geist
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Everything posted by geist
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midscreen itsuu->ippatsu combo [M] 5B 2C itsuuA 623D 236A (delay)236B, 632146A, ippatsuA~ if YOU have your back to the corner (or close to) falling j.C, small dash 5C, j.BCD, airdash j.C, staff 2 if I do 6C, tsubame...they can tech before the return hit...does 4001 damage or you can cancel j.C really late into chun (might have been ground chun) I don't think you hit with anything (though the one time I tried tsubame I accidently 2D'd instead -.-) however...no matter WHERE you are, this combo will always put them into the corner...so even if they DO tech, I believe you can tsubame to force block, then ground mix-up anyway...unless they can airdash between hits? if you're mid-screenish falling j.C[D]]D[ airdash j.C,land 6C,tsubame, 6C Edit: these combos only work on characters you can pick up with 5C[/m]...doing 2B 2C makes the rest techable...the drop j.C[D]]D[ dash j.C (after ippatsuA)still works on those other characters still.
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I think you can j.C after all the hits, then land tsubame...wonder if the super has enough hit-stun to hit with itsuuA?
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I'll try again, but midscreen pretty sure staff2 won't hit
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I can't seem to find any sort of finisher to a mid-screen riichi: makki/ippatsu combo...so far I've got 5B, 2C xx 41236D~A, 623D, 236A,(delay)236B,(immidiate)63214A, A,(wait for side switch) B, C on jin (A, C C works on carl) so far, the best I could do was NEAR THE CORNER(I believe I dropped the third ippatsu hit): drop to the ground, j.C, [D] ]D[ air dash C, staff 2, 6C, tsubame...but jin teched before the downward tsubame hits...I wasn't completely in the corner at that point so it might have just been the 2nd part whiffing due to distance...OUTSIDE the corner, after the air dash j.C the staff doesn't return quick enough, and it doesn't seem I have enough time to do anything really and at that point in the combo it's only 3400 damage (less than other itsuuA mid-screen combos)...and I'm sure any more hits would make them tech after staff 2 anyway what I've tried with moderate success: jump straight up [D] j.C...might require only 2 ippatsu hits? then....??? maybe you can cancel j.C with chun while releasing D?...]D[ 6C? but I think everything after 6C would result in something techable before the staff2 hit...I'm sure the standard IAD ]D[ j.C,land, haku would probably be techable jump straight up [D] hatsu chun...can't seem to time ]D[ to any satisfactory results...but that's mostly my hands just not wanting to do what I want them to do...already with 3 ippatsus this does 3744 IIRC jump straight up D j.C...(may require 2 ippatsus rather than three) this seems like it could lead to something since the staff would return sooner hmmm...maybe drop, j.C [D] ]D[, air dash j.C 3C might pop up enough for the staff 2 to hit, then 6C tsubame? maybe after only doing ippatsuA? GRRRR...it's WRACKING MY BRAAAAIN on a completely unrelated note...what do you guys do after a mid-screen combo that still ends mid-screen? (after 3C without staff)
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there's a couple things I can think of off the top of my head with staff: be carefull with comboing into 3C on block, I believe the opponent has enough time to jump out and IAD for a hefty amount of damage...needs more testing any string into 3C...immediately when you recover either D(launches mantenbou) or 41236D(shishin) and either JB/C if they try to come at you. staff2 might relaunch which if you anticipate, you can go for a 6C tsubame ~ anything...you might just have to block however if they're fast on the IAD ...or IAD in with JB/C or BC if they just block...then go for some staffless high/low mix-up while you wait for the staff to come back...if you hit try to combo into tsubame or itsuuC another very nice option I've seen with staff is to do itsuu and wait to see what they do...if they IAD, hit A and anti-air them with itsuuA and get some hefty damage...usually B (has better reach than C...which if they're running at you and itsuu C whiffs...you're in for a hurting) if they do nothing or come from the ground and hope for combo... I believe you can cancel 5C into staff plant...so if you're not predictable, that can probably get you a bit more pressure jump cancel 5B...either just straight up and see what they do or IAD in...can possibly jump cancel into J2D if they like to be in the air or for some tricky quick "WTF is he doing" moments without staff you can do some tricky stuff...obviously you're not going to really want to rush in without staff...but if you DO have a chance there are a few things you can do cancel into 623 or 421D and continue pressure/throw cancel into D and continue pressure/mix-up/throw jump cancel 5C and either D to delay attack and dash in with a JB/C or just straight up IAD....maybe you can IAD JC 623D JC before you land? that's all I can think about atm...not sure if all of this works as I'm still a bit new to her too, but this is what makes sense
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probably something better, but I use 2B 2C 6C (staff returns) tsubame....can't remember what I've been doing after...I think it was just 6C 5C JBC 623D falling C that whole sequence gets about 4k damage (but I was doing this with shishin hitting, so probably a bit less, but I'll have to test) I believe for high, you can do either 6A 5C (staff return) 2C tsubame or itsuu~ followup or 6C haku....umm....something
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cross-up? or is there something else going on there that I don't understand?
