ShibuyaX
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Everything posted by ShibuyaX
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i like double 5hs more depending on where u are on the screen...if mid then 1 5hs and if near corner i like 2 because u could follow it up with the multiple missles in the corner! if opponent has burst i like doing horsie into 236 236 super because there is no way of bursting and it does decent damage and leaves you in heat mode afterward.
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openers: ky 2s will beat your FS. so if u know the ky will use 2s i recommend backdashing or perhaps 2p or 5hs might work. more on that... gameplan: depends on how the ky plays...if he jumps alot missle him but if u notice he is one of those ky players that dont do nothing and poke....well... its becomes a hard match. ky Fs beats alot of ur moves. the best thing i can recommend is to use ur FS. if u are in distance and ur fs is out first it will be a counter so then u can set up oki etc. another alternative to FS is 2k. although this is the best it somewhat leaves u a lil at a disadvantage afterwards because u more than likely wont be able to connect with a 2s...so if u get in this situation i recommend 2k into 6hs or 2k into 2hs frc. 2k into 2d isnt that good in this match if you arent within distance of 2s because ky can 2d u when u are laying ur mat (if his reactions is fast enough). ky 6hs is pretty good if u block it...he can do more mixups if he does...dont let him get the chance to!!! i recommend learning how to slashback it. the alternate is to jump when u see it coming and even another solution is to 2k into 2s it. Now u have plenty of options..Work on that reaction speed to get them!! anti airs: u have 3 in this matchup. their is 5p, 5hs, 2hs. 5p is the best one i think in this matchup. u can 5p him out of alot of his jumping attacks with the right spacing. a hint is when his is going to land a little bit in front of u 5p works(its a counter hit) and u can combo him afterwards. when ky is going to land in basically on top of u 5p will not work. u will get counterhit if u use it then. 5p is good for snuffing out his iad attacks as well (so is 5hs). i only suggest using 2hs if he is right in aim to get him by it. the best way i used it is when he techs in air. 5hs is just as good as 5p but i recommend frcing it just in case it wiffs. air rockets: use sparringly!!!! it just that ky is very fast and can run underneath them if he is at mid range...alot of people run as soon as they see u coming off the ground and ky runs pretty quick at u. use good judgement in using them. oki: 5p if over 50 236 rockets if under. just make sure if u use rockets dont be too close because he could shoryuken u. if u notice the ky player backdashes on wake u can use horsie. punishers: ky 214 k on block u can 2k into 2s. also if he isnt within range of that u can 5s mat. if u are on point with reaction u can 2hs that as well (pretty hard though).ky 236 k (ground slide) u can fs afterwards or if u 2k into 2s if within range. usually if he does this move he is at a frame disadvantage so more than likely he will try to escape so u could horsie afterwards. as for the frc that comes after 236 k u can uppercut him if u know he is coming back in for more mixups. other than that try backdashing when he is coming back in...not sure but 5hs might work...watch out for throws off of that move!! if you can slash back his ground projectile use 6p...that way if he does the frc and tries to run back in he gets snuffed!!!! to be continued......
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i see....so its not that u are tryin to do 66 after j2s really fast its just that the iad u have to input 2s pretty quick in order to get another dash....thanks for advice
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so in other words its iad 2s then 66 after...any technique to land it better? what im tryin to say do you have to jump install anything with this or is it just hella fast or do u do the 66 early if thats that case etc..... http://www.youtube.com/watch?v=jWkbhed0hmE at the end what the hell was that air dash thingy he did
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LOL nice weekend!!!!!!! didnt you know that since robo ky is a fun character to play we are the most intresting bunch of GG people out there!!!!! some one who plays pot probably read books for fun ha ha ha ha ha ha ha ha ha ha ha ha ha....what a loser!!!!! lol jk!!!!!
