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Everything posted by AigisPlayer
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Looks like losing loops wont take away from his bnb damage much. Faster dodge will make punishing things using it much easier i suppose, might become more useful now to help bait/mixup stuff, though it feels like they forced air combos down sho players' throat with his new route..sorta looks the same-ish to me just different with combos, depending on how much damage they take off supers and stuff maybe a little weaker "You pissed me off!" Sho taimu 2014
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You got 2a and 5a though 5a is 9f so i go more with 2A. Uh...if you mean anti people waking up with AoA its as easy as hit them on wakeup, armor isnt active that soon and its not a dp so i question why aoa on wakeup happens (online why). Not ch moonsmasher leaves em in the air so not much oki to be had there. Can go for sneaky air throw i suppose. Nope, sho isnt exactly a damage character so other than those two most damage you get is from jump loops non fatal which is around 3k area. SB rekka 1 can be a reset to neutral since its +0 i hear or as a quick get in hit. SB rekka 2 can be a reversal since it has invuln to it or if you that little extra damage. In the corner judt makes boxing them in witb 5a easier so you get to do a little frame trapping plus the sb teleport stuff. "You pissed me off!" Sho taimu 2014
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Well then @_@ Corner mixups mainly gonna be things like sb rekka 3 (overhead) into 2A for a high low, but you have other things like sb teleport to crossup or 5a > jump cancel > j.B > j.2C. Personal favorite of mine is going nuts with SB rekka 3 to keep them in and wake them up if they're sleepin on the fight. Oki situations im guessing you mean what to do for oki? You have sweep > safejump or for certain characters just staying outside dp range and using 5a to clash or make em miss then hit em. You have other things like 2a maybe even 2C so its up to you to find what you like (if you meant dealing with oki, block, look for gaps then reversal dp or even sb teleport out) *breathes* Meter i prefer em for mixups since his super other than moonsmasher isnt big on damage how i feel it is better used or even sb knives to get in, but its up to you how you wanna use it. Sho is a lot of left/right with his teleport since he can swap sides when he wants or he can fake you out cancel early and stay on the same side. Especially corner sb since people might not see a side swap low coming. Its not a bad tool to have but only sb version is invuln so you're open to people mashing out of it with just the regular c/d versions plus D version has longer startup so i prefer that more for a get to the geound/otherside fast tool. Those are my 2 cents on the questions anyway..
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In a game where characters can kill you from an anti air, 2k isnt really much lol.
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so i was looking through the Sho gameplay videos https://www.youtube.com/watch?v=I_xEP-HURq4 (Tahichi[margaret] vs Okusan[sho]) so the safejump setup seems to be 5C > j.B > j.C loops either once or twice leading into j.B > j.C > 5C > j.B > j.C > 5B > sweep > safejump was just something cool i never tried to experiment too much with but i feel it's something worth looking into.
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Depending on the combo, it can prorate too much so that they can tech after the first hit, unlike 236236a/b where if the first hit connects you get all of the following hits.
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Just a little quick public sho announcement since i see a lot of people do this, ending sho's C finish AoA with air DP is suuuuuuper risky and you should just not do it. Lot of characters can hit you before you recover (aki just straight up 5B fatals you in the corner) Ending with j.236A/AB is safer. For example, i use aoa > C finish >jc > j.C > jc > j.B (1hit) > j.C(1hit) > j.236A/AB. AB version even sideswaps midscreen. "You pissed me off!" Sho taimu 2014
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Moonsmasher or awakening super if you wanna call it that is air unblockable for sho ONLY until a certain distance, then it's blockable. 5B from an air hit i never have a problem with since you can jump cancel after the 2nd hit knocks em down. Air to air not gonna get anything fancy sadly.. probably can get j.C into rekka 3. Sho really is a character best grounded especially since you can just keep people blocking for a good while. His anti air gives you two chances but missing both or getting hit in between is the death of me T_T. What i think of him in the nutshell...i really enjoy this character most of the time, he can be up on tier lists because of lack of restrictions with no persona(silence, p.break) and not losing burst because of no persona, but at the same time he loses what makes minazuki so fun to fight (sarcasm). mixup game high low wise doesn't really start until you have meter, otherwise teleport is what you got..man i wish 2c was overhead...you have stuff into j.2c but as slow as that is you can either block or anti air that..he really is someone who has to keep momentum and pressure to sho off what a good character he can be. "You pissed me off!" Sho taimu 2014
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Also for the sake of things, can we take questions to either the Q&A or gameplay thread since this is mostly for combos "You pissed me off!" Sho taimu 2014
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After a certain distance moonsmasher is no longer air unblockable
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naoto, teddie, kanji, minazuki/sho, labrys/s.labrys, akihiko, junpei, and rise =no work Everyone else including dlc characters=works Regarding 5c>j.b>j.c loops
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I have listed who they work on already in the combo thread =U
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Depends on the distance since 2b will whiff if you're too far, either are fine but the first you're probably more likely to not drop/be in range for "You pissed me off!" Sho taimu 2014
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As long as they arent super low or high should be able to do it. If they're too high try delaying the j.c just a little more. "You pissed me off!" Sho taimu 2014
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Uh....5c > sweep > j.C? Guessing you mean the combo that uses sweep > 236a~B > jumpcancel > j.C > 5C > hop cancel > j.C? If so, gotta get the timing down for it, you do it too slow or fast you risk the whole thing dropping. Just takes practice to get a feel for the timing.