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you might be doing it too early actually, try jumping up or back and THEN doing chun, instead of TKing it....if you TK it it'll go completely under the other character
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it's just the moment where the staff return (staff less D) should be hitting the second time in the combo...doesn't require any extra input, but might require some spacing/timing
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[ got 5B 5C(2) 3C tk chun tsubame to work in the corner on carl and KINDA got 5B 5C(2) 3C tk chun 2C 6C tsubame to work, the only problem is even if it seems I did everything right, the second hit of tsubame just whiffs completely might be dashing a little too much, but it seems carl falls straight up, then straight down. problem is, if I do a shorter dash then 2C 6C the second hit of the 6C whiffs because he bounces REALLY high. tried just doing 6C, but you have to wait a litte or again, it'll just whiff second hit, but dashing makes the tsubame only one hit
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what exactly is the "shounen combo" I've tried looking around for it, but no luck. Watching videos doesn't help much more since I haven't played much and can't really see any differences in combos
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double post Edit: also when in the air, try not to air dash. Testament isn't very good air-to-ground so you'll usually want to stay at a distance with j.S and j.D...especially against eddie since his 2H anti-airs pretty much everything. Learn to verify hits, or anticipate them so you can combo after forward EXE more, it's +9 on block...that means whatever else you do after is free. They CAN jump out, but you can punish that too. in the corner, any EXE FRC is nice chance for mix-up learn EXE FRCs and combos. whatever->2D->Forward EXE FRC-> dash k->s JC K->S->HS->badlands one-hit-> various things if it takes you to the corner you can do another k->s JC K->S->HS->badlands one-hit out of corner: skull or dash up skull...this works wonders on eddie since it put's little eddie on cooldown for a bit if he fucks up HS badlands->TK badlands for knockdown and mixup (good if it puts him in the corner) not sure if the HS works on eddie or is you might have to dash HS or dash 6K if you're already in the corner: you can skip the FRC and if you're REALLY close, just do k->s JC K->S->HS->badlands one-hit or 6K badlands->TK badlands (might be able to skull after)
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didn't really see any S(f) or 2s or air slash outside of combos like the above poster said you use 2H way too much...it's good but it'll get you punished if abused learn badlands combos learn the timing on forward EXE->6k, you messed up twice in the first round when you hit with a badlands from the ground, run up and plant the net over their head and mix up from there, 6p/2k is his most basic mix-up but you can throw in 2D since it's almost same length as 6p. corner throw combo....HS->net dash jump (669) K->s->HS->badlands, land (side switch) HS-> net -> TK badlands, pskull there's more but I have to go to bed right now ^_^
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I can't seem to figure out how to watch any videos from that site >.>
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or just buy another 30$ copy of AC >.>
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for some reason orbs FRC feels like one of the hardest FRCs in the game. It's hard enough to do on it's own cause it's kinda late compared to everything I'm used to, but then in combos with the ability to do the input early and the game storing it, it screws with my timing even more. I don't want to wait to do the input later cause then I'll either land, or whiff luckily 2HS is retardedly easy due to the slow visual confirmation (right as the second hit hits the floor) and dangoku cause it's almost as soon as you do the input. any possible tip on getting the FRC? on a side note some nifty combos: on johnny and sol since they kinda float in your normal 2HS IAD S, HS combo instead of delaying the IAD you can do an early and low to the ground IAD and do HS, D, orbs, land 669 j.S, j.HS j.D orbs I believe johnny can get hit by another j.S, j.HS, j.D orbs and then 669 j.S, j. HS orbs...but even the second rep can sometimes be whiffed on sol Johnny: them standing in the corner, you close: j.S, j.HS, j.D orbs land, j.S, j.HS, j.D orbs, land 669 j.S, j.HS, j.D orbs land, I believe you can get another 669 j.S, j.HS, orbs after but I can't remember if that actually hit or they teched every time. It might be possible if you delay the last set of orbs a little as an alternative you can do j.S, j.Hs, j.D, land j.S, j.HS, j.D xx orbs to start the combo
