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Tiamat

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Everything posted by Tiamat

  1. I don't know what slayer would do for a tick grab, 2P maybe? after your 2P if you think they'll mash on their 2P to beat your grab attempt, you could try maybe 2P 6P, 5K, or something else you can counterhit their 2P attempt with. Personally I tend not to mash 2P as much as the other players in the MD area so mixing up throws with lows is more effective on me at least. But me and VR can't block 6K on reaction yet so why bother with piddly throws? lol Anyway I got cables I needed to record directly from TV, I'll probably play you this weekend and we can get some good practice and put up more matches etc. something I'm curious about, why did you use the other overdrive instead of dead on time so much? against wakeup fujin you can do meaty 6K and even if he goes through it you can throw him before it can hit you (you could just block it too but this looks cool lol)
  2. Aurelious: good I'm hoping to see some improvement =] HS fujin on wakeup is good against oki moves that recover badly on whiff in general. If they use a quick recovery move like a 2P or a 2K as oki, you will go through their move with Fujin but they will still be able to block it after whiffing, or even hit you. Make sure to practice on raining mode so that you are getting reversal 236H. Remember it doesn't work against throws or command grabs either. After air throw you can do 5S On right after landing on Sol and 5P On against Ky (I believe that's the characters you usually fight). You can get 5S On on Ky but must be very close. If you air threw them too high up you'll have to go for an air combo. You can also just do 5S5H for a shitsu oki setup. autoguard super is what all the cool kids do
  3. are you going to upload anymore matches aurelious?
  4. random stuff - if you have him in corner pressure and predict he will use a forward dash to try to escape, wait for it and 2S combo the recovery - when his bar turns green things start to get really messy if you eat anything. being aggressive near round start can cut back on his meter gain but even so, attacking him is risky. generally you will be best served by trying your best to zone him and staying out of close range I think -cut back on lows as combos from 6K and 2H can quickly spell your doom. 6H can be hard to hit with lows at far ranges because he lifts his leg up so be careful with that too. low moves do beat BBU though as long as you're not at disadvantage -as far as combos are concerned you are pretty free to do what you want, the main types of combos all work on slayer. if you go for fujin loop do the first 5S/6P/2H into the 236S-K while he is still pretty high up compared to many others or the followup will be troublesome -if you block BBU and he doesn't have meter to RC it you get a free dash 5S combo even if you FDed it. however if you air FD it, slayer is safe Defense: - 5P beats iadjH but not a jump in jH! don't try to beat jH unless with air throw or move away from him -use 5P as an interrupt a lot on slayer as it hits him out of most things other than 6P(though often you will recovery before he hits you) and 2K. zoning butterflies are also very good - don't try to wakeup throw him no matter how close he is, both 6K and 2D are throw invincible - for oki he can do a lot of things but his overheads of note are 6K and 5D. don't forget he can cancel 5D before it hits and go low as well. you can wakeup 6K his 6K or 5D and 3K his lows if desired. Doing anything is risky though so use good prediction and if you can't, stick to blocking. Reversal fujin may punish a meaty 2D for a free combo depending on his timing, however if he did a fast recovery move like 6K or 2K he will miss but still be able to throw you before Fujin can hit him.
  5. I want 5S to raise their damn guard bar again more than anything else. I started playing anji in GGX, second character I picked (first was Chipp). Both of them for the reason that they looked cool. Eventually learned that my chipp couldn't beat a dead hamster when I started entering tournaments in late reload so I dropped him and Anji's been my main ever since. Anji is kool
  6. if you didn't see this yet this has some ky combos, they cost meter but IMO is worth using 25% on a throw combo, testament usually has an abundance of meter anyway http://www.youtube.com/watch?v=5kmSBa7VJis iirc you COULD just do 6K BL and it will be one hit which yeah, it sucks but it still knocks down so it's better than doing nothing after the throw I think
  7. Yeah what Wind Owl said. I like jump and backdash best against sol's command grab setups.
  8. is mizuchi tourney legal?
  9. I will if I can get a ride and stuff. who knows I actually like terry's MotW costume personally, just think his sprite in this game looks bad
  10. when did wakeup become the same thing as standing pressure strings?
