two versions that look exactly the same. The j.A whiffed and I landed and had to guess and I guessed wrong. Apparently the version of this super that hits low will whiff if you air barrier 236D, but I didn't know that at the time. If I had not attempted to jump out, I would have had to face a real 50/50 mixup out of superflash. Being in the corner with him is incredibly scary when he plays it safe.
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I got challenged by a really good Amane about 7 or 8 times in a row today and I lost every single match. I tried applying everything I read in this thread but it was futile. One thing I had the most trouble with was when I got put in the corner, especially if the Amane has 2+ Drill level. What can you do? I barrier as much as I can, but that dissipates within seconds. If I attempt to jump out, I get hit with his 100% unblockable air grab. DP whiffs at the distance he gets pushed back due to barrier. Reversal Super has no range. Blade Super gets me a drill to the face before the invuln kicks in. Is there any way out besides the Amane making a huge mistake or not managing his gauge correctly?
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Just some things that popped up during earlier shenanigans and testing when I woke up this morning. [50%] Command Grab > RC > 6CC > 236C > 214B > 22B(w) > 5C > 2CC > j.C > j.CC > j.214C [2046 DM] [5% HG] [Corner + 50%] Command Grab > RC > 6C > 22B(max) > 5C > 2CC > 236C > 214B > 22B(w) > 5C > 2CC > j.CC > j.236A > j.214A [2562 DM] [8% HG] [Corner + 50%] Command Grab > RC > 6C > 22B(max) > 5C > 2CC > 236C > 214B > 22B(w) > 5C > 2CC > j.C > j.CC > j.214A [2397 DM] [7% HG] [Corner + 25%] Grab > CT > 6CC > 236C > 214B > 22B(w) > 5C > 623C > j.236A > j.214A [3908 DM] [17% HG] Also one last one that a lot of people may already know. It is more of a confirm than an optimized combo, though. I don't see many people use it, but it is probably one the the most useful things you can do with a near max range 5B if you are not near a corner or do not have charge. 5B(max range) > 236A > etc. Just for those times when you know for sure that 5BB will whiff because it happens a lot.
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I didn't think a double IAD would work off of this, but sure I'll try it out. The second single charge combo you listed is actually similar to one I came up with. See, I actually think a ground ender is not the best idea here, especially after using 22B already due to SMP. 214D > 22B(max) > 5D > 5C > 2CC > 236C > 214B > 22B(w) > 5C > 2CC > j.CC > j.236A > j.214A for 3125 214D > 22B(max) > 5D > 5C > 2CC > 236C > 214B > 22B(w) > 5C > 2CC > j.C > j.CC > j.214B for 3072 As for 2 stock combos, I had one that also utilized 22D. 214D > 22D(max) > 6CC > 236C > 214B > 22B > 5C > 2CC > j.CC > j.236A > j.214A for 3838 214D > 22D(max) > 6CC > 236C > 214B > 22B > 5C > 2CC > j.C > j.CC > j.214 for 3779 That 2 stock CT combo is pretty damn good. I have yet to come up with one that beats it by very much. 214D > 22D(max) > Crush Trigger > 6CC > 236C > 214B > 22B(w) > 5C > 2CC > j.CC > j.236A > j.214A for 4355 214D > 22D(max) > Crush Trigger > 6CC > 236C > 214B > 22B(w) > 5C > 2CC > j.C > j.CC > j.214A for 4275 See, I don't mind going into the reset because it is a gamble with a huge payout if it works, and, if the corner fireball oki does not work on the character I am fighting, all the better.
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Since I posted I had been using this if I ever got a grab in the corner. It is the perfect thing to do out of a Grab > Crush Trigger combo in the corner because of the time decay. Grab > Crush Trigger > 6CC > 236C > 214B > 5C > 236C(w) > 214D® for 3508 damage I'm still not sure what the most optimal combo after 214D is, though. I can surprisingly go into my own gimmick reset with the 214B SMP and 6C after landing that 214D because it allows for a combo with 3 normals off an N starter before 236C hahaha. 214D > 22B(w) > 5C > 2C > 236C > 214B > 22B(max) > 5B > 236A > 214B > 22B(w) > 6C® Man I'm having so much fun. You have any more ideas?
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Probably the two most common routes to occur. I'm still not sure about actually going for this unless I have 50 heat, though. A blocked 214D followup if they neutral air tech is -6 and you will be pretty close to them. Also if they delay tech, 236C will hit and 214D will whiff if they decide to tech after they see the combo go blue leaving them at an advantage. Also 214D is not the best starter. 5A > 5BB > 5CC > 236B > 214B > 22B(max) > 5C > 236C(w) > 214D also works. It is also easier to vary. For example, you don't even need to start out with 5A here. You can even go with 5C if you want because even though 2C can still connect after the 5C sliding pickup, 236C will still whiff because 5C does not have enough hitstun. Still pretty cool.
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Sounds pretty neat, but it requires 2 charges to pull off. I'll try it out a few times and see how successful I am. There has to be another route that doesn't involve 22D, so I will look for it. Have you checked if it is mashable by jumping jabs? Oh wait does the invuln from 214D actually take care of that?
