-
Posts
40 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by Mal
-
I don't think you can YRC it, it's always purple RC, sadly, iirc. They should add a YRC for it early, then it would be much more useful.
-
Yeah, I've been using it mostly in footsies (rarely) in some matchups, using the following OS's - fS HS P - looking for fS (CH) into 5HS... if you whiff the fS, the guard point will come out. If you get a hit then you'll do fS 5HS. It's risky and not as useful as it looks, imo. If Leo could cancel the guard point earlier or maybe YRC out of it, then it'd be great. fS 236S+P or 236HS+P - same principle as above When you do block their poke its usually very rewarding, though. For example, if Ky tries to fS (236K OS) after your whiffed fS, you will block his fS and get a counter with 2HS, at the right distance (~210dmg followup combo).
-
Maybe we need a critique thread :o C4lQ, judging by the three matches I watched, here are my 2 cents - You kinda relied too much on your opponent not knowing that 5H > 236H is throwable, and that 5H > Rekka1 puts Leo at a disadvantage. I'm starting to use 5K cS 6K more instead of stuff ending in 5H. 6K is +4 and you can combo rekkas on standing, or confirm into a big combo when they're crouching easily. But of course, try to vary the blockstrings. You also lost quite a few combo opportunities because instead of IAD jK jH you used jK jS or jP jS, I think. And practice those midscreen b.D combos, they're worth it
-
I officially hate this matchup lol. He controls the ground well with drills, shadow attacks and 2S so you can't really get in easily. If you try to get in with a [4]6H he can reflect it... His shadow ]S[, 6P and 2H are a nightmare vs Leo in the air. 2H too stronk vs air approaches. He gets a knockdown - you have to react to 2 safe mixups, if you guess wrong, you eat an unblockable. Fighting a good Zato is too much sodium for me. Can't wait for the Leo buffs and Zato nerfs
-
Yay buffs! :D 5K into 6P - slightly more damage to some combos since you can now 5K 6P cS air combo? Standard combo starter is now 5K 6P cS 5H/6K? Also new blockstring possibilities (anything useful? I can only think of 6P>6HS)? It would be nice if you could empty gatling it lol [4]6S infinite range rofl :D also, no more stun dippers under it, probably... 214S during rekkas throw invuln - I guess this only makes sense if you did Rekka12 on block and they could just throw without having to fear mistiming a 3f-4f attack and eating a b.D after it... b.D - YRC is nice, and even more damage? OP! :P When I read this I thought they were removing the followup combos, because right now you can do an easy, tensionless 140dmg combo on mid weights and 160+dmg on light weights after it. j.236H - now b.K cannot be beaten by perfectly timed 3f moves :P
-
Zidane vs MarlinPie http://youtu.be/nI4yvim97Zk The pie got rekt :D
-
Apex Top 8 GGXrd Zidane matches, watch them while you can. http://www.twitch.tv/bifuteki/b/619079149 Zidane plays on 9:45 - 41:20 - 48:25 - 1:01:30 - 1:08:15 Very solid and probably the best Leo atm.
-
DocCeaser, it may be something cool to throw once in a while. I do prefer to use 2D after 5HS in the situations where you would like to use [4]6S YRC - it's safe and you cannot be thrown, and I will use the tension to start [4]6HS YRC oki if it hits. Do you have time to apply a legit mixup after [4]6S in a blockstring without meter?
-
Leo overview by Zidane - http://youtu.be/paZa_nABAZQ Post Leo overview Q&A - http://youtu.be/jVlGYz0vaHg
-
You can kinda do that using the link that Jais posted, kanom. Too bad the best thing I found recently was this little oki video - http://www.nicovideo.jp/watch/sm25452597 Nothing that we didn't already know, though. Most of the recent japanese matches I saw were a 5HS > 6HS and Rekka12(on hit)->BT K spam fest :'(
-
True, I just tested with them very very close, and they always got caught. Maybe they weren't just as close the time the second BT D came out. Can you test how easy it is for them to wait for the second BT D to trigger and throw? I don't think it would be easy because it would trigger the proximity counter... but I still need to test it.
-
deleted
-
Yep, it always happens when they are close enough :o
-
Well, it depends on what the Ky will do. I usually do [4]6+HS/S (yrc), 236+HS(yrc), BT D (if he SE's) if he tries to create space and zone more. If Ky tries something aggressive. another BT D or P. The good thing is that after a BT D block, Leo is "invincible" and has options, but can be baited of course. Normally I won't get zoned hard, but will probably get impatient and try dumb things if the Ky has good oki/pressure XD gotta use that bar for more DA attacks,I guess.
-
From the Ky Matchup discussion - A reminder that you can do multiple BT D's on stuff like Ky's Enhanced CSE. I think you have a window of 2-3 frames to press D again. It's very fun to do BT D, BT D, then they run to throw you but since they probably can't do it just in time, 6HS or other move comes out and you BT D yet again. If they are very close, BT D counter will trigger. (thanks greatfernman) You can also BT D once and [2]8+HS or Overdrive (a bit hard to do). You can apply this technique against Venom's 2363214+S Overdrive, SIn's 236236+P, Ramlethals 632146HS (both versions), etc.