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dizzy j2s into dash cancel i was wonderin what is the exact input for that....is there any buffering technique involved or is it just j2s 66 except just really fast? any advice to help me land this would be appreciated
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yeah....horsie punishes backdashing people...and grab if they block too much!!!! if you hit with 5k do 5k 5k 5s 2s...if they block the 5k strings do a C5s jump cancel it into level 3 rockets...pretty good lockdown... 2k into 2hs is pretty good...if they block frc the 2hs for more mixups one important thing i learned is not to mash wake up throw...because if you do then u will do a 5hs and when that wiffs u eat a combo...only wake up throw if u know its gonna work.... 5p is pretty good anti air if u space it right..5hs is too put i recommend frcing it if u gonna use it...alot of times i used it without the frc and they doubled jump and i wiffed the 5hs and got punished....
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seems like we did a switcharoo!
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figured out how to hit the chemical love frc every time (not the dash after lol). if u look at ino its when her legs spread wide open during chemical love u hit the frc button....might sound perverted but it works...
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going against an eddie....well....im assuming u dont play much eddies (i dont)..so im sure ur true skills were altered in this match....
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one thing i realized is when im in the corner and i do the command throw i cant combo....so i realized that i can jackhound after the throw if i am in the corner....any other suggestions to this problem?
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what all moves with ino are jump cancel able? on vids i be seeing ino do chemical love frc and it be close to the ground but i didnt see any jc moves...only one i know that is jc is slash..i be seeing the japanese doing something like 2s into CL frc dash....i was thinking if u 2s CL if u tiger knee it wont hit cause u are too low to the ground....i could be wrong... EDIT: I accidentally edited out the second half because I thought I hit "quote". My apologies.
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need help on a couple things with ino. first thing is....what moves during a gatling do i try to add the jump install? dont know if im doing that correctly...also the chemical love frc can you dash (if jump installed) if you end it with 2s or 2d? because i noticed after i do the CL after those ending that im really low to the ground and i havent been able to dash yet....dont know if its because i suck at her right now or if u cant dash after. also the negative edging....whats the input on getting that done? and the multiple 236 s,p,k i be seeing done like multiple hits in an air combo...how is that done? sorry to ask so many questions i would just like to be trying to practice this stuff and getting the hang of it..
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played my crew with ino for the first time yesterday...got raped bad...but im still gonna stick with her!
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in all honesty ino isnt that hard....its just that u have to train with her....u cant just randomly use her and expect to win without practice but lets say an order sol u might can cause he is easy to play....just that ino takes more work and americans are lazy!
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so let me ask you this....is it better to just assume to use the jump install chemical love frc and air dash after or just do a reg chain and just tiger knee chemical love frc? Assuming that u use the same chain combo.
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add me to the list of america ino players....although u wont be seeing me use her tournament wise for at least 3 months (unless i level grind). I-no....is hard....but i see that she can freak with her combos......i love that part of it that u can have ur own style and do a lil custom combo and it still works and effective....ill keep yall posted on my progress... BTW what should i focus on first? as far as basics?
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whats the input for the tiger knee chemical love? also i was wondering if you dont tiger knee the CL can u still air dash after the frc?
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quick question....when u are doing the cr d into ex horizontal dolphin what move is best to hit before cr? is it p or k?
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im realizing that playing ky is getting harder and harder....especially a ky that just pokes all day....
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i found me only using det mode when i get a gold burst like mid way through the match or using it when the opponent has like 15 percent health left and im tryin to finish him off
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yeah i found out the steam works pretty decent when they are ground to ground and try to spam things like 5S..
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still working on the timing....im at least getting the beginning of the two HS hits down...the one i mostly go for is the slashback dust one... now for a question....if your opponent loves doing wake up supers....what is a safe option for oki? also what is better if ur opponent wakes up with a backdash?
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yeah i printed out that strategy guild......just need to work on alot with her....and since i dont have the game i just practice when i play opponents....she is getting harder and harder to mix up opponents...for example i play my friend and i beat him the first couple of times then its like i run outta shyt and i become easily predictable....
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need help with the inputs on may impossible dust....i hit hs twice and it doesnt do it so im doing something wrong.....help!!!