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Awesome. Right now I'm trying to figure out what to do if they happen to air barrier it because the pushback spacing is so random at times. Apparently you can also go into 6B or 6A as well because their startup times are pretty close to 6C's with 6A being a bit longer and 6B being a bit shorter. The payout is not as great as 6C if you do get in the hit, though. 6A will always be a perfectly timed meaty if they air tech in a direction, but it is not fast enough to catch them with the air unblockable (unless you get the cleanest timing possible). It will hit them right as they touch the ground. Use against people who hold down back on wakeup. You will also get a FC if they attempt to mash. I think they can mash out if they neutral air tech, but it is pretty hard because just a couple frames too late and that will be a FC to the face. I am testing right now. 6B looks confusing as hell because nobody would expect a low hitting attack to be air unblockable but it also needs to be slightly delayed because it starts up a bit too fast. After hitting with it you can go into a fully charged 22B/D in the corner because 6BB air hit causes sliding. Delaying this is also another easy meaty, though it is not as great as 6A for pressure unless you have some charge or 50 heat. I guess you can go into 5A after 6B but that will trade with characters who have 5 frame jabs. One gigantic advanatge this has over 6C and 6A is that you can use the 6BB followup to catch delayed techs if they happen to do the neutral tech right as they touch the ground which is the biggest weakness of the original 6C setup. The 6B route's weakness actually happens to be backward air techs because it makes 6B and 6BB whiff in all cases and even allows your opponent to j.A mash out of the setup, but who in the right mind backward techs in the corner? These other two options are probably not worth it compared to 6C because of 6C's superior active frames.
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7/4 Tachikawa Singles Kuresu (Tsubaki) VS Osaka (Litchi)
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I felt motivated to come up with other things besides the corner fireball oki that I could use chargeless in the corner for some reason. Actually it might just be because it is the only thing I ever go for in the corner if I am empty. I have been testing recordings of one sorta strange one that I actually stumbled upon in training mode when trying to figure out what I could do against characters whose hitboxes make the fireball oki harder or impossible to land. It utilizes SMP so it might look super obvious, but from testing it against myself it is actually pretty difficult to deal with unless you know exactly what to do in the situation. It is pretty simple. It works so long as it is started with an N starter, so no 5a/2a/j.A. It can also only have a max of 4 normals in the combo including the starter before going into a special or else the timing will get messed up, so if it is started with 6A, you have to go into 236C after 6B instead of 6BB. It also needs a minimum of 2 normals as well, so 6B > 236B messes up the timing as well. It does not work off of grabs. Here are some examples. 5BB > 5CC >236B > 214B > 22B(max) > 5D > 5B/C > 236A > 214B(SMP) > 22B(w) > 6C 6A > 5CC > 6B > 236C > 214B > 22B(max) > 5D > 5B/C > 236A > 214B(SMP) > 22B(w) > 6C So what happens here is the SMP from the two 214B specials makes the tech window appear earlier and during their descent from being launched by 214B. Doing 6C right after the whiffed 22B will catch any direction air tech if they don't barrier on wakeup because of 6C being air unblockable. If they neutral air tech, 6C will not catch them before they hit the ground, but they will be in blockstun. I am pretty sure this is safe against DPs that aren't Ragna's because they will still be in the air for a split second before touching the ground and I have yet to successfully buffer the DP myself after having the recording playback against me in training mode. Using this online has been pretty damn rewarding because I have caught so many people trying to forward air tech and gone straight into usually a big damage Mugen combo using Tsubaki's best possible starter. This works so well because the spacing between them and the ground after the earliest possible tech will make their hitbox get stuck on yours in their attempt to hop over you with a forward air tech. There are a few huge flaws in this, however. If they choose to not hold down A, B, or C to recover as early as possible, they can get out and you will be super vulnerable. There is a good side to this, though. If they actually delay the tech, they will be hit with 6C and rolls are 100% impossible. The only way to get out of this is if they wait until the moment they hit the ground to neutral tech. If they don't neutral tech in the short time frame they have between when they touch the ground and when 6C hits, they will eat 6C and the combo will go blue. When I mentioned above that it is hard to deal with I meant it because even I have trouble timing the neutral tech correctly after being on the receiving end for hours in training mode. Huge downside to this is that there really is not much that can be done out of 6C because of all the SMP and other hits that have already gone in. I guess you can go for a blade super maybe, but that requires 50 heat. So that's it. It works on every single character with a small exception being that you have to use a dashing 5C without 5D for Carl specifically. Oh yeah, as a sort of side thing I also figured out at least some kind of advantage to using j.236A > j.214X enders in the corner now. If you know your opponent will try to opt for a forward air tech after the combo ends just jump straight up without a direction and grab. You will be right behind them when you grab them which makes it pretty damn safe. This beats out every move they could possibly buffer (except Ragna's air DP) and you will get a throw counter if they were trying to mash anything. Of course this loses to delays and whatnot, but it is worth it if you can make the call. I guess you can even throw out some jumping normals if you want because you will be behind them, but they are not nearly as rewarding as an air grab. Perfect thing to use if you had caught them with a command grab as they hit the ground after a j.236A >j.214X ender in the corner previously and they are weary of neutral air teching.
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That is genius man. I have been buffering a vertical half circle into a forward quarter circle (23698 > 236) while the second hit of 2CC is happening and it has been pretty hard on my hands so I fumble the IAD all the time. My IAD method does get me the neat looking super jump afterimages, but damn have I been missing out.
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It is pretty tight, but it depends on what you are doing it out of. Is this a FC or are you just doing it out of 214B/D?
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Finally figured out how to get an actually good combo out of calling out wakeup Sentinel Dump. It has been working so far if they try wakeup Sentinel Dump on my first attempt at a Grab or Command Grab after ending a combo with 214B > 22B(w) or 3CC. All I do is dash up to them as I would regularly then, using the same timing, jump, j.D, and then air grab. The damage payout from this is much higher than getting a stray hit off of a followup after the first hit is guard pointed. Only works once and the timing is pretty tight, though.
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Okay I'll keep that in mind. I'll use this in the same mindset as when I would use charge cancel pressure then go in for follow-up frame traps after training my opponent to expect a charge cancel. I do end up getting in a lot of 5A starters, it works out better. Thanks.