Hi-C
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Well 6S beats out a ton of stuff a slayer tries to do if he gets reckless. Just learned that at Katsucon. I kinda spammed the 6S and got a lot of bad glares after it. >.> I pretty much won because of 6S though. Works as a good starting move, can work as a medio-core anti-air (Slayers IAD sucks remember), auto-guard timed right can negate his moves. If you get repetitive though pull out 6S, and continue with a normal fuujin combo. Get a knockdown. Shoot butterfly. He'll block and probably back up. Dash in 2D or if you want go with 6S do a fuujin set up. Or just hang back and poke out his mistakes.
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How good is the 6P~5H~6H~2S~6P etc etc combo in X2? I'm trying to get it down in AC as I got hit by it at last years Otakon and that took a chunk out of my lifebar. Does that combination even exist in X2? Actually... I think I have the combo in wrong because Jam's 6H is a butterfly kick yeah? Damn, that changes everything...
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Question: Ok, so normally I'd use Anji, Jam, or Baiken, but I've been lacking on Jam since picking up Anji and trying to learn his autoguards. Well, I'm heading off to Katsucon this weekend and they'll be having a small GG tournament. Unfortunately, their not using AC, but X2. And its plain X2. -.- Which in everyway sucks. Well, I'm reverting back to Jam in order to practice. Obviously there are differences in her attacks (no need for charge up for multi-kicks)., What is the best way to play a plain X2 Jam compared to the AC Jam?
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Ok, well, I've been using Baiken for a while and trying to utilize some anti-air moves, on the ground and in the air. So, here's my ideas. They work sometimes, and sometimes they don't. OP: 5S / 41236H~S / 6P / Guard. First: Basic IAD Tatami (forward or back). Kind of useless unless the opponent is air dashing with you really. Could make them stop and guard though if their on the ground and within hit range. Second: Youzenan? 623S (air). Works great as a brake in IAD, and if the opponent is unwary of you doing it, there's a good chance at hitting them. Works somewhat against charging Sol looking to command throw. Works in a super low IAD. Third: IAD K. Best as meaty as read in the Baiken Strat post. Also used during a poke. If it hits, the opponent goes airbourne. Look for air combos. Fourth: J.s. Well, we all kno this one. Fifth: 2H. While not a great anti-air, what else we have? Anyone know what moves to follow up with if it hits a ground enemy? 2D is too slow and trying to follow with a second 2H has low priority. Likely chance of being blocked again. Best bet is maybe 5S~2S~5H? Sixth: 41236H. Decent ground strike. Look for anti-air use with the follow-up S. Seventh: 63214K. Uhm... counter throw? No real good use unless you pop it out after 6K.
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Well, theoretically I suppose the Pot Buster would connect if 5S whiffed, but what would make th attack whiff, except maybe a simple stepback (44). And wouldn't Potemkin need to be decently close? Not too mention a block or stepback would cause a distance push. Ky also has the chance to backstep after 5S. Its too easy to mess up unless you have godly reaction timing and I suppose mathematical analyzing in the split moment of a second. XD Well, I suppose if you instant blocked, PB'ing the limb is possible.
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Hit boxes vary for characters weapons and limbs. Ky's 5H I believe or was it 5S (a forward basic stab) can be blasted with HOS VV from almost halfway across the screen. HOS 6H can be CH'ed by Dizzy's 2H from a decent distance. The hitboxes vary for the characters and attacks to counter each vary as well.
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BB's command-throws are breakable? Wow. But I don't own it so I wouldn't know. Well, I got to play him one last time today. I don't know what happened, but for some reason he jumped after my butterfly became a hawk. Free air combo rape! xD He said claimed it to be a mental flux. As for Stomp on Slidehead punishment, which one? K or P. Or it simply don't matter? He told me that he hopes that by using slidehead close on the rare occasion, he hopes to score a hit and possible combo. Doesn't didn't seem so good after I started slashing him. Oh Chomite, your avatar is the swordgirl ghost from Touhou right? Just suddenly noticed for som reason. >.> Thanks for the help again.
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For HPB, I don't even jump into it. >.> I just have to watch him in general. As for Slidehead, if I'm close enough I simply whack him with 5S or 2S. Otherwise I jump/backdash/IAD. Either way I'm going to hit him. He generally fakes me out, making me whiff or miscalculate some move, hits me with a basic punch... I think 2S, follow that with 2H (uppercut) go into HPB. No way to dodge it but burst, but I want to save that for later if possible. Any good ways to actual counter it? Or is it unblockable? As for mix-ups on a knockdown, does Anji's aerial P (after Fuujin) do anything great besides make someone block? I tried it against my friend on wake-up after a knockdown. Results: He has to block, jumps and blocks, or takes the hit. I can't really imagine this being any useful though. Thanks for the tip on DI too. I kept sweeping with 2D and the effect wore off in no time. Then he started spamming that flying kick... I think 214K. But that was pretty much it.
