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Everything posted by Ririshii
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Bedman Q&A/FAQ thread: People play this guy I swear!
Ririshii replied to Poultrygeist's topic in Bedman
Was just considering it as an option over something more common, like jK > jP > jP, even though that option basically just autoconfirms for you and works without issue on the cast. Obviously if the jK connects, you've got better buttons to be hitting to confirm with, but if jK connects and you still go for jD, it'll confirm and just put you back into position for jK > jP > jP. But yeah, unless those three are already standing (or get hit by the jK), the jD will just whiff, so it's probably just better to go for jP after jK, like you mentioned. -
Bedman Q&A/FAQ thread: People play this guy I swear!
Ririshii replied to Poultrygeist's topic in Bedman
Any way to get this type of thing to work on Elphelt/Jack-O/Faust if they're crouching initially? Pretty sure their crouch hitboxes are too small to be able to do it effectively, but I just want to confirm. -
Probably already discussed and/or found elsewhere, but it never hurts to have a few sources for the same stuff. But yeah, midscreen bubble stuff that doesn't require meter. Leads to several options for ender depending on what you want, works on crouchers, etc. Probably something more optimal while still giving oki, although I don't think I've seen anything like that that doesn't require meter.
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http://www.ggxrd.com/rev/gginfo_july.pdf Basic translations for stuff I can actually understand/have tested: 6P recovers faster. Also now causes float on a normal hit instead of needing counter hit. 6H on counter hit tumbles the opponent longer, can basically chase 'em down fullscreen before they get up. Something about the frames were changed too, but I'm bad at Japanese, sooo. Both ground and air throws have more knockdown time, meaning it's hella easy to set up fireball oki now. Clap super had something about base (minimum?) damage changed/added. Dunno what the last thing is referring to in the list, but eh. Someone just yell at me/correct me if I'm wrong on anything. I'm certainly no expert with JP, and online translators aren't always the best help.
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I'm pretty sure you can just pick them up with 2H after doing the backwards clap since it slides them toward you for a bit. Can then go into DP loops or whatever, but it's still probably worth going for stuff > jC > jH > orb oki if you're gonna bother spending the meter to extend the combo.
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I'd say you can still do decently well without the loops, although even being able to incorporate at least one level 2 kick in a combo can add a decent chunk of damage. No reason to rush into stuff if you're not comfortable with it yet. I'd argue t's more valuable to get an understanding of the orb oki game, anyway. My biggest issue when doing loops is trying to do subsequent ones too quickly. Shouldn't be too bad if you don't rush it, and if you get the wrong version of the kick (ie: release too early), then just know how you can still convert into knockdown.
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There are a few matches of Kubo's Kum up on Youtube right now, but I haven't been able to find too much outside of 'em. May have to look around Nico at some point. I'm also not sure who exactly plays her at the moment, so it'd be something else to look into.
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Is her jD actually a crossup? Looking at the training dummy, it's blocked from the original side, which makes me think that as long as you're blocking high, you'd be fine. Really just wondering how viable it is for mixups and whatnot, since doing things like j2K > crossup jD seems like it'd be really nice. -Edit- Yeah, it's a legit crossup; just tested with recording and whatnot. Just doesn't look like it on when blocking or when getting hit.
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Shoryuken had an article up a bit back that had a pastebin link with a bunch of frame data, which looks close to what what posted here already. http://pastebin.com/DVKsGmiz
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Yeah, knockdown's always a solid choice. Turns out the launch forward with the cloud will just get punished if they push buttons on recovering; would probably be fine once or twice against someone that's being super respectful, but eh, probably not worth considering beyond that. Oh well.
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How do we feel about routes that end in double bird > j236D ? For example, 6A > 5D > j66 > jA > j4B > 6B > j6D > j6C > j6C > j236D. Both a cloud and Arakune get launched toward the opponent as they're recovering, but I'm thinking the opponent may recover slightly sooner and would be able to just push whatever. Obviously it'd be better to just complete a route that'd get full curse if you're able to, but spacing can be sorta janky sometimes, and double bird > j236D (or j236C or damage) seem more consistent/stable.
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Regarding a variant of the Suku reset (ie: 5AA > 5B > 5C > 2C > 214214C/CD > 66 > 2A > 5B > 5C > 5AA (reset)), if you opt for using SB Suku, like you might in a midscreen situation where they'd get pushed too far away after the 5C > 2C, you can actually start gaining meter again during the Suku autocombo. That being said, I've only been able to get this to happen with SB Suku, and I'm not sure if I'm just being dumb & forgetting something about with universal mechanics in the game or if I'm just being bad about getting it to happen with C Suku.
