reaVer
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Everything posted by reaVer
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WUT's version works pretty consistently actually.
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Sesshryu: 56569, like this. Doing 565659 causes you to stop before you jump.
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throw combos: 5S sj.S-H-D, dj.H-D, l1BRP: 128 dmg rj.H-D,dj.H-D, 5S, sj.S-H-D, l1BRP: 143 dmg rj.H-D,dj.H-D, 5S, j.S-D,dj.D, l2BRP: 146 dmg rj.H-D,dj.H-D, 5S©-H, j.D, dj.D: 146dmg rj.H-D,dj.H-D, 5S©-H, j.D, l2BRP: 147dmg rj.H-D,dj.H-D, j.S-D, dj.H-D, l2BRP: 148dmg
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LM_Akira: To get over a GF from its proper range you're forced to backjump forwarddoublejump or you'd get hit; with further you can jump over it normally and work from there and with closer you can't even jump. Any proper spacing, which is quite a few pixels, does end up at the same situation(and I tested this). MissedFRC: if you get a hunch that you're late on your whiff punishment you could come down with j.S-P and go from there.
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k, I tested in training mode: if Sol does GF FRC and you backjump forwarddoublejump the following AA situations can happen: 1. Sol does an early 5K, OS does a late j.H. The result is that 5K whiffs against OS doing nothing and then j.H hits for whiff punishment. 2. Sol does a late 5K, OS does an early j.H. The result is that Sol gets stuffed for CH. 3. Both attack early. Sol's 5K AAs successfully. 4. Both attack late. Sol's 5K AAs successfully. 5. Sol VVs, OS guards. OS can punish. 6. Sol VVs, OS attacks. Sol could follow up with a 200dmg combo. And then there's the airthrow thingie, but you can guess what the results would be:P I haven't posted this combo anywhere before, but perhaps it will work on Sol: throw, j.H-D,dj.H-D, 5S©-H j.D(, dj.D), l2BRP. I haven't tested lately if I could land the combo consistently myself, but it might be worth a shot.
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I do XD saves me the trouble with the giganter loop XD
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Ah, tnx
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While you're at it, also test with HK, if HK hits May's definitely airborn when she stops walking backwards:P
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I remember seeing some vid showing Chipp oki(like, what he can do, crossups, high, lows, reversal safe or not etc etc), but I can't find it skimming the threads and I'd figure its much more efficient to ask whether anyone has a link to it. So, does anyone have a direct link to that vid?:P
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The links in "start here" thread are all dead(or most of them).
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Can you avoid the potbuster in the same way?
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I'm not quite sure what your opponent is trying for normal vs throw mixup, but simple shit like 5K5S for hitconfirm is enough. The only risk he'd take is for throwing... but wait! you're in the air or backdashing and probably not really anywhere close to punishing that attempt with proper attacks. You'd need l3 to get passed the 200 damage against Sol and Sol will probably be in your face all the time so you won't get it; at least, the Sol I played was in my face all the time... I don't know what incompetent person you are playing and I don't care. I actually play matches and what I posted works in them. I gave Isa as an example to show pretty quickly that what you said is impossible to live up to for a Sol player and is pretty much only possible if you never attack(which means predictably guarding) Sol from the air in the first place. In short, what you said there was bullshit for the most part. Next to that it shows its actually a match proven method of dealing with GF FRC and not just something I made up myself and tested vs noobs.
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I guess Isa is incompetent. Except now he has lost half a bar, next to that if he decides to continue pressure you can SV him. I'm also pretty sure you can backward jump out of the GF or backdash it, regardless of FD stun. Except that if you guard/evade wrongly and eat the mixup, you eat just as much damage!! A sweep by itself isn't that advantageous either for that matter, he'd have to buffer a cancel which usually means... another GF FRC!! which also puts his tension down for a 50% total.
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Nah, he shoulda been swept before that.
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Of course, if your opponent is playing like a retard you should take advantage of that. But if you FD(which is what I assume you're doing) and then enter 4H you have a big chance that you're in his sweep range while he isn't in your throw range; the result: he will sweep GF FRC you for a 200 damage combo. Your 4H(throw) on success in contrast however, only does 55. Not to mention that in that situation its ideal counter mixup SV doesn't work either because SV doesn't hit Sol's sweep. Of course there's other abilities, but Sol has enough to counter them in a mixed up fashion. If you jump his GF however: he has to FRC it and then his mixup will be intercept/antiair 5K into blablabla/groundthrow right after you land. This pretty much means FD till you land and backdash/SV right after landing and you pretty much destroy any form of mixup he has to offer. Then if he dedicates himself to baiting that SV, you can actually attack him before you land.
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School teacher.
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You forgot a +
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I'm not really going to tell people how to play the matchup as I have too little experience with it myself. But several things: OS is nearly as fast as Chipp(and this isn't an over-exaggeration) and nearly everything OS does is safe and sometimes also whiff safe. Guard punishable moves are FB, l1SV and l2SV. l3SV can be punished before the 4th hit, l3TR can be interrupted before the second. The rest is pretty much a no go zone and in some cases leaves him with tremendous advantage. These two things are the major parts of OS's strength, the nonhitconfirmable heavy damaging combos he has aren't nearly as dangerous as the above two facts.
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Thanks!
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Could someone upload Johnny CM "Nostalgia" for me? (Original file, not youtube) Original filebank link doesn't have the vid(s) on it anymore.
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against gun flame up close, jump backwards and then doublejump forwards, that way you don't have to guard it and you can punish Sol if he doesn't FRC. VV you'll have to bait (guard) and punish.
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Your input is 63236H while all you need is 623H so 2 out of your 5 inputs are irrelevant, if you're a bit slow that first 6 won't be in the buffer and you will not get a VV. You should DP with a Z motion (5623) and end in 3 position to get a consistent VV.
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CH j.H out of corner pressure is probably a buffered ball then being linked in. I don't care, people die if they try this kind of shit on OS, OS moves too fast on the ground and in air and has too much control for you to be attempting that shit on. If you believe you can keep OS down that way go ahead, but if you play an OS player that is actually good you will fail. Why would startup matter for SV? Its invincible for like 12 frames anyways... You can bait dps all you want, that's exactly what OS wants, because when you are baiting, you're not attacking -> wrong bait = offense gone; having a SV hit you = offense gone. Right out of sweep distance OS can still do a lot, 2S from him still stuffs all your normals that would otherwise reach him and nearly all special moves would still reach Venom, not just Ri. Next to that, OS can dash attack pretty fast. 6P deals with j.H if you do 6P properly, some guy can consistently get me with that move if he sees it coming, if you don't know how to bait jump ins, that's your problem. One of those CH j.H was on a 2S, it was also the third time (or more) Venom came out with it and it was the second time he ate a CH from there. So you're not gonna use S carcass but will 6P instead? Good! jump in, doublejump to make 6P whiff and in comes the j.H! Surprisingly I told you in my first post what the matchup is about, yet you seem to be passing that off as bullshit and then you mention you don't actually know the matchup... wtf?
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So you're from Hell and I'm from the Netherealm, cool:P Anyways, NO J-POP, please:'( I'll die before the end of the vid:P Especially music starting like Flash movie theme. With the VCL FRC super, make sure that when VCL FRC gets blocked normally that the super does actually crossup. If you rely on knockdown mixups, make sure the gap is closed, otherwise it doesn't look as authentic. Hmmm, and I suggest picking up the pace in the vid, I see to many idle starts, there's no reason to show how I-no is standing still and how you start dashing in and stuff:P