-
Posts
92 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by Kyoku
-
Thanks, I got it. And, couldn't you do meatie 3K as an attempt to bait a buster?
-
I usually OTG RK when I can. Which kills ground taunt and wake up DP super. From my experience with this match, the only fujin option that is safe on block is P or S at near max range. Everything else can be DP super. I suppose you could go for a cross up, but being that he himself has delayed the wake up, it is easy to watch you and adapt to it before he gets up and meatys would likely eat DP super =/ So OTG is the safest option imo. RK 2k seems to stuff alot of Anji's moves aswell. I haven't messed with this yet, but has anybody tried waking up with 6K against Bazooka Oki? I am not as familiar with this match as I'd like to be... So I can't say much else other than based on the bit of experience I do have.
-
I finally got to go out and test the tech trap. It works very well when not expected. I only went for it with sjP. Sure it is a bit of a flash trick, but extra damage, extra meter = always good. I still want to find out which characters I can easily On again after the air throw, hopefully characters that I like to go into butterfly pressure from On. I'll work on it later and keep everyone posted on what I find.
-
sjK misses on certain characters. I know because I usually start my follow up On air combo with sjK. Which is actually how I figured this out. On the characters that I would miss sjK, I would throw an sjP to see what happens, only to see that they were too far away for me to follow up any more, or that they teched out after the P. I can't remember exactly which characters I was missing sjK on, but sjP does have more range from what i've seen. Its diagonal range hits the characters who aren't lifted as high by On. (I want to say Johnny, RK, and Ky being on that list?) And I am too inclined to go for that air combo after landing sjK now^^;
-
Yeah, same thing here. I usually go into butterfly lockdown from On if I don't follow up with an air combo (depending on character and life remaining). Thats why it was more of a joke set up to me before. I want to incorporate it into my game though vs certain characters. Once I test it on all characters I can decide who it works best on, and only really break it out on those characters. Maybe vs DPers who aren't as susceptible to butterfly lockdowns. And depending on where your first On was, you could go into a nice corner air combo after the air throw. It seems like a nice trick over all, flashy atleast, and damaging in certain instances. But it may not be worth the trouble when butterfly set ups are much more effective in certain cases. But on those characters who I follow up On with air combos often, I like to throw this out occasionally for some extra damage, and to make me seem a little more scary^^; Getting into your opponent's head = win.
-
I've been working on this On follow up lately. I was just doing it as a joke before, until I noticed that it worked on several occasions, now I am doing more in depth tests. The situation is: On into SJ, J.p (which allows them to tech immediately after the hit) into air throw. It seemed like a funny tech trap at first, but it actually does work. I've tested it on about half the cast so far. There are usually more damaging options, in the sense that you can not follow up and go into butterfly mix ups, or follow up with a more damaging air combo. But in some cases you can get another free On or combo, or general knockdown after the air throw. I haven't exactly devised a plan of what to do if they don't tech, probably just a J.h for the knockdown. Does this sound like a viable option to add to an Anji's arsenal.
-
I was wondering, is there a limit of distance on double butterflies? I have a problem doing it very close to the opponent. I can hit it fine near 6S max range, but when I get closer, around 5S range, I can't do it at all. Has anybody confirmed if there is a minimum range to this? I have been messing around with double butterfly with the CPU not guarding the first hit. It seems to throw off the timing for me.
-
Here is link to video of ANG beasting Pot with double butterflies that was requested earlier (if it is still of relevance) http://youtube.com/watch?v=LXxaWCMXnsI And here is the other video of ANG beasting entire team http://youtube.com/watch?v=GkZpxAZuz7Q I remember having them favorited from Flimzee before, then one day I couldn't find them :P Luckily I remembered the titles. Anyhow, enjoy!
-
I wasn't implying that you would throw out 214P counter during 2H and assume the 6H is coming. I am saying there is plenty of time between the two hits of 2H and the 6H hitting you to throw out 214P counter on reaction (depending on the distance between the two of you, I suppose.) and I still hold my ground on thinking that is a viable solution to the attack, resulting in a nice chunk of damage (depending on screen positioning.) or a knockdown, giving you the advantage again. Now I realize you can turn 2H into 6H at any time during the hits, but the fact is unless you RC the 2H, the only options they have is to either do 6H, dust, or nothing. Houso counter and IBing are also viable solutions, especially when there is a shorter distance between you and the 6H. Its all opinionated in the end, but I would not call my solution a bad idea.
-
The best way to deal with it in my opinion is to throw out 214P for the 6H on reaction, which will also catch a dust if it gets thrown after 2H. Also, don't throw out the 214P catch out too early, because it is possible that the opponent could be expecting a catch after 2H is guarded, then you kind of just got baited for punishment. It is best to grab it on reaction instead of throwing it out as the 2nd hit of 2H is guarded. 6H and dust have plenty of start up, giving you just enough time to react to them. I am not sure if the case is the same if it is fairly close range 6H. I haven't messed around with it too much and I haven't been in many axl battles, but I do know that will work vs 2H, 6H.
-
On a random Axl vs Pot note: TK bomber on Pot as he wakes up using the reflector super (forgot the name.) will go through the reflector, placing you between him and it, or hitting him (depending on timing). Yeah, its random and it is kind of unlikely, but I've done it.
-
From my many encounters with Baiken's I have found a few ways to play against them, which varies on how said Baiken player fights. I would usually play the first round pretty slow and see how the Baiken plays (I have actually run into a few who play differently.) Prior to facing many Baiken's I found myself getting caught by the superman counter almost every time I through out a resen, and eat damage because of it. Nowadays I try to keep myself at maximum range and poke them to see if I can bait a superman counter, since it will whiff if you are far enough. When I am poking at midrange, where I would be able to eat a superman counter I would usually only throw a rensen if I knew it was going to hit, since I can cancel into a counter from my other pokes. I actually prefer to keep Baiken in the air, if not at long range. I am occasionally fearful when it comes to rushing a downed Baiken. When I am at close range resort to short blockstrings (3 hits maybe). I do throw out a long one soemtimes because they likely wouldn't expect it, but without ending it with rensen. And I promise, after atleast one or two reaction catches with your 214P (hell I even get em with the 214K on occasion.) most Baiken players will be a little hesitant to throw out their counters or use certain strings. In the end, this is a battle best played slowly and carefully for me atleast.
-
Oh snaps! That helps so much! I always tried to get it on the first try as I jump, which seemed almost impossible but rapiding the buttons and throwing out a K or a HS is so much easier. It always frustrated me to see people combo into a Drill Cancel Kick just off the ground, but I see that its much more easier then it looks now. Thanks alot!
-
Hey, I have a question about Drill Canceling. For some reason I can only get it out 40-50% of the time, and I know its my timing, but I was just wondering if there was a more specific timing as to when I activate faultless defense. I can do it easy off like, a second jump or a air dash but off my first jump I have problems. Its really messing up my poking when I can't Drill Cancel j.H when I need it lol Any advice will be helpful... atleast some that is more accurate then to just practice. A man can only jump so many times before he gets sleepy.