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Oh, I just found out a friend of mine plays GG, just not as often as I do. Anyways, I have more questions based off of our matches. Against Potemkin: I hit him with FB Rin. I then proceeded with fan overdrive when I got the bounce. Is that a good idea? It did a good deal of damage and my reaction time isn't good enough to start a sprint and get a nice combo. Not too mention we were in the middle of the screen and not at the corners. Any good ways to deal with Heavenly Pot Buster? God knows how many times he 3-hit comboed proceed with heavenly PB. Anji can't take that much freaking damage! Sol: Uhm, ok, this is practically all Sol. But, I managed to beat my friend after he got a little repetitive. He keeps on activating Dragon Install, wall bounces me with 6P, and does that at least 4 more times, then VV's me. Any tips on beating down a DI-Sol? The best thing I can come up with is spam butterfly and 5H.
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I'd fight humans, but like I said before, I'm practically the only GG player in the area that I live in. Thanks for the tips though.
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Ok, I can understand 3K. The computers just either backup or move forward match start. For butterfly: Is it a good idea to shoot it if I geta knockdown on Nagiha (236H/s~s)? Guess it depends on how close you are to them, but is it a good idea? The computers usually block if I'm close, allowing me to start some pressure. If its far, they jump and AD at me and I either catch them with 623H or anti-air them (if they don't start some fast pokes). Who do you practice against anyways? I tend to try to beat Slayer (done it, with difficulty if not impossible), Axl (can't think of a pressure game), Robo-Ky (just a joke), I-No, Baiken (to hell for this one), Ky (50/50 for me), Sol (25/75 favor in his), Potemkin (like Baiken), HOS, and Venom. The others I have a damn good chance at winning. They're all on maniac too if that helps for practice.
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Does 6P work well for pressure? Since I'm the only GG player in my area (except for one other, but she plays Arcana Heart) I can't really test. I have to assume things because all I can fight are computers. Anyways, back to my question: Does 6P work for pressure strings? Or combo's? I find that 6P is only good if you can follow up with 5H, then 2D, then maybe land a counterhit with 236H/S~S. Or 6P follow up with 5H cut short to 236H/S. Also for anti-air from what I've tried. Also good for surprise hits. If someone is blocking everything, cut to 6P, they try to attack when they see the pause, and you hit them instead. Also goes under a couple of attacks i.e. Sol's Bandit Revolver (if timed right). Also is 3K a good way to start a match off? It has some auto-guard and can get a good hit first moment.
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Hey, I just picked Anji as part of my playing list, and was wondering, whats up with his Dust? It has auto guard abilities, albeit strange timing. From the time the umbrella starts to pop open to whenever (don't know when it ends), there is autoguard. I noticed it while playing against a CPU (Ky) and went for Dust by accident and Ky threw three punches, all which the autoguard blocked. I was able to test it against a friend who tried to punch and I autoguarded (by accident) with dust again. If the move is guarded, then the dust whiffs. ANyone else encounter this? Any good use besides actually guarding? Well, getting your auto-guard attacks in I guess.
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Oh, I didn't think about this, but doesn't wake-up lightning uppercut beat-out Jam's dragon kick? I think it does cause Sol's dragon punch beats it. So, no good rushing in randomly with a charged card right? Another option is to 236S~P... but it's too damn predictable and easy to get thrown out.
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That's an ok option, as his wake-up reversal is his lightning uppercut, I think its 623S/H. BVut if your on the other side of the screen, and charge a card, be careful because he may try spamming you with lightning bolts... damn you Ky and your lightning. But then, if you dodge right or something he's pretty screwed once you start the combos.
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I'm not sure if this has been posted yet. If you can read it, good for you. Otherwise just watch the vids and look for recognizable romanji. First deals with Ghost combos, second sword, third is Raou, fourth is normal, fifth is dog. Not really big stuff, but basic combos. I think. http://www.youtube.com/watch?v=mPcKnlFBC7Y http://www.youtube.com/watch?v=cwWSIts__HE&feature=related http://www.youtube.com/watch?v=DPn-ayMoV4Q&feature=related http://www.youtube.com/watch?v=xCjPRG9Yxok&feature=related http://www.youtube.com/watch?v=IrOmKHpHr7g&feature=related
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The Good, the Bad, and Ugly as Hell Baiken Matchups
Hi-C replied to THE SERAPHIC 1's topic in Baiken
Well, I was playing around against AI I-No and went to do a Tatami ground mat. Now, I had messed up and missed her. In the time I inputted the commands then the animation started, the CP had begun I-No's forward floating dash. She launched the aerial overdrive at the peak of the dash (right before she falls). I was a little to the right beneath her and my tatami was in its ending animations. The wave went right through me. No damage, no pushback, no nothing. The CPU simply fell, wasted 50% Tension. I still spazzed anyways and lost. But that is what i mean. It's pretty much luck, but I've done it two more times since. I don't know if I had some sort of invincibility at that moment, or because my mat blocked it or what. I would post a video or photo, but I don't have the materials appropriate for said things. -
The Good, the Bad, and Ugly as Hell Baiken Matchups
Hi-C replied to THE SERAPHIC 1's topic in Baiken
I try to poke people out with 2S at the start or slowly back-up to see what they do. Robo-Ky is relatively easy when he has tension as J.G said. Just watch his tension, and watch his heat gauge. Some of his attacks hurt like hell when they are charged from the overheating. Anyone have good tips against I-No? I CH-Anchor when she tries a Sultry Performance about head to chest height. Chest height is also prone to CH-S. If I can time it right, I can Tatami-dodge her aerial overdrive but its risky so i rather block. Tatami in any case is great help in launching her some aerial damage, but I can't think of anything else. 2HS also works like a charm in a lot of cases that I've played. -
Can someone help me time parries? The only way I manage to perform them is going to training mode, record the computer to repeatedly punch, and then start moving in 4-6 real fast as fast as I can. Basically I'm trying to mash the parry. ANd it sucks to do that. Ican't seem to pull it off in a real fight or even againsta computer.