-
btw, Leo is probably invulnerable since you can't hit or throw him while he is doing the counter (will trigger the proximity counter), so it's not as bad a tool.
-
Well, we were talking about full screen stance, which prevents Ky from zoning him for free (ie, gives time to setup his own HS fireball and do something) Still I think you've been facing some bad Leos, Tenryu. BT D can block both (even HS, with good timing) Enhanced SEs, which in turn gives Leo time to try something else. You can't IAD on Leo for free because of the sweet BT P :D But I do agree that the MU is in Ky's favor.
-
Sorry, but if you throw 236S at full screen and Leo jumps it, there's nothing you can do outside of overdrives to stop him from getting in the stance. Of course it's even easier to see a 236HS and 236D and enter the stance before Ky can followup. So, from full screen I don't see how Ky can zone me for days. After a reflect, Ky will be the one trying to jump my HS fireball most of the time. The real range I don't like to be in this matchup is probably just outside of 5HS's reach.
-
Thanks, greatfernman, that was something I wasn't doing at all... it's really easy with the macro :p Reflect their stuff :D Also BT [4] 5D 6+S/HS for a fireball+fireball :P YRC your HS fireball to go in Maybe also 236HS (YRC) depending on their fireball angle It's funny how some people are saying Leo is god tier, when this isn't the case at all... they just don't know the matchup and think he is OP because they can't block the BT oki and can't deal with BT D
-
It's still annoying to fight him, but I don't think I'm struggling :P what are you having trouble with? If he zones you you can just stay at a long range in BT stance reflecting his fireballs... if you reflect a 236Hs then you can go in. Also hold back and press BT D to reflect his fireballs, then foward HS or S for the double fireball go in if you can YRC the HS. At close range this is one matchup where I like to do 2HS to fish for CHs. It beats almost anything he throws at you, and you will win the trades and do a 209dmg combo on him (6HS, dash sK cS, etc) If he is rushing you down, I guess be patient and focus on punishing bad greed severs and stun dippers
-
Anyone got a list of optimized midscreen BT D combos? What I have - Lightweights+Faust - 236HS BT P sj jS jHS j236HS I-no - sj jP jK jHS instead of jS jHS (a bit hard to do) For Faust you can just dash BT P jc jS jc jK jHS j236HS Sol, Axl, Slayer - 236HS BT P jc jPjK jc jHS j236HS or 236HS BT PSHS for kd+oki (do this for Sin, Chipp and Zato) Zato - you can dash BT P him, but nothing connects after it? I'm doing 236HS BT PSHS Ky, Venom - 236HS BT SHS oki Pot, Bedman - dash BT KPSHS (you can try an aircombo after BT P, but I can't really get j236HS to connect...)
-
After watching it for 1h, this is what I got - Kazunoko's BnB's: 5K cS 6K Rekkas ( > RC >66 cS > jS(2) jc j.K jHS 236HS) BT K P K S Rekkas BT HS S HS S Rekkas Lot's of pressure with 5K cS 6K (repeat) After Rekkas, oki with 5[HS] BT mixups, specially in the corner. He doesn't use 236HS (whiff) oki. 236HS (hits) oki mostly after Flashkick. NO 6HS or even 5HS on blockstrings. They were mostly used on combos and to enter BT stance for oki. He abused resets with Rekka12(hit), then BT KPKS Rekkas, or BT K HS (overhead hits) > overhead combo. Also Rekka 12(on hit), backdash, BT H After Rekka12(blocked) backdash. Almost never used BT D. Prefers to use Backdash when you would normally expect a BT D. But boy, did he abuse the rekka resets. Is it really better to do them instead of the 236HS whiff oki? What's the frame advantage of Rekka12 on hit, anyway?
-
Sorry for putting so much fear into you guy's hearts, a 2D after a 5HS will also beat any throw/throw OS attempts :D (and leave Leo at -1 if blocked) Anyone tryed blocked bt.P oki blockstrings after 236HS? It seems fun to do once in a while. (only works on standing opponents, sadly) Some ideas - bt.P rising j.K falling j.HS > land, combo if it hits, or blockstring if blocked bt.P jc j.P delayed j.P j.S jc j.K j.HS bt.P jc J.K jc j.D hitting on their backs or bt.P j.D YRC j.K or land 2K The jD YRC "instant overhead" j.K was a real letdown, imo. After the YRC everyone can see that shit coming from miles away
-
This is his 5HS - http://www.hitconfirm.com.br/blog/wp-content/uploads/2014/12/Leo_Normal_5HS.jpg A jab will lose, Leo is at -4 after 5HS.
-
Something like 6K+HS. If you are in throw range, you will throw, if not, the K comes out. Basically if you see Leo doing 5HS or 5[HS] while close to you, you can do that and cover all of his options (unless it's a delayed flashkick) He can [4]6S (sonic boom), but that will stop his pressure unless he RCs it. If you IB the sonic boom you can get a CH normal, probably.