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Everything posted by CrimsonDisaster
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Hilarious thing that I haven't seen mentioned and I don't remember if I posted it yet, but 5K links into 2D on normal hit against crouch... even from max range. jajaja Slayer can't hurt people off 5K ;(
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On Ky: 2D RC H IAD [iadH], land, H SJC [sjH, D > 2K, K], land, c.S JC [jS, P > K JC djK > 2K, D] - 265 H XX PB ender possible but this is a way more lenient finisher for only 9 less damage. 6K, K > 6P FRC H IAD [iadK, K], land, H SJC [sjH, D > 2K, K], land, c.S JC [jD] - ~240 30 more damage than the [j2K, K] starter at the cost of being harder if you aren't use to the timing on [iadK, K]
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it's really fun
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and woot for me for being ahead of the Austin pack ;(
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It's actually a really poor method ;( Set the dummy to crouch then set guard to first... which might be why I can't get it to work on some characters lol. But it worked well enough for me to at least show the concept. I have some suspicions that it's not an entirely reliable method, but I don't really have any real reasons for that. The main problem is that it doesn't work to show mixups that work because they have to stand up and block a meaty air attack or something, since for whatever reason the "first" block setting is pretty bad at blocking meaties.
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why must you beat up your old/other character so much nice combos though!
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umm I haven't tried it on the whole cast yet... IIRC it doesn't work on Ky or Potemkin, if you can believe that. I'll mess with it this weekend if I'm not too busy playing AH2 D:
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On Sol: 2D RC H IAD [iadK, K], land, H SJC [sjH, D > 2K, K], land, H XX PB 260 damage the iadH version (ie. the one I did on Eddie in one of those vids) works on Ky as well! 274 damage
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dash c.S > H XX 236P FRC IAD [iadK > S > H] land, K > c.S > 2D corner 6H XX 236S FRC IAD [iadH > D], land, [jH > D], land, [sjP > K XX 236D] (possibly end with adH > D after FB?)
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I've never been a fan of run up VV/WT 2-way "mixup" but I do think that VVing in certain spots creates opportunities for run in WT. If it was all about countering VV/WT mixup then yeah jump back FD or just FD jump and hold FD would work great, but most of the time Sol isn't running in mashing 623, right?
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Well you can run in sweep or something as well... run up VV just has a much more forgiving range to it, and doesn't get stomped over. Really, you just want Slayer to freeze enough for you to run in and do your normal up-close frame trap/grab/mixup/whatever game, and assuming it's a neutral situation where Slayer isn't spamming Dandy Steps or other easy-to-counter stuff, run up VV is at least a guess for Slayer, whereas most of your other stuff at midrange is stuff he can react to. You can also run, FD brake right outside his 2H range, and then look for him to stick something out so you can either whiff punish, or throw a Gunflame if he whiffed something fairly big (2H) but you're not confident that you can score a CH into damage. But every Sol player is going to do running VV at some point anyhow, so you might as well get a feel for where it's most likely to work, and likely to work better than something safer.
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ugh can't find where we talked about it before =[ Main thing is to hit K at the earliest possible point... which is later than it feels like it should be, but not that late. Easier if you do superjump IAD. Second jK is later than it feels like it should be and hits a much bigger area than it looks like it should. Really the entire combo feels wrong at first. -edit- youtube is doing maintenance or some crap so I can't upload my fuzzy guard vid ;o -edit2- youtube is done with maintenance so here's the vid http://youtube.com/watch?v=o1fF-rNoEzU
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Run in uppercut. I'm not joking. Slayer wins this fight if you try to be methodical and safe the entire way through. He has better pokes, he can stuff a lot of your go-to options on reaction in neutral situations, he can take safe guesses and confirm his followups from there. There's a fairly vague area around the edge of Slayer's 2H range where he can pretty safely react to whatever Sol tries to do. However, his typical response to Sol running in at that range is to stick out a poke- not enough time to react to anything but the running in, and he's worried about run up grab (not so much about run up poke, but his poke will probably win anyhow). Generally a safe thing to do- but you can VV it. Doesn't really matter which poke he chooses, invul > priority. Granted, you don't want to just run in and VV for the entire match. What you really want to do is run in Wild Throw or some frame trap. Run in FD brake, see what he tends to do, decide if you are going to VV more often or not. Yes, sometimes it won't pay off and you'll eat a combo. In fact you will probably take more damage than you would have directly done to him if he baits it. But you need to change the dynamic of the match away from Slayer going through his flowchart. He normally thinks "at this range, I will do one of these moves and look for the other guy to run into it." Make him think "I want to do this move but what if he VVs me?" Once you're up close, Slayer is just another character without an uppercut for you to go to town against. If Slayer knocks you down, he has to worry about an uppercut. If you knock Slayer down, you have to worry about...? Backdash? Reversal BDC 1F jump?
