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CrimsonDisaster

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Everything posted by CrimsonDisaster

  1. You just need more experience playing against Testament in general. You're letting him get space he doesn't deserve, for one thing. The first post already has a pretty good start for you to work with against Testament. Also Robo's "safety" isn't dangerous to you at all at the start of the match. No tension = crappy uppercut, crappy missiles, crappy oki, 5H is hella unsafe. He's not keeping you out anytime soon without some really lucky guesses. Once you're in, make him either have to FD to push you off him (which means he's back to square one, ie. he sucks and you can just get back in) or get frame trapped safely till he explodes (which you can wall loop off of if you're really crazy lol). Robo-Ky is the only character in the game who can be guardbroken. Remember that, 'cuz Robo-Ky players do. Anyhow. Random thought that I haven't messed with yet... could you buffer parries while rushing Testament down? Like, in whatever gaps you might have, add a parry attempt in there as well. Not gonna make it free against Testament, but it might cut down on how many random EXE beasts you eat. Main problems I'm already seeing with this idea... the beast hits kinda late and it usually trades because you hit them as it's coming out. Doesn't do anything about Warrant either, but Warrant is pretty easy for Jam to bait since almost all of her strings are safe against Warrant one way or another. Might be more extra effort than it's worth. I'll mess with it the next time I play against a Testament I guess.
  2. Instead of saying that, why don't you actually try it? Geez. If you're feeling all kinds of crazy you can do like max range CH 2D XX GF, dash jP > S XX CLSW on some characters.
  3. No need to jump cancel yo, it floats just long enough to do like jK (or jP > K) XX CLSW. I do it whenever I suck and can't do Gunflame FRCs
  4. You can also just jump and combo to CLSW for 200+ and no tension.
  5. I dunno why they said Kamui is S rank. I still think she's A rank at the very least.
  6. I'd say you're overestimating Testament's ability to keep Jam off him or start his offense against her. 5.5/4.5 is still pretty close, too. Sounds right, though. Baiken outpokes Jam with f.S and 2S among other things. You can't really get away with most of Jam's frame advantage hijinks (or puffballs out of combos) either. It's a small advantage that Baiken gets to work with. Robo gets frame trapped and then explodes (very simplistic answer, more happens than that). Has a few moves to keep this from happening (5H, or trade hits with uppercut) and he has some other stuff. His damage is really good off of some things as well. Not as good as Testament at keeping Jam out, but Robo is better at getting Jam off "him." Jam randomly dies after like on CH L2 missile/uppercut though, but that's the case with like every character. May "easily" outdamages Jam? She needs to score some pretty major counter-hits or land a command throw to really hurt Jam, Jam just needs to get tension/charge and land a hit. It's not easy for either of them to necessarily land that match ending hit, but both of them are likely to kill the other off that one hit. Jam has slightly better ways to land that silly damage (FB puffball, whatever into charge kick) since she can parry jH and such. Like Flash said, if you're not attacking, what is May going to do? Whiff 5H all day long? Do easily parried/anti-aired jump-ins? Patience wins this fight. May doesn't get easy damage on you if you're not pushing buttons all the time.
  7. I fish for a counter-hit to do a good tensionless combo that corners them, then hope to kill them off my mixup after that. Failing that, 5K link DoT.
  8. You're probably doing sucky combos if you think combos rely on wallslam ;( Basic Kamui combo to get used to stuff is like... I dunno, 2A > 2B > 2C XX 41236A 6D 3B JC [jB JC djB > C XX 421A] or something. Eventually you'll want to work in her jB > C loop and such but oh well.
  9. Kamui is still really good! Just not better than everybody else at everything. She's really good at playing a defensive game and her offense isn't too shabby. Main thing is that she's really hard to approach for some characters, not in the "sighshrug dodging crap" kind of way, but the dangerous poke that leads to big damage and also beats all your crap kind of way. On defense/zoning, you're going to be using a lot of jB and 5B. If you can force your opponent to block something low in the air, you can 3B them for a combo if they don't GC. Get used to things you can GC4 421A/AB as that is one of her defining moves on defense. Kamui isn't a clash-winning fiend like Konoha or Heart, so you're going to want to flat out beat moves whenever possible. In some situations, you'll clash 2A with someone else... you're best bet is to do an A slide IIRC, since it clashes some 2Bs pretty well and then you can go back to 2A and hope for the best. If you have certain Arcana, you can clash-confirm super or something. When attacking, far range 5B > 5C XX whiff 41236A is a pretty decent pressure string, as it moves you closer to get into range for potential mixups. Mix it up with 5B IAD iad2C to punish people who GC4 between 5B and 5C to try to punish your 5C whiff. You have better midrange pokes and generally better zoning normals than most characters can comfortably deal with, just make sure you hurt people off your pokes or use a landed/blocked poke to start some kind of offense. If you sit around zoning all day long without doing big damage each time, you're liable to mess up once/get clashed/get unlucky and die in like 3 mixups. Your Arcana choice also affects how you'd play her in different matchups. Gier works really well with Kamui because it lets her chill and have a huge hitbox just waiting to pop out... makes her even harder to approach anywhere near safely. It also supplements her offense pretty well. Niptra (water) is fairly popular, orbs let you rush a bit more aggressively and are silly in general- plus it gives you a grab super. Lang-Gong (fire) is generally pretty good. Gives you superfluous supers that you probably won't use much with Kamui, but it also gives you a really good fireball (air 236D) and unblockable 6[C]. Bhanri (lightning) is pretty good for whoever. I don't particularly like it with Kamui because her post-clash options aren't amazing, but she can make use the supers pretty well. Love gives you the lovelazers and the loveballs, and a really good Arcana Blaze I guess. The homing balls are the main selling point overall, though lazers give you some added threat from far away, which is nice to help force people chase after you. Wind gives you an okay projectile, but mostly it gives you pushblock. Pretty decent for Kamui since it lets her reset the match back into a range that works better for her. Anutpada (time) is crazy. Just gotta mess with the brokenness. I don't particularly like Ohtsuchi (rock) but it's pretty decent with Kamui. Mostly for rockpunch combos and super armor shenanigans. The boot is nice for interrupting things or just getting random damage, as well. I'm not a fan. Plant isn't worth the effort. Get some unblockables into loops or whatever, I guess. Not terribly good. Poison is pretty nice, you can get some okay setups with it at the very least.
