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Everything posted by Nakkiel
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I do 5K 5S CC Throw all the time, on the same people.
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fuck yes theory fighting essays
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You're basically giving away your pressure if it's LVL1. Even on hit LVL1 is so close to neutral. If you're using air BRP you need to do it as low as possible because you only have 4 frames less recovery (assuming you don't SJ)
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Really? I knew it had some but I didn't know it was a ton Then again I have not gone up there with you guys since before the snow storm
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Don't ever do this for pressure. IB = free throw, and it's not hard to IB. Best option for air pressuring is clearly FG setups, since you do low, high and throw.
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Plain beats out or clashes with her air normals, it's virtually your best anti-air option in this matchup. 2S is also a good ground-to-ground normal against her.
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Yeah, I think you might be able to go through bursts with relatively tight timing, but I haven't tested it. Veteru might know.
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That's how all Fuzzy Guarding works anyways. A HOS player can do a deep j.S, then dj and do dj.HS dj.D for a fuzzy guard, much like A.B.A.s
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Forgot about that.
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Yes, it is. There's a video with the IAD loop going past 200 hits. Obviously it's burstable and pretty hard to keep going for any lengthy amount of time.
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The only use I have for it is after LVL2 SV after fuzzy guard mixup. You can charge and then catch them still to combo. Same for after LVL3.
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For frame traps: Blockstring ending with 6K -> 6P This works really, really well. Nets you a LOT of counter-hits on people who can't stand taking a bit of pressure, and leads into combos/more blockstringing. Blockstring ending with 6K -> 2HS Catches jumpers. Blockstring ending with 6K -> 2K -> 6K xN Silly blockstring that will crank gauge pretty well. People sit in it for some reason. Can also lead into playing footsies with them or going into different pressure strings. Blockstring ending with 6K -> Nothing Catches people who try to DP or Overdrive through the frame trap. COMBOOOOOSSSSS: 5K 5HS 6K HS Stun Edge FRC 66 c.S 5HS HS Stun Edge FRC Stun Dipper Very strong combo, however the timing of SE FRC 66 c.S is VERY tight, you could do 2P 5HS instead of c.S 5HS if it works more easily. Ends in knockdown too for pressure reset! 5K 5HS 6K HS Stun Edge FRC 2D Easy, much weaker version of above combo. It's still worth doing if you can't do the hard one, and ends in knockdown. 5K 5S 5HS 6K link 2K/2P 2D Basic link combo that ends in knockdown. Forgettable damage, resets pressure. CH 6K 66 5HS 2D CSE FB (6P) 5S 2HS VT loop combo 6H 6K 66 6P 5HS 6K HS Stun Edge FRC 66 c.S/2P 5HS Stun Edge FRC Stun Dipper
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2D CC 5K is pretty tight without a CH. Especially on characters like Ky, Potemkin, Robo-Ky etc. If you get a counter-hit 2D, you can convert into dustloop with CC 5S -> dustloop What you can do to help you CC as quickly as possible is to negative edge your charge cancel when doing 2D. Just do 2(D)214 release.
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I think he meant the fafnir comes after the j.p j.s j.hs land.
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Back then forward. You need to be standing still before you do it, and there's an 8(?) frame opening.
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IIRC it's invulnerable while it activates. I might be wrong though.
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1. Not really, besides GB. 2. Dustloop is really easy on him, you should never drop it!
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Yeaaaah...everytime I play this match-up I hate it more and more The only times I win this are when I pour literally all my tension into FRCing BHB or BRP to keep level 2 and rushdown going.
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For level 3SF you can get a full dustloop off of it, the damage can go much higher than 258. For a full d-loop, I usually use j.S instead of j.HS on the second rep, it's slightly more loose timing and only does a couple points less of damage.
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Oh, I didn't know about the invulnerability. DW and Stark have never used it for that before, at least while I was playing/watching.
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Yeah, this matchup is really gay unless you're upclose (where it subsequently becomes awesome). I suppose you could relate this to the Zappa Ghost matchup, where you need to be extremely patient and work your way in slowly through all the offensive holes. When you DO manage to get in though, keep him locked down. Go for tick throws since Axl has nothing to poke you with at close range, you'll pretty much throw him out of everything.
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As long as you don't move forward you should be fine.