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Everything posted by Mechanica
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Seems like a needless waste of meter to me, but I can't even get that combo past the falling jHS, I use a ghetto shitty impossible dust just to get a knockdown. I either wait too long and the jHS misses 'cause they tech, or I don't land fast enough to hit them before they tech afterwards. Is there an easier version of the standard dust combo that carries them all the way to the ground with jD xx j2k? I can't get the height right if I do three dusts and a jHS xx j2k...
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Not really. The only truly execution intensive things I can think of are 3s cancels which are relatively high leveled maneuvers you can do without. Plus dragon punches for his air grab special are easier for most on a pad. I wouldn't worry about it. His combos are like hadouken motions.
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A.B.A. I would say is higher damage, just because her bread and butters are her massive damage combos, while Slayer's B&Bs are technically things like 2k, 2s, 2d. Slayer needs more meter to do his crazy damage combos, with things like BBU, while A.B.A. can do 5s, 2hs, IAD jS jHS orbs, rejump jS jHS jD orbs, and even another rep on some people.
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I'm with alex on the 'who cares' notion...
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really? How does that super jump install and not just super jump cancel?
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cool, I didn't know jP had that much untechable time I guess. I have some On followup questions when I need damage I do something like sjK, S, P, S, D... and if I could pull off the sjK, pause, airthrow bait (I don't know why I can't do that... even in like training mode, I can do other air throw baits) I'd use that occasionally... what characters do things like HS fuujin follow up work on? Or is that S fuujin?
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I gotta agree about not taking to the air against him. I find myself losing this match up because I eat my friend's jK into an air combo that leads to knockdown, and from there it's not too hard for Ky to knock you down twice... and well, Ky's instant kill is fast. It's embarrassing, hahaha. EDIT: I can't say I'd reccomend waking up with EX danzai. Maybe against a predictable/badly placed CSE...
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Can you danzai through his UNBROCK? It is one hit, but then again I think it has grab/throw properties?
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You backdash and jump in the middle. Since it's jump cancellable, ending a move in say, up/forward, instead of just forward, will BDC it. For example mappa punch 236p - MAPPA! but if you backdash, 44, then input 2369p, he will start a backdash (invincibility frames, though not as much as he used to) then cancel into mappa punch. I'm not too knowledgeable on it's best uses though, at least with special moves, since BDC mappa isn't broken as fuck anymore. You can forward dash cancel bite but that's kinda advanced (66, 632147 HS) The best uses I see are with slayers who train you to fear a quick poke, dash forward, throw/bite, who then later do a quick poke or poke string, then BDC mappa to get them to flinch, and nail a counter-hit. From there, meterless you can 5k into mappa (which also has to be a 2369 motion because it's jump cancellable but not special cancellable) or yadda yadda whatever. I'm sure someone else can help you out more.
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If you're getting the 5s, 5hs pause vert dolphin right, but they're falling too fast for you to connect another 5s, 5hs - the problem is with your timing on the first close slash (5s). If you don't do it high enough you can't land a second rep. However, if you do it too high they will be able to tech. Try practicing it on Dizzy - you are supposed to hit her with the first slash pretty early due to the way she falls and her hitbox. If it's too much for you to do a second a rep, a more simple solution is to, after doing the first vertical dolphin, immediately charge down for another one. When you land, cancel a standing or crouching punch into the dolphin of your choice (S to keep them close, HS to knock them away).
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Yes, yes it does.
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yeah
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Nah, it's common knowledge sry dood
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jP (delay) jS doesn't give them time to tech..?
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If you're at a height where orb will lead to knockdown, you're better off with the extra okizeme setup time by just stopping with jHS/jD and a backdash when you land. Unless you really need the damage, but then you should be doing some jump install S P S ^ S P S D shit or something.
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Backdash cancel mappa was maximum ownage in reload. I don't even wanna know how many full invincibility frames that had.
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How does that work? Did the final hit of punch super not come out because he was falling upward and one punch would miss resetting the count? Or do the punches never stop if you don't stop mashing?
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Why not just 2s > red butterfly hits/3scancel > 5s > 5hs > 2d > S fuujin, D rin followup etc? is it that much less damage? Pretty positive that has to be crouching to combo 2s 5hs
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3k has low autoguard from frame 1? how many frames?
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cool, cool - thanks. what would you do not in the corner? liiike, 2p, 2k, 2d, RC, 5hs (or the other setup, too)... sjIADk, sjK, \/ etc? on reaction I accidentally tend to just IAD jK, land, and try to air throw because I can't link a 5p (2s might work ) speaking of [2p?] 2k, 2d RC 5hs, can you xx 236k, and link a close slash? or mappa feint and jump up and air throw? I need shenanigans, they are my favorite.
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Daaamn. Only one match in and I have a question... who all does.. CH 5HS, sjHS .. sjD xx sj2k, sjK, \/ cS, SJC sjS(2?) sjD xx sj2k etc. etc. ..work on? I need to learn those superjump combos, my combo would've been far inferior.. Anyway I mostly just mean the first part at least, with the jHS link to jD xx j2k.
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LOL. Yeah warp outta moroha mode for their oki. That's what you do. typically the best oki set up, if you have time/distance, is a running jS. great priority, clashes with some anti-air DPs even, and sets up a good high-low mixup jS, land, 2k ... jS, jump cancel (JC) and crossover, jHS (better w/ high guard gauge for counter hit) jS, jK, JC jS, jHS, land... any of these stopped in the middle, dash up throw or danzai crossover jump into Orbs with an optional FRC is a nice option too.
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duh because it's Ky's j.K