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Everything posted by Osuna
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I lie to tag air dashes and backward air dashes with it. Aside from the fact that they can't block it then, it amuses me that I can shoot someone out of the air with my chest because I'm so damn tall.
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I just jump in. His C moves aren't active very long so as long as I'm not doing the same jump in stuff over and over, Hakumen's attacks tend to get blocked or whiff entirely for a counter hit combo.
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That's exactly the kind of stuff I was hoping to find, now I just have to learn to correspond bangs moves with their inputs^^'. I'll get on that in the morning.
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Are you sure there is invulnerability and not just the autoguard? I want to say that's all it is, but I really have no confidence.
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So far I've just been duking it out with Bangs, I block mix ups and cross ups the best I can and use every opportunity I see for damage. There just aren't enough things I Know I can punish/beat. I feel like everyone else has obvious moments where can go, Ah-ha! It doesn't help that I don't play the match up very often either. I end up playing against him like everyone else minus character specific adjustments. So if anyone knows anything at all about the match up, it'd be a step up for me.
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Does anyone know anything about Tager versus Bang?
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He uses J.BC to represent the air throw, then he does a falling, Jb, then lands and does 5C like in my edit.
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Thanks, my puny brain was defeated by the out of order numbers>.> Edit: Air throw, falling 2C, 2B, 2C definitely whiffs on some people. Unless my execution is bad it whiffs on Carl, Hakumen, Rachel and Bang. Also I have yet to find a way to combo carl after an air throw. I'm have success with Air throw, falling B, 5C, 623C, 6C D. It works on Ragna, Arakune, Hakumen, and Jin. with Rachel you do falling 5C instead. 5D whiffs on Tao of course. Bang or Tager Can be combo'd but this, but the time is really really strict. This combo whiffs on the characters that are flat on the ground. Carl, litchi, Noel, and Nu. Another downside is that you need to be higher up for the falling B to come out, but it does more damage than the combo Mike Z posted and has magnetism. (Edit:edit, the extra damage is only like 40 points)
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Does anyone have an alternate source of frame data? The notes on the frame data provided don't list how much invulnerability the spinny super follow up has. I used it (accidently) to bait an attack from hakumen, and punched him right through it. I imagine he was quite pissed, because he Totally had me that round. I was just wondering how mush the punch can go through if I whiff my spinny super like an idiot.
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I'm pretty sure the whole things counts as a projectile. I played a guy who used that move and the floaty bell thing as corner pressure. I was able to sledge through it every time at every part as best I can remember. He might be baiting sledge and then hitting you at the end of it, during the not projectile protected recovery. Arakune's air to ground moves keep me blocking all day and he's safe enough to repeat melee pressure on me without using bugs and it drives me nuts that I'm losing in an in fight. He does that weird multi hit falling down move, then a block string, then a mix up then he starts over again if I haven't been hit yet, and the only time I can move out of the block stun is while he's in the air doing that move that flat out beats everything I have and lasts longer than my backdash.
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Well, you can infer it from earlier posts, but you can sledge right through that move for a counterhit then combo into magnetism.
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I'm getting it now, thanks a lot. Also, I once accidently blocked both hits of ice car with XYH, and land a 360B right after. Is that something that can be done consistently or was I just lucky he didn't jump or something? Does the end of the charge keep the armor?
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If you're close on timing, you can hold down the C input till you see the super flash. I do that sometimes when I do the input during a slow move and I underestimate the recovery time.
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I actually lost like an idiot because I kept trying to punish the second hit of the ice car with 360A which wiffs without magnetism and gives him enough time to jump apparently, so I have some doubts that 360B would land even on IB with it's much shorter range. However it would be really cool, so I think I'll check training mode tonight, unless someone wants to do it for me.
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Nice nice. I'm learning a lot. I'm going to keep milking this. Is there anything I can actually do to get rid of zappa's dog? I guess I should ask about the rest of the zappa match up, but all I've got on the dog is DA and lots of jabbing.
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Awesome advice. Since I actually got responses, how about with may or chip? I've never played against may before. Chip I lose to half the time. It generally goes 1. Get hit for 20 seconds 2. hit him for half health 3. Get hit for 20 seconds 4. Hit him for 45% health (Or 50% and win) 5. Finally die after being hit ten thousand times.
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Anyone have up to date Ky match up experience to share? I am generally quite incompetent in this match up. I don't really know my options when under pressure in particular.
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Well, he's supposed to be french, so I honestly have no clue. But the way the in game announcer says it seems to rhyme with pie disk.
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In the same line? There should be differences. Because each (horizontal I think?) line contains All of his match ups. It's pretty unlikely that all of your match ups against every character would be the same. So each number is about how often the character on the left(?) wins against the character in the corresponding column. The reason most of the numbers are 5's is because most combinations of match ups have not been played in versus. I'm interested in knowing about this too, since I've never really thought about it.
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I saw this happen recently. It was Slayer's gold burst against axl. Axel was trying to go through it with his counter that makes him invulnerable on catch. He got hit, was blown away, and Slayer got no tension. Semi similar circumstances, but still weird.
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The list on the front is actually quite incomplete, I think. Potemkin has a lot more now. A lot of the important stuff was discussed at one point or another if yo want to look for it. There's some nice guys around that are pretty good about answering any questions you might have.
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I'm sure it isn't zero...how would you know that? And going the other direction, dizzy resistence rating for the start of the round Is given for every character. You subtract on those charts and not add. Going the way he said though...Nope I can't imagine how he would know the gauge does not start at zero, or why it would not start at zero.
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Because her original character art depicted her that way.
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What does this chance look like? I win this match up only half the time and I'm hoping it's just because I don't know something.
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That makes sense, Eddie is extremely good at what potemkin is extremely bad against. I just don't know how it goes as a match up. I never get to play actual people. I don't know how the Chipp match up is supposed to go either. What are you supposed to Do?