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MiraclePizza

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Everything posted by MiraclePizza

  1. http://www.youtube.com/watch?v=GtoZwkyntHE - Domi OCV http://www.youtube.com/watch?v=QK7vTw1yxYw - Domi vs FAB - patience and pokes On a semi-related note, even pros screw up the On input.
  2. Funny thing. I somewhat regular in #mbac and found that^ out today. Conversation in #GGXX is just nonexistent and pretty much whoever's in #GGXX is in mbac anyways. And yes I do happen to be back in Fullerton during the weekends but the nearest place from there is still AI. Chances are I already see at least a few people on this board at AI but of course I wouldn't know who's who.
  3. You know now that I think about it, is there an active IRC channel for GG? Ok I know there most likely is but would anyone happen to know what the channel's name would be? I searched the forum and got no results. Thanks for the heads up TGS, because your post actually made me come to that above realization because it reminded me that it'd be easier to do this on IRC than just hunting for matches on the threads that cover half a state's worth of regions
  4. Anyone down here at UCI? No scene AFAIK thanks to only having the original XX at the Zot Zone but there still has to be ^core players Edit: I hit up AI during the weekends but that's irrelevant since there are always players there. Edit 2: I just realized that I used the wrong emoticon so I changed it to the one I originally wanted XD
  5. Fun little fact that you probably know and should know if you don't - Anji can IK ABA from any of the following knockdowns that force "Suka Motion" (3rd knockdown forced revert) regardless of the positioning of the characters and without further use of tension for RC: ground throw air throw On Nagiha FB Rin <--- landed poke = IK! corner HS Fuujin TK orb (I believe regular orb would work in most cases too against ABA, but I didn't test it) 6HS P stomp K stomp P GP special (at ground level, at least) K GP special (non-wallstick) The other ones that come to mind - 2D, GP overdrive, and regular Rin require the 50% tension for a Roman Cancel. The ones that I haven't tested are the Fan overdrive, which probably needs the FRC and his blender overdrive which will probably work for the IK knockdown but feels more impractical. I'm also not sure about J.HS and J.D CH. I tested all this in practice mode with Guard turned on during the knockdown. If there's anything wrong with the list though, let me know. Flawless 3rd knockdown IKs anywhere on the screen! The only question left is whether or not it's worth it to blow all of your tension to force ABA to burst on the knockdown, if the player decides to. Actually, if they burst close enough to you while you activate IK you can get another knockdown or at least be in the position to prevent them from bloodpacking safely.
  6. On a semi-related note, if you MUST combo after a fangrab for whatever reasons (to look flashy or something, since it adds little damage and usually in exchange for the knockdown or some tension), you can On-236S-FB Rin some characters in the corner provided that you landed On in the corner but facing away from the corner. Even then, with a 5 frame difference in startup, 236S after On can be hard to time depending on how long your combo has been up till the fangrab, but it's not quite so limited to floaty characters since 236S starts up faster. One example of such an application: you 5S Jam from a perfect distance from the wall for a fancy combo- 5S-5H-236H-(K)hop-5K-5S-On-236S-FB Rin-walk forward a little-5K-5S-On-overdrive (optional flashiness) If you try this combo in practice mode, you'll see that the damage after the FB Rin is scaled down to almost nothing, and you need the FB after both S and HS Fuujin for an actual post-On combo. You can always spend the 25% (or maybe even 75%) tension if you absolutely need to kill those last pixels of health though. An alternative is 236S/H-S(Nagiha) for a decent knockdown and no tension cost with some of the extra damage. Should we strictly talk about On-236H combos with normal float height after On though, then the characters that immediately come to mind are Jam, May, and Baiken because not only are they very floaty, but their vertical hitboxes are small as well (correct me if I'm wrong on this one) which results in a longer period of staying airborne before they actually touch the ground and gain the OTG property.
  7. Yup, the timing on this one is harder to learn but actually not that much harder,if at all, in terms of execution once you know the superjump timing. I'd say you should learn it as it's also very useful on a c.S-f.S AA hit hitconfirm into superjump combo. 1. IMO c.S-f.S is better simply because it deals more damage than K-S and it's easy to land after a P Stomp. The only reason why c.S-f.S would lose to K-S is that your superjump combos are slightly more difficult and limited after a c.S-f.S (though I believe you can still get more damage most of the time), S comes out slower than K and is no good if you don't have enough time to hit them before certain characters land, and there's no such thing as c.S-f.S-On. Another thing that bugs me a little about f.S is that it seems to have a very wide "cancel" window in the sense that you can jump cancel or special cancel during a large portion of the move's active frames. I found this out by dropping f.S juggle sj combos and the fact that c.S-f.S-S Fuujin actually combos but only with good timing (?). If anyone has some more in-depth information on f.S it would be pretty nice for everyone to know. Also, IIRC, the K-c.S-f-S grounded juggle actually gets you the MOST damage but all the same it's not possible after P stomp, slightly limits follow-up options, and is more difficult to execute due to the superjump timing <-- the risk is to either mess up the superjump and end up with a normal jump, or you superjump too late and they tech out of the f.S juggle so it'll need more practice than the easier combos. 2. Chomite mentioned the the good basic one and it's worked for me. If you mash D hard enough you can fit about 3 D's before the superjump pattern:yaaay:. I've also heard of ID combos with Anji but I'm not sure how those go. If anyone can fill in on this it would be great since I heard that Anji's ID combo is useful.
  8. Actually Anji's superjump combos are generally the same and only needs minor alterations among different characters. The non-knockdown ones I can think of are 1. Works on most characters: sj-S-P-S-djc-P-S-D (easiest one to land, especially after a Pstomp-c.S-f.S) sj-S-P-S-djc-S-P-S-D (most damaging of the three but slightly harder to execute because of the S-djc-S) sj-S-P-S-djc-P-K-S-D (somewhere in the middle, after cramming that K in there for some damage) 2. Best for floatier characters: sj-K-S-djc-K-S-D sj-K-S-djc-S-P-S-D (more damage then the former) 3. Best for larger, easier to combo characters (well, you get more damage than variation #1): sj-S-P-K-S-djc-S-P-K-S-D (If I remember correctly, the first K is actually needed to continue the combo on Potemkin) All of the above are independent of whether or not they're in the corner and they're all pretty basic and easy JI-superjump combos. AFAIK, the only sj combos that are corner dependent are the ones that end with orb knockdown (though I'm not sure if it's always guaranteed), or jD-fall-jH knockdown. Otherwise, if they're simply too far for an On knockdown after a grounded juggle from a stomp or FB Rin, then all the stuff I listed should work for getting reasonable damage as follow-ups with little worries about being character specific. No need to spam P in an air combo as Anji can fit plenty of S's in. So in short, should you get a combo with a bad corner bounce (when FB Rin bounces them against and AWAY from the wall), you can still get around the same amount or slightly more follow-up damage as you would in a B&B in a situation such as: S-H-HS Fuujin (right up against the wall)-FB Rin (bounce away from wall)-run towards them-K-S-sj-S-P-S-djc-P-K-S-D would still net you around the ~170-200 damage depending on the character's defense ratings. Just my two cents.
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