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Everything posted by Tiamat
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Backdash is pretty good for getting away from his backturned stance but iirc if he does the backturn H it will hit your backdash if you did it after being hit by that air special (air 236H I think). Maybe backdash yrc would help. For the Rekkas, the 2nd hit does become crossup if you IB the first hit, but this also means you are able to grab the 2nd hit after IBing the first. Also, if you normal guard the 1st hit the 2nd hit will be a forced block, but if you want to IB it you will have to use the correct direction. So first hit normal guarded you will want to IB the 2nd hit with 6. If you block the rekkas from far range I think none of it crosses up , but usually that won't happen.
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Well generally speaking you should be able to hit confirm after 2 hits. So after the 2K c.S I'd say go to 5H(1) 2D instead of f.S 2S. edit: Now that I'm looking at it f.S 2S does do a bit more damage than 5H(1) 2D. 5H(1) 236S should have worked at the time I mentioned but because of guts it might not have killed either. If he had gone straight from 2K to 5H he certainly would have gotten the kill, but then he wouldn't be able to do his blockstring if it was blocked. Getting knockdown would be better than a little extra damage most of the time though. I did learn some things. I feel kind of stupid when I saw him do a corner throw combo ending in 236H then he just did walk up grab. I thought you had to YRC to walk up grab before the DV hit. The forward jump j.KPP is a nice grab setup too. I had been doing that from the 6 airdash but not normal jump. I gotta get more used to doing superjump stuff during neutral seems to help a lot.
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His neutral is very strong but man does he do some awful combos. I don't get why he's doing that 2Kc.Sf.S2S combo it's just awful lol. I saw it a few times, 10:40 for example. I guess he just really likes the blockstring but it's a waste not to hit confirm it to something better.
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It depends where you are on the screen though. If teleport is going to move you behind her so you're near the corner that could be bad. I don't think dashing into it every single time is a good idea.
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Try mashing air FD to tech and that shouldn't happen anymore. If he's doing stun edge from the ground a lot jump and throw a ball, SE will just pass under you.
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Against his wakeup DP you can low profile it with meaty 2S. The low profile on 2S is pretty half assed though so if you're too close you'll still get hit. If you space it correctly it works though.
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Task B oki in the corner I just walk back then do the DV. You can try doing a forward walk into 5H(2) while they are blocking it and then mixup 2D or j.D. You can also just use the DV repeatedly in short blockstrings, though depending what you did they may be able to jump out or interrupt.
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I think the main problem with this series is that after blocking the 6H they could anti air the 236H. When you do 2D to the 214H it's possible they could hit you there too. It could still work but there are some holes.
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I mentioned before that 5H(2) has trouble hitting I-no, Elphelt, and May if they are crouching. I thought I'd post some alternatives to the 5H(2)1H string for combos on them. Basically you should just be doing 5H(1) 1H instead. Back then I thought well I guess I'm stuck with the following: j.D RC 83 j.S c.S 5H (1) 236S You can do better than that though and I somehow didn't think of it till now. 2 alternatives: j.D RC 83 j.S c.S 1H 236H j.D RC 83 j.S 5H (1) 1H 236H 1st combo has a problem in that c.S only goes to 1H on crouching hit, so if they are standing and you try this 1H will whiff which is awful. 2nd combo is best. edit: ***Correction, May not millia
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lol you liked your own post
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Yeah makes sense. I'll have to look at the move more it's pretty beefy if you can hit them with it. Shame it can't corner crossup that would be really dirty 8)
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I'm not sure I will have to look at it again. I assume that from the 236K it works something like this. You're at frame advantage and you press 6H. No matter how close you are since you're at frame advantage it won't let you grab them, so it just starts up 6H. However, since 6H is a slow move by the time it actually hits them they are no longer in the blockstun from the 236K and it crosses up. What happens if you wait a longer time (like just stand there for a whole second for example) after the 236K is blocked then do 6H? does it grab them? or does it still do 6H?
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I could be wrong but from what limited messing around I've done with 6H before: 1) To crossup you must be very close. Throw range close. I don't even know if it's possible to crossup from outside throw range. Maybe just barely outside grab range can work. 2) If they are in blockstun crossup is impossible Based on these conditions, my current impression is that you can basically only do it as a crossup after a knockdown so that you won't be able to throw them (they haven't quite stood up yet). edit: actually yeah since it can work from the 236K on guard I guess it can work from just barely outside grab range
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Yeah being in the corner is more the issue. If you're already in the corner I'd be more worried about other things lol. Try to superjump out of the corner, or if you feel he's gonna do megafist and you can't 6P it cause of online lag, or your reaction is too slow, seriously just blitz it if you have the meter. It's much easier to blitz things than 6P. Of course if you can get 6P that's preferable, but if you're desperate blitz is there for you.
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I might not be able to help with this because I haven't been having trouble with megafist. I'm not sure what kinda situation he's using it from but if you backdash or jump upback won't you get out of its range? Unless you are in the corner anyway. If all else fails there's always blitz shield...
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uhh.....are you sure you linked the right video?
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I'll make the rest later if no one beats me to it.
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I think 6H 236P RC walk 5H (2) 1H 236H works on everyone. I tested on sol, millia and bedman. If you do it right the ball should do a return hit during 236H and it will knockdown. Very easy combo for 190. Not sure if corner messes it up but it should be stable midscreen.
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It's been posted a couple times in the combo thread now but it's good to test things yourself anyway. Add Leo to your list for the "medium". The timing is the most strict on him.