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Because that old NisePachi reset requires an annoying 5C link after 3 jAs.
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From what I'd seen when trying to do the low j2D > Moonsault/whatever, it doesn't work if you do it below crouch height; everything done above that height should work. But yeah, good to know it applies to all air actions as opposed to just that specific type of cancel.
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Uh, does anyone know anything about j2C/D having a minimum height requirement before you can cancel it into stuff like Moonsault/Kunai/whatever?
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Thanks. I should note that I haven't tried anything such as popping frenzy off of the blocked jD, so there's still probably plenty of fun stuff to look into with it.
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Saw CaO doing this a bunch in 2.0 and was wondering how well it'd apply to 1.1, given how jC isn't quite as good now as it is in 2.0. Anyway, quick rundown: Effectively safe from all DPs, assuming they DP between the jC and the jD. Can deal with the DP through blocking it, rolling, etc. Fairly safe from other mash options as long as it's spaced well enough (usually a 5A 2A 5A blockstring gives decent enough spacing). Not safe from things with insane startup times (like SB Atom Smasher). Didn't show it, but you're also able to punish rolls if they decide to give that a shot. If they opt to block the jC high, you'd have to wait to do the jD until you're closer to the ground to make it safer instead of just mashing it out as soon as possible. Alternatively, just hold the jC until you land. Whichever.
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That's probably both the dumbest and greatest thing I've seen S. Yosuke do, Greek. Now just to actually catch somebody with it and make everybody feel bad about what had just happened.
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Hup. Tested a bunch of scenarios with hop > jC on opponent's wakeup. Yell at me if something's incorrect or if I completely missed something (outside of just shit like wakeup normals) https://www.evernote.com/shard/s632/sh/d030a2ca-7024-494c-8b58-9648836fe35c/a3ddcffcd2a7ec916166639684af99ae Sorta interested in hearing opinions on how it affects different matchups, particularly those under "???'. Not necessarily saying that it needs to be *the* go to option, but it seems to be pretty fuckin' strong in most matchups when meter isn't involved.
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Yoooooooo Also, you'd mentioned being able to do something like hop > jAB > j236B~B > j4C > j2C, but I've been unable to get the j236B~B to connect in testing. Something like hop > jAB > j236AB works and can go into the standard route for it, but j236B~B keeps whiffing unless I get a counter hit jAB starter. I've tested on different height characters and I'm not sure if I'm just really bad at video games or what. That being said, something like jAB > j6C > j2C still works, just slightly less damage.
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So it turns out that Suku startup sets you in an airborne state, meaning shit like Adachi's 2C doesn't have an issue catching you. Didn't know that before; learned the hard way. Not really a case you'd run into often since you A) probably shouldn't be doing Suku as a reversal and B) they'd just punish you with something more optimal than a 2B starter.
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Yeah, the 5A > SB Tent is amazing assuming they're actually respecting the 5A enough. Also digging the 5A crossthrough > TK SB Moonsault. From what I can tell, though, doing it on the same side causes the moonsault to whiff if they're crouching, which makes me kinda sad. Can't have everything, I suppose. Nevermind, apparently you just have to do a backwards TK Moonsault if you wanna get the same effect on a same side mixup. Neat. Edit: Oh, and 5A same side jump cancel SB Mirage Slash is great too, but I think I like that move a little more than I should regardless of its Frenzy Suku applications, haha.
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Shadow frenzy'd Suku 5A is some of the dumbest shit I've tested. Jump cancellable both before and after the crossup on it, cancel into glide nonsense, etc. I knew it was a thing as a result of one of the guides that was running around a while back, but hadn't actually messed with it until earlier today. Good luck to anyone having to deal with that nonsense.
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Makes me kinda sad that it's so gimmicky; I really enjoy using it and think it's got some neat properties, but the landing frames + fatal recovery
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Not sure if anyone's already come across this since I've never seen anyone use it, but yeah. Depending on how you space and time a V Slash (from say, 236B), an OMC will either dump you on the same side you started on (generally if you OMC earlier/delay the V Slash more) or on the other side of them (slightly later OMC/earlier V Slash). Best thing I've gotten through testing this is to delay your OMC to the point where your V Slash dumps you toward the end of the animation, then doing a glide mixup back to the other side.