  11. BBU and ky's stun dipper do not work as wakeup reversals against a Shitsu that is right on top of them. if shitsu has a little ways to travel they can work though, such as from crappy knockdown like normal rin or something. I'm not sure where this myth that BBU works against shitsu oki came from but it doesn't even though I've heard it multiple times. from blockstrings they can work though. while where's at it, testament's GD FB is like that too in that it does not work as reversal but does against blockstring > shitsu
  12. it depends a lot on what you comboed before going into the On whether or not you can get HS Fuujin. I bolded the most reliable post On combos for you. if the superjump is giving you trouble I suggest trying with 19 rather than 29. But do what works for you. post-On combos: sj SPSD does not work in corner (hard: ve, fail: ro, ab, an, ch) sj KSPSD after air grab works on most characters for extra damage (contributed by Dawnbringer) note: those are tested from decnetly long combos into the On. from a very tiny combo into On like a P stomp dash 5K5S On, you can get sj SPSD on chipp and maybe others you can't do it on after everything post corner drop On combos (tested from 5K B&B): 236S-S: so, ho, sl, ax, za, te, fa, in 236S-H: ma, ja, ba, di, br, mi, in (hard) walkforward 5H: ed, maybe others for the ones you can do 236S on, you can also do 236S-D then 6P5H or 236S-H for more damage on heavies if you do a short combo into the On you can do 5H usually shitsu after On, or corner On > walk back slightly butterfly is better than doing combos. it's more worth it on lightweights but since ppl I play don't use lights I dont have so much an opinion. but yeah do what you think best
  13. Well obviously yeah. The reason I mention it is because if I remember correctly, it looks a lot better in KOF XI which is what I was comparing it to. Cause I figured it would be the KOF XI sprite but I really don't remember it looking so bad lol.
  14. It's harder to do strong guard dmg strings into shitsus against characters that can go UNDER shitsu like sol with GV and ky with stun dipper, it's much easier to deal with ppl jumping over it cause as long as you aren't too close you are still advantage. Ky is still a lot easier to pressure than sol though because he can't reversal stun dipper on wakeup to beat shitsu...wait this isn't the matchup thread x_x
  15. terry's sprite looks like ass in this game though I think, lol
  16. well naturally there will be holes but as long as you vary the strings in an unpredictable fashion it's possible to get their guard gauge built up pretty high maintaining steady corner pressure is more important than the raw guard build though. losing control of the pressure, for example by going for a high guard damage string that does not allow you to continue well, is not worth the risk. you'll have to take some risks but by analyzing your opponent you can figure out what variations are least likely to fail. sometimes if you realize you fucked up though it's better to just back off rather than press bad advantage.
  17. actually anji can still crank up the guard guage quite a lot in the corner if you use the right strings. as long as you're not fighting someone like baiken or sol -_-
  18. anji is pretty decent against eddie despite the big tier gap. probably only 5.5-4.5 eddie advantage or something
  19. I like Champ's Sol. I think Kensou Sol is quite good except he drops every single sidewinder combo. It looks almost as if he hasn't practiced at all with Sol in AC. Other than that though really good, but combos are a big deal. I'm sure he could fix that problem quickly if he wanted though, and Sol isn't his main anyways so I'd cut him more slack for dropping combos like heavy luggage than ppl who main Sol.
  20. isn't faust vs potemkin really bad for potemkin? i heard that anyway
  21. bummerz
  22. does this mean shermie is 1337? she's like the only "grappler" in NGBC besides that robot monkey thing. and iori/rock/genjuro(lol) having random command grabs, but they can't combo into theirs like shermie (or clark who's not in the game obviously)
  23. throw can get lots of damage depending on the distance from the wall and stuff of course. because of this I sometimes wonder if you are safest right in the corner, which is counterintuitive. you wont have to worry about eating big combo off the throw, he wont be able to try ghetto crossups or anything so as long as you can block his 5D you're just gonna get your guard meter jacked and take tick damage/lose meter. though personally I think it's hard to deal with if they mixup 5D and 2H like CD said but no one does that (they should though imo)
  24. lol they are too good I did jD c.C qcb+A sc qcfx2+C qcb+A qcb+A sc qcfx2+A in corner with rock in training...lol. I'm annoyed by how hard it is to combo from his 2B unless super close though. right now my best team is genjuro and iori but I wanna get better with shermie. genjuro's command grab damage is so laughable I can't help but wonder what SNK is thinking sometimes (actually a lot of times.) it does less than his normal throw
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