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Everything posted by Kane
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London Dry Gin IB punishes All are IB > Jayoku houtenjin unless stated otherwise 5B (2nd hit) 5C 3C 5D A ice car (Fatal counter) B ice car (both hits) C ice car (can be punished off normal block, don't IB punish the 1st hit, the second hit will knock you out of the super) D ice car (either hit can be IB'd for a fatal counter)
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Litchi gaye fling IB punishes All are IB > Jayoku houtenjin 236C (fatal counter) 236A (fatal counter, if they inputted 236C, it will hit you but you should be able to tech in time for the Jayoku followups) 6A 3C 2B
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Bang IB Punishes All are IB > Jayoku houtenjin 5C 2C 2A
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Carl IB punishes All are IB > Jayoku houtenjin unless stated otherwise: 6B 2B 2A (if used after nirvana 6D, no IB necessary?)
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Fagna IB Punishes All are IB > Jayoku houtenjin unless stated otherwise 2B 5C (close range you get a free 2A, good if you don't have super / want to conserve meter) 5D (either hit) Hells Fang (2nd hit, if you don't have meter, you can use 5B) Gauntlet Hades (max range 1st hit IB guarantees CH 2C, 2nd hit Fatal Counter Jayoku))
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All are IB > Jayoku houtenjin unless stated otherwise. 2A 5C 2C Renka (1st hit. Fatal Counter. You eat the second hit but can tech instantly for a followup) Zantetsu (IB'ing first hit gets you Fatal Counter, IB'ing second doesn't) Enma (Fatal Counter, can also punish with 3C if you don't have super)
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lol she's the new flavour of the month... Just don't let her in!
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I imagine if you don't have 50% heat, you can IB 5C and get a CH 214D~B if you're expecting a GH, or a 214D~A if you're expecting a hells fang.
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I agree with kazukifafner. Hazama is amazing at escaping, block and wait for gaps then jump > chain away! I find canceling chains with A can bait Haku-men into things like IAD'ing, throwing out C moves etc.
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Mate, this has been known for quite a while now. It's a staple tactic I see the majority of Bang players using..
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Gonna be playing against an Ara player tonight. Will try the match-up some more and post my findings/thoughts Edit: Played the matches and found that Ara is vulnerable for a few frames after the teleport, you can punish with sj.B dj.C x n xx j.214B
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Yeah, I understand the basic concept of what you have to do against Ara, but when they set a homing cloud and teleport behind me, it really throws me off... I want to be able to punish those teleports like I used to be able to with Rachel (j.C eheheheh) I just had a thought, maybe a dash > 2C might work... or a dash 4/2D. hmmmm.
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hmm, thought as much...
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I agree it's dangerous IF you're predictable with it. You have D, B and C arcs to pull yourself in at, if you're using the D version straight up all the time, your opponent is gonna use it against you. If you're clever with the chains, you can really catch your opponent off-guard, for example: -Reeling yourself in from a far-range 5D~D you can land earlier with a quick j.2D, you can also jump cancel, cancel into another chain, air-dash from it... A blocked chain doesn't necessarily mean you absolutely cannot reel yourself in.
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Look, this match isn't enjoyable AT ALL. I was looking for a way to punish him when setting a cloud and air teleporting behind you. I tried chains but they seemed to miss all the time... Is there anyone who regularly plays good Ara's that can give me pointers?
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Ragna's I've seen really like using 5B. If you're good at IB'ing you can get plenty of free FC Jayoku's by IB'ing 5B & 2B. Apart from that, I can't really say anything except the usual, IB Hells Fang, Bait DP's on wake-up etc etc.
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Pretty sure I've seen someone punish a blocked DP with dash > Throw. EDIT: http://www.nicovideo.jp/watch/sm11250446 at 7:22 Hazama punishes blocked DP with dash 3C. I fucking hate Litchi, such a difficult match.
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I was baffled by the extremes in this match-up. It can go in 2 directions: 1) You get hit by FC j.B into corner pressure / You get combo'd and Carl vivace's (command dash) to the other side so you're stuck between him and nirvana eating damage and getting reset constantly into nirvana super mixup/cross-up/unblockable bullshit. 2) You use your mobility to your advantage, landing damage and getting out, with Carl not being able to even touch you. Couple of pointers: - Save meter for Dead Angle, you're going to need it. Use bursts wisely, because good Carl players will be baiting that shit. - Don't rinse Ressenga as an overhead in your mix-ups, Carl can IB and punish if you hit buttons afterwards, even if you block, you're now blocking strings while he's setting up his nirvana game. - Use your mobility; You can avoid Nirvana trying to get in and chain yourself straight into Carl. - When reeling yourself in from a blocked chain, use j.A as it's safer, Carl's AA is crap, but feasible and if they time it well enough, you could potentially be eating massive damage. - Don't reel yourself in on a blocked chain when Carl has meter for super, he'll be waiting to punish you with gear super. - 5A is good against Carl IAD'ing/jumping in, 5C is good also as the range is decent and on block you can cancel into 2C which has to be Barrier Blocked in the air. I have a question: When stuck between Carl and Nirvana blocking, if you IB Nirvana's punch would you be able to escape? I don't have the means to test it myself
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A well timed 214D~B can net you good damage, especially on CH. Experienced Tao's will be aware of this, and look for an opening. Chasing her is asking for trouble, so don't, remember that she needs to come to you for damage. If Tao goes for that 2D~cancel j.C cross-up, you can IB the j.C into Jayoku.
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It's a given that Tager needs to sledge to get in, you can 5D~A to bait one and punish. If your spacing isn't too good and he's going to connect the sledge, you can IB it and fuck him up. If he jumps in, 2C is good as you have to FD to block it, 5C is good also but you get less off it. I'm not sure how to get out of gadget finger pressure safely, back-dashing isn't safe due to 720 and 5D, and jumping back can result in an atomic collider. Is TK j.214B a option? I don't wanna think about what would happen if it were blocked...
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Kane PSN: K-9000 Location: Manchester, UK
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Some really nice combos, but I don't understand why the player RC's after Jakou and does >dash> 214D~C, when Jakou >dash> 3C Jayoku Houtentjin would be a better use of meter and net more damage / guaranteed follow ups? Does >dash> 3C whiff on Tsubaki or something? Even if it did, it'd be better to have the Oki rather than waste meter.
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Why would you want MORE combos? There basic combos are already there, anything else is just a variation. Don't be lazy!
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waste of bar for crap damage. Also you can't GD after using 100% tension. The whole point of AC Testy is to aim for the 1-hit BL for the untech time then get the damage from either HS>GD> combo or go straight into a BL loop and end with either tree for oki, web for oki... or curse... for oki...
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Nope, Pumpkin just goes through projectiles, and I don't think I've hit Jin while doing Ice car.