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Think he meant 5c>j.B loops. Make sure you push j.B as soon as you jump would be my advice, and make sure it's someone the loops work on. "You pissed me off!" Sho taimu 2014
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most of us already know these challenge mode combos, but i'll just put em here in case Challenge Mode Combos Collapsed: ] Mission #01 - B+D (DP) > j.B+D (only works at peak of DP) +8%/1299dmg Mission #02 - S-hold (hold A) throws a [4: 6A knife +3%/400dmg Mission #03 -[4]6A/B/C/D same meter/dmg as #2 Mission #04 -236a~A~A +10%/1211dmg Mission #05 -236C Mission #06 -j.236AB -25%/1000dmg Mission #07 -236236A -50%/2500dmg Mission #08 -214214A -50%/2700dmg Mission #09 -236236AB -75%/3000dmg Mission #10 -214214AB -75%/3700dmg Mission #11 -5aaaaa (his auto combo) +18 meter/-50 for super/1927 dmg Mission #12 -2a > 2B > 5B > Sweep (2a+b) +9%/999dmg Mission #13 -5b > 5c > 236a~A~A +14%/1876dmg Mission #14 -j.B > 5aa > 5B > sweep +10%/1358dmg Mission #15 -2a > 5aa > 5c > 5b > Sweep > 236a~A~A +19%/1840dmg Mission #16 -5b > 5c > 236B > 236236A +8%/-50% for super/2318dmg Mission #17 -2b(1hit) > j.C > j.DP +7%/969dmg Mission #18 -236b~B > jumpcancel > j.B > j.DP > 236236A +11%/-50% for super/2257dmg Mission #19 -5A+B(AoA)~C finish > j.C > jc > j.B(1hit) >j.C (1hit) > j.236AB (meter depends on amount of AoA hits)/2401 dmg/ needs 25% meter for SB finish Mission #20 -(teleport cross up combo, 236 is toward opponent) 236c > 236b~B~C > 214a~A +13%/1511dmg Mission #21 -throw > OMC after 3rd hit > 5aa > 2b > 5B(1hit) > 5C > jc > j.B > j.C(1hit) > 214A~A +7%/2846dmg/need 50%meter for OMC Mission #22 -j.B > 2A > 5B > 2B > 5C > 236B~B~C >214A > jc > j.C > j.DP > 236236A +22%/-50%for super/3728dmg Mission #23 -AoA (max hits) D finish >instant air dash > j.C > 2B > sweep > 236B~B(1hit) > 214214B +28%/-50% for super/4120dmg Mission #24 -fatal 2C > 5C > 236B~B~C >236A~delayA > jc > delay j.C > 2B >sweep > 236B~B > jc > j.C > j.DP > 236236A +33%/-50% for super/4814 Mission #25 -perform a 70 hit combo dealing at least 7000 damage (counterhit starter) with 150 meter in awakening game's example
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Iunno why not 5D, silly designing? Maybe because that version it's part of the rekka? Iunno Lol Its all about patience really, can use sb knife to cover your rush in or sb teleport sometimes, but playing it patient is also good. Nothing wrong with waiting for people to get impatient and mess up and give you a gap to get in
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You dont need aoa to do this challenge, his fatal combo should be enough ending with 236236a x3. People have listed their solutions in the gameplay thread iirc.