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Puddle unblockable is easier to block. H drill FRC iadS unblockable is easier to K Dandy FRC evade. whee
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Short clip of some basic 5K, DoT stuff on Eddie and Pot: http://www.youtube.com/watch?v=IBvEdMmJW9Y lol you can hear me mumbling (complaining about my malfunctioning stick) in the Potemkin combo Quick transcript of all the vids in case people couldn't figure it out (or are lazy!): -mixup vid 1- Eddie: 2D RC H JC [jH, K], land, H SJC [sjH > 2K, K JC sjS(1 hit) > 2K, D > 2K, K], land, c.S JC [jD] 6K, K > 6P FRC H, pause, JC [jH, K], land, H SJC [sjH > 2K, K JC djS(1 hit) > 2K, D > 2K, D] May: 6K, K > 6P FRC H JC [jH, K JC djK, D > 2K, K], land, H XX PB 2D RC H JC [jH, K JC djK, D > 2K, K], land, H XX PB Ky: 6K, K > 6P FRC H JC [j2K, K], land, H SJC [sjH > 2K, K JC djS(1 hit) > 2K, D > 2K, D] 2D RC h JC [jH, K], land, H SJC [sjH, K JC djS(1 hit) > 2K, D > 2K, K], land, c.S JC [jD] -mixup vid 2- Potemkin: 2D RC H JC [jH, K JC djH, K], land, H JC [jH, K], land, H XX PB 6K, K > 6P FRC H JC [jH, K], land, H SJC [sjH, D > 2K, D] Johnny: 2D RC H JC [jH, K], land, H XX PB, 2P > 5P JC [jD] 6K, K > 6P FRC H JC [jH, K], land, H XX PB, 2P > 5P JC [jD] Eddie: 2D RC H IAD [iadH], land H SJC [sjH, D > 2K, K], land, H XX PB -poke vid 1- Eddie: 5K, DoT FRC land, [jH, K], land H SJC [sjH, D > 2K, K], land, c.S JC [jD] Potemkin: 5K, DoT FRC land, [jH, K], land H JC [jH, K JC djH, K], land, c.S JC [jD]
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I kinda got it to work on Testament but didn't really mess with it for long.
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It works like any other bounce move- the higher your OPPONENT is when it hits, the higher they bounce. For funny results, hit them with jD to end a dust combo.
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FB lightning strike is indeed 222D, it's faster than his normal 222H and can be done whenever (can't be cancelled into, though, at least not that I recall). Spikes into knockdown regardless of where they are when hit, just drops from the sky and hits them really. Blockable =[ No real followup options or anything, mostly just good for interrupting things or hitting people randomly.
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Where would we discuss AC+ EX Ky and his awesome FB lightning strike D:
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It honestly isn't that tough. Midscreen air combos probably won't involve too many airdashes because Justice's airdash has so much forward momentum that you fly past your opponent most of the time, but there's some cool corner stuff. You can maybe get 1 airdash in if you set your combo up well. It's the mixup low airdash combos where the airdash cancel really shines. You can do some funky mixups with ADC as well, especially with the huge hitbox on jD.
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So 2D RC H IAD [iadH], land, H SJC [sjH, D > 2K, K], land, H XX PB = 282 on Eddie. -edit- Potemkin, Johnny, and the above Eddie combo: http://www.youtube.com/watch?v=gcJuctx-7vg
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I was bored enough to figure out some airdash combos D: Anything into 2D XX 421S, jump and make it explode as they get up, then either land and do like 2K into combo (to FB in the corner lololol) or late airdash S > H > D ADC adP > S > H, land, c.S > H > 2D XX 421S. You can probably add another airdash in there but this is the easy version (land K is actually the easiest one I think) Though it's not quite airtight... probably need to FRC the bomb. Corner throw, dash K > c.S JC [jK > S(2 hits) XX 236D], land, jump [jS > H > D ADC adP > S > H > D], land, mixup D: Also just throw, dash K > c.S JC [jK > S(2 hits) JC djK > S(2 hits) JC tjK > S > H > D ADC adK > H > D] into more hits if you can squeeze them in.
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jH > D works anywhere as long as your spacing is right. It's also a really good pressure string because of how much safer jD is now. If your spacing is right you can also just do jD, land, jS > H > D into whatever. 6H XX 236S FRC combos hurt a lot! Random strats D: Jump back jH > D, land, repeat is a really difficult sequence for some characters to deal with. They can sometimes IB -> 2P or something to hit you as you leave the ground but if you space it really well it's pretty hard to do anything. If you don't space it right... you can still block, or 214P dodge (+ old man punches), or mash 2P or something. You can also do rising jH XX 236S, dunno if it still has the FRC point but it gives a combo on hit at the very least. TK FB is active for a while so you can kinda meaty it, or use it to bait AAs. Also really good against people who try to jump up and hit you if you've been doing a lot of jD. You can do some weird momentum trickery with iadD- nothing crazy glitchy though. 214P is no longer throw invul so shrug. Still gets you out of some stuff that you shouldn't be able to get out of. 2D is good, but no huge followups without meter. Might be able to meaty taunt after it on some characters, though.
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So after watching those Hase matches, I've been messing with some multi-IAD combos more often. Fun stuff. 2D RC H IAD [iadP > K], land, H SJIAD [sjiadK, K], land, H XX PB is too hot