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RC last edguy? (uppercut) or for that matter the sword uppercut? counterhit dust...never going to happen....but it knocks down
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6P anti-air's just about anything sol has to offer except maybe a deep jumping slash. Air to air a pre-emptive j.S should beat out anything unless he's already in your face. (same goes for pretty much every character though) gunflame gets rid of any webs on the ground from fairly safe distances, but leaves him vulnerable to S.Exe. watch out for wild throws, never EVER jump in on him...5k will hit you EVERY time. On that same note, watch out for tech traps...FD in the air when he's close. Be careful with okizeme since he can VV ESPECIALLY when he has 50% tension. if you have time to set up, you can really make a fortress for yourself which he can't really get in on you. I've noticed that skulls work pretty well in shutting him down too I'm sure there's more, but that's all I can think of at the moment :3
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(Corner) GD, HS EXE, 5s, j.k, j.s, j.hs, BL 1-Hit ~~~ on the heavier characters you should be able to S->Zeinest->Dash j.K->j.S->j.HS->one-hit side switch->HS Zeinest->TK BL-> Pskull also, if you can continue the combo after, NC is definitely still worth it. If you can keep them juggled for even only a few seconds that 50% tension ends up being an extra 100 damage at LEAST. Not to mention that if you're already in the corner, you should be able to mark rather easily after a second badlands?
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do you have teching enabled? >.>
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I think this has been stated, but Nightmare circular overrides at least one hit of projectiles and still hits from nearly 100% screen away. If he's spamming them, either NC on reaction or in a string which always ends with stun edge (fireball). also, a counter will hit him from most distances, but make sure to FRC if he's trying to bait the counter. learn to block stun dipper (slide move) and greed saber(overhead), both are unsafe on block (which also means the ky player shouldn't be throwing these out anyway, but if he is he's going to eat a combo). Greed saber can be 5P'd out of if you're quick enough on reflexes, or just 2S'd afterwards...stun dipper can also be punished with 2S, so if you block either- 2S, 2D, forward EXE FRC, 6K badlands (or dash k->air combo 1 hit). Beware late RC's on the second hit though, as he'll always have the advantage. 5P like always will beat pretty much any air assault he has. trees are your friend forward exebeast is your friend poison is your friend
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I think dust is usually nice for catching the opponent off guard, since 90% of your blockstrings will end in either 5HS or 2D, they're generally going to be blocking low...so add this at the end every once in a while, or maybe when the opponent thinks you're too far away to hit with 6P overhead... otherwise, I think I've seen some one use it like 5 times as an anti-air against baiken (effectively)
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Finally got the game and was toying around with some of the combos and found out you CAN do a TENSIONLESS, CORNERLESS throw combo on Ky it really only involves doing a very small dash before the 6K...it pretty much goes like this throw, 66K BL, BL, BL I have some troubles timing the TK badlands (usually when I get the TK, he's too far down), but fortunately 3 badlands will connect (maybe 4) even without the TK. UNFORTUNATELY since I'm not doing the TK version, there's not enough time to dash after the second BL to get a few hits in, so I haven't really been able to test out any sort of curse loop the timing on the kick (and the dash) is a bitch to get. You basically have to start the first forward the moment you recover from the throw animation....any earlier and you just come out with 6K, any later and the 6K OTG's. For the 6K itself, you pretty much do it at the same time as the second forward. If you do it right you'll hear the dash sound, but not see any movement, and the 6k will hit very low (maybe another reason I can't get the TK :p). Very rarely you'll hear the dash and think everything's ok, but you'll still only get a one hit course, with the difficulty of this, you could debate whether or not it's practical, but with only a short amount of practice I've been able to land it somewhat consistantly.