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Everything posted by 10stars
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I stick to the basic bnbs unless i go for distortion combos or character specific 6c combos. Not including furrinkazan of course, if i get into it i go nuts. The basic bnb causes a forced neutral tech, or if i feel like dashing into a 5a, it gives me an attempt at a tech throw. So I can almost always continue my pressure. This way instead of trading a perfect reset for an extra thousand damage, i can setup more combos for an extra 2k - 2.5k.
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Regular throws beat out command throws in this game. Backdashing on wakeup will also make it so you avoid them. If you see it coming, you can tk 214b, or simply jump. There's tons of options, you simply have to read your opponent. Rolling isn't going to be helping you, the bang players that know what they're doing on oki will simply follow you.
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yeah, 6d is. each guard point blocks different spots, guess wrong and hit 5a and you're taking a 4 seal combo or 4.2k damage if he has 50% heat.
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I didn't try it on anyone else, was messing around on carl stuff.
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Excellent. Expanding combos is the only way Bangs damage output will increase, when i get back from maryland sunday I'll have some carl experience against Kenji, and I'll be able to update with some more combos. And as for frkz even though i should be doing other stuff, against carl: 6d > 6 dash cancel > 2d > 8 dash > j.d > 2 dash > land > 6a dash cancel > 6c > 7 dash j.b > 9 dash j.c 3775. Pretty weak, I'll give some more stuff a try though. But for the moment at least it's something i guess?
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I'm sure I can work on some Carl frkz stuff, just not atm, leaving for maryland in 5 hours and I haven't slept eaten showered or washed my clothