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BasiKs

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  1. *shrug* Satou uses 6H(1) iAD quite liberally, Nakamura/Woshige don't seem to use it as much. I think one advantage is that it will also catch people attempting to jump back, and they can be brought to the ground with j.kph. I don't think it's extraordinarily practical, but it's also not that difficult once you get the hang of it, and has some practical punish applications (e.g. after instant block of 2nd hit of Ky's 236k).
  2. Ok, so I just tested it: you don't need momentum, but it /does/ need to be against tall-ish characters (not May or Faust, for example.) The iAD timing is quite slow after 6H(1); just do the move and jump cancel it a few times to get an idea for when you need to start the iAD inupt. After the iAD, j.k should be inputted as soon as possible. It's worth mentioning that mid-screen this will only work from further away - if you're too close when 6H hits, your iAD will sail right over their head.
  3. I'm pretty sure you need momentum at the beginning, and it only works on tallish, standing characters. The timing is slightly slower than j.D IAD, but otherwise it's comparable.
  4. The first hit of 6H is jump cancellable, and provides enough hit-stun to link 6H,jc IAD j.k. The timing is tight, but once you get the hang of it it's a fairly easy confirm.
  5. Pretty new to GG (just picked it up in the past couple months), but experienced tournament FG player (primarily SF4 series). Just made this acct and wanted to chime in to say @Ronove: translating that article would be awesome, and I look forward to it if you decide to do it. And thanks for all the insight here guys - I don't really have much to contribute to the discussion - though, from what I've seen in videos, Millia looks like she's going to be a very fun character in Xrd, with lots of room for creativity.
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