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Everything posted by chzchan
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Oh, so it doesn't drain the meter? Is that only Carl then? Well I guess I have been fighting some pretty terrible Relius players because I would smack the doll and eventually the doll meter emptied and I would get a doll break. It was their lack of doll meter management skill that caused it to break and not me hitting it directly. Whoops.
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I just try doing what I see in MU videos and smack the doll with 5B and 22B as often as possible to deplete the meter and hopefully break the doll if my opponent is not careful.
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Oh but that will count as an OD cancel rather than a straight OD activation and it will last a much shorter time. Unless you are really low on health, they will probably be able to burst on the latter half of your punish. Dodging the punishable move with an OD activation actually gives you a longer OD which I think is pretty cool. If you happen to not have any charge either, doing OD > 5C > 6C will give the OD enough time to bring you up to 1 charge, so you can activate Mugen within the combo. This can be done at any % of health. I can see the usefulness of your suggestion against random CHs, though. I know a lot of people that immediately burst when they hear COUNTER. It is like burst baiting from the start of a combo, haha.
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Did some more tests and Kagura actually flies over you if you time the OD correctly to dodge his DP and you have to do the CH 5C > 6C > Mugen in the other direction which I thought was pretty funny. If you don't, the latter hits of his DP smack you too far away to hit 5C while he is in recovery, so you still have to instant block to keep you close and get the punish. I guess you could also go for 5B as well, but it may start up too late that it misses the recovery.
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At 21:25, did Tera Luna actually take advantage of the three frames of projectile guard point 22B has on the edge of the sword or did the Volante projectile disappear because he hit the doll with 22B?
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Not overpowered in the slightest considering how much more damage other characters get off of using their OD without the need of having at least 64 heat, being at ~25% health, and getting a CH. Hell, I'd use it all the time if I met all of those requirements more often, but burst is just so much more handy. I guess you can do a 100% health OD punish so long as you have one charge, but they'll be able to burst out of the latter half of the combo if they have one available and the 236236D used at the end won't be the OD version. You'd need maximum 50% health to make it unburstable. The fact that OD lasts much longer when used outside of a combo makes it pretty neat and I congratulate you for being able to pull it off.
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I don't know exactly how to feel knowing that the one Kuresu is fighting used to be the best Makoto. Things I saw Kuresu have a huge problem dealing with is Koko's 6A.
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The experience I have had with this, especially since the input change happened with 1.1 has not been easy. I think it might just be me being too used to delaying gatlings, but I trade with Sentinel Dump's dust projectile at least 50% of the time if I try that approach. It also might just be online promblems but I don't know. Also, think about it, if he keeps doing Sentinel Dump on wakeup, you will be pretty much forced into low damage air combos even if you maintain your momentum after each knockdown, unless you're in the corner and have 1 charge of course.
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No but that's the point. I'd do it as early as possible in a round if I experienced them mashing out of my sort pieces of block threads then not go for it a second time. If my trust in them to learn from their mistakes is correct, then I just won't DP after that again.
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If you feel that people are getting wary of your charge cancels to reset pressure or if your opponent doesn't have a meterless reversal and you expect them to always mash out of everything, is DP out of a pressure reset a good idea? It has better range than most of the attacks I can think of using and the invulnerable startup makes it essentially just as useful as a light attack, but without having to dash in. I've been able to catch people pretty often with this, though it gets destroyed by characters that have superior DPs. It really keeps people blocking after 6Bs and charge cancels so they can attempt at punishing the DP which allows me to sneak in grabs and command grabs more often.
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I try to air grab, but that doesn't always work unless you time it perfectly because of how great a hitbox it has. You have to get him in the startup because the AA will never ever hit him.
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I am actually bothered that he got a quality of life change to his 214D > 8 follow-up so that it tracks better so all his attacks in the air hit. Then j.236D > j.214D still has problems against Azrael specifically because it sometimes doesn't hit him with all the hits even if spacing is correct and he sometimes flies behind you for whatever reason. It is really hard to bait Sentinel Dump on wakeup because of its guard point. If you try to play it safe do some 5A/2A, you are most likely going to trade because of the ginormous active frames it has. You can't grab him out of it because he is airborne. If you block he is +12. You can IB Gustaf to punish.
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All I get out of punishing backwards jumping is a sort of crappy 5B > j.B combo with an air ender. This is only if they aren't doing the jump barrier which is the bane of my existence. If I have charge, I try to go under them and back for a 214D crossup, but that usually doesn't work because of their distance off the ground, or if they have moves that prevent gravity from acting on them like Hazama's D moves in the air. Also it is easy to mash out of and I still have no idea how the hell invuln frames work for the 214 series. Keeping opponents on the ground is incredibly difficult as Tsubaki because our AA has no range. I try to snipe people out of the air with DP sometimes if I get frustrated enough, though, but that only really catches people who airdash forward after a super jump lot.
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Oh boy do I have the same problems as you. I actually did the same thing with pressure strings in writing them down, but I didn't even bother categorizing them which led to many pieces of paper taped over my walls and many post-its. The thing I did different is not even narrow them down because there are so many of them. The problem is that you really never get to use most of them because everyone mashes, so you default to the ones that are the easiest to pull off. I have gotten around that by taking advantage of frame traps via delayed gatlings more than anything else, though even those don't work on people who are always buffering DP while in blockstun. Not going through the gatling strings as fast as you can really helps out in discouraging mashing. I just swip swap around between delayed gatlings and charge cancelling and if I notice that my opponent is not mashing, then I allow myself to use everything else I have learned. This rarely happens, though, as opponents that don't mash usually try to jump barrier out of everything and are never on the ground.
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Every time it happens I always glance at the wrong meter at least a handful of times during each round. Clashing fireballs and harmonic charging also happens pretty often which is always funny and distracting to me.
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Do you need to space yourself perfectly for the 2AA to work? I keep getting grabbed mashed out of it if people neutral tech. Do I just need time 2AA better? Hell, I get grab mashed out of everything unless the opponent has a DP.
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I remember proration values for airborne attacks were changed, but those were only the P1 values, right? That means the damage wouldn't change if used in a combo, so I don't think it would have affected anything. I really hope they didn't make that series worse because I don't want the j.236D > j.214D to deal even less damage than 421D > 236D currently does.
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Oh, I thought that was only fixed for ground aura hits on airborne opponents. If only they could fix it for air aura hits on characters like Azrael. Every single time I do a combo that involves j.236D > j.214D on him, he flies backward and I can't follow up with 6C.
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Oh, I guess I knew about its existence in the corner already. I remember seeing it in the guide. Since you didn't specifically state corner, I thought it was some new anywhere-on-the-screen fireball oki that we could do that somehow didn't involve 6C. What exactly does it have over the other chargless corner okis that already exist?
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Is this a max charge 22D to get the wallbounce? I haven't heard of this before.
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But the side switch actually comes in handy sometimes if you know what you are doing. They didn't remove side switch from some of the other special moves, right?
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5B/C CH > 6C > Mugen > Double Psycho Crusher > 623D > j.236D > j.214D confirmed for still working.
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Have a harder time confirming into mugen combos? Cancel into special moves you would have already been able to cancel into using inputs with 7, 8, or 9? Be much less safe when doing 6C > jc blockstrings?
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Spent the last 4 hours doing double Psycho Crusher CH combos because I will never be able to do them again in a few hours. Going to miss them even though I only ever get to use them maybe once in a hundred fights.
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So it's more like paths that had already been open but incredibly inconvenient will become easier to tread?