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Well, they have to -block- Bakushu~S/H. You also have to put the input really fast for the following. I like calling her G. Saishinshou (overdrive) the dragon pillar so don't be confused if I call it that. They block, upon the impact you input the commands for Dragon Pillar, you have a chance of hitting them depending on what happens next. This also varies for each character fought against. A) If They try to attack with 6-Anything to move forward. Both overdrive hits should connect. When Jam's overdrive activates I find the opponents are usually about mid-frame starting or half-way through the attack altogether. This works VERY well against Johnny's 6H or 5H or 2D. I haven't seen anyone try anything different to counter so it always lands. Can someone try an S attack and see what happens? Also works somewhat against Ky's 6K - 50/50 of hitting or get hit. This has almost no chance against May (in any case I've tried), Faust (depending on what he does), Sol on the occasion fails, Robo-Ky (unless its 5H), Slayer (vanish vanish vanish), and Axl. B) Block or backdash. If they block with normal, you should get at least one hit. Haven't had someone normal block me yet. If its FD, you gonna land one hit with pushback. Nothing else. Depending on who your fighting, your a sitting duck after this. Backdash=wasted tension and a free combo to you, but if they panick, well they're probably gonna want to stay away. C) Standstill.... who the hell would stand still? Free double hit for you. D) You pressure them into a corner and they're gonna jump. If you time it right, you should land one if not both hits. Haven't had anyone tech out of this yet. They can probably tech and go overhead afterwards, but I've yet to see it. Its really a gamble, but if it lands, its really nice. Otherwise go with her giant ki blast overdrive. Yeah diveman, I agree with you on doing something safe. But I tried this at Otakon and people were surprised. And would usually take the hit. Not saying it would work all the time, but if you want to pop something out from under the hat and know whats going on, it could definitely help.
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I'm not sure about the statistics aka 5.5-4.5 . I think its in Jams favor even if both players know what they're cards are. Jam can rush Faust down very quickly, and if they try to pull out Whats Next? on you, I think your biggest worry is the meteor strike or the poison bottle. She can run under the attacks in most cases that I've played. When I was at Otakon, people were using S.E.R and Rerere no Tsuki and Going My Way/In Your Face/Look Out Below as if it was a spam move. Rushdowns weren't much of a problem, and puffballs I thought were a good counter to his doorway attacks. Air game wise I'm not too sure. I tried air games and that didn't always work when they were on his scalpel and using the flower attack (See? I'm a Flower.) I say continually rush Faust and don't let him play "games" with you. His overdrive(s) isn't much of a threat either. If someone can put something better, please do.
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Has anyone tried doing Bakushu~S/H followed up by her Geki Saishinshou? I found that it acts as a major surprise to people. Ok, I'm sure a bunch of you have done this. Or not. I won't go into detail if everyone does this.
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Hey, I'm new and use Jam as a preference. I pretty much suck compared to a lot of others. Just a short basic noting I found. I find that the fire kick and flip kick besides Ryuujin can be useful in SOME situations. Of all people I've played, they keep expecting a Ryuujin, especially in the air. They keep blocking then punishing, especially if its Ky. The flip continues your forward momentum and can look like a basic attack or forward movement. Not guarenteeing a flashy combo, but at least it can take someone off their guard for a moment. Fire kick is a good finish if you manage a dust. Sends em to the ground, bounce back up and continue a second chain. Can also act as a surprise if you time it right against other attacks I suppose. Ryuujin someone in the air, near a wall, its a wall-stick isn't it? I think it is. You can start beating them around to after that. A question too: After fighting computers A LOT, I noticed CMP Potemkin likes FRCing a lot. But, it only takes 25% of his guage. I try it with Jam and it still takes 50%. Can someone tell the difference?