  10. woof is a top player listen to what he's saying
  11. The only banned thing related to Time is actually not even in Time's control. It's Water 6/3[C] against Time backdash that causes glitchiness. Time is really good for some characters, but generally speaking you can get pretty good results for way less effort with other Arcana. So much less effort that it's usually better to use those instead, since you get setups/mixups/etc. and easier combos, whereas Anutpada/Time really only shines with a few characters. What you lose using Time generally isn't worth the gains for most characters- - no 2C 6D combos so you need another way to feed into your loop - no trap/setup after knockdown - no defensive/zoning moves other than backdash You only really gain 6D corner escapes, the backdash, and maybe some decent charge C mixups. Which are all pretty nice, but if you can't go into a meaningful combo on the ground without 2C, and if you don't have a crazy long loop to take advantage of the time super... you might as well take another Arcana for 1-2 similar defensive or mixup options and have easier damage at your fingertips. So you need a pretty self sufficient character with loooong combos that can take advantage of how the Time super works to really make it broken. Realistically speaking, that's Lilica, Kira, Kamui, and maybe Maori. Plus everybody was hiding their broken Time combos and infinites before SBO, apparently.
  12. If you can't do flash step combos you can't play time Lilica. So if you want in on the brokenness bandwagon you gotta get those flashsteps down.
  13. I kinda want to play Time Kamui like I originally started off doing (first time I played the game, I picked Time Kamui and then switched to Lang-Gong the next game lulz)... the infinite is a nice bonus D:
  14. Time Lilica = WHOA GENEI JIN
  15. that's about as good an explanation as you're going to get from him Sounds crazy, though. Have you tried it with other characters?
  16. It's easier to SB the last hit of multi-hit moves and or moves at the end of strings. 1-hit moves require you to guess/know the move is coming and still hit the timing properly, whereas multi-hit moves and strings are a bit more mechanical (just hit the timing).
  17. If you SB a non-FRC'd EXE beast you get a free DoT... D: Also SB 2nd hit of Badlands if you're fighting scrubs lolololol But yeah, ground SB of 2nd hit = CH DoT, kill. Air SB... quick jK (CH), land, combo I guess. Also at starting spacing, Eddie 2S (blocked) XX H drill (SB) is DoT safe =[
  18. but he has so many moves that use fireball motions
  19. Uh. Lieselotte works better with lightning (clashes, setups)... she also makes poison work out because her combos are so long. Gier doesn't really add that much for her. I mean it's still great. It just doesn't add as much for her as it does for other characters.
  20. If your spacing on the screen is just right, you can loop off of MAXIMUM LILICA, I think. A horrible, horrible setup but oh well.
  21. Both Sols' don't have the greatest anti-air 6Ps. Johnny's is pretty slow as well.
  22. darkhonor90 are you smoking something that is very unhealthy to be smoking Chipp's 6P has already been talked about. It's good. Jam's 6P is up there as well... probably better than Ky's. Numbers-wise it's better, she gets an air combo into tech trap as well. Millia's 6P is pretty good as well, better AA than most of the ones you listed. Faster, good upper-body invul (no above-knees invul but oh well) and she gets big combos/knockdown/mixups off it. Also faster than everything on your list. Johnny 6P has more invul and pretty good combo followups. Slower than Ky's but it's better than the rest of that list as AA's go. Better angle for AA as well. Axl's is pretty fast and has a good set of upper-body invul. Decent followups at times. A solid AA at the very least. Faust's isn't even invul till active. It also happens to hit a pretty terrible angle. At least it's faster than some characters' 6Ps? Slayer's is really slow. Great in combos and as a situational anti-air. Hardly the best AA 6P, though. Also Faust's blows for damage opportunity. Slayer's actually doesn't lead to much in the middle of the field without at least 50% tension or a CH. There's a lot of factors to look at to determine whatever 6P is "best" but eh... Ky's ain't it.
  23. I do those. I also do no jump combos oh snap. Nice matches, at least the ones I've watched so far.
  24. Timing is awkward on some characters... Potemkin in particular is hilarious because he's so big that it's really easy to hit him right as he touches the ground... which counts as an OTG and not a juggle. lol. Works pretty well on a lot of characters, wouldn't necessarily recommend trying it on Pot or Sol all the time unless you're really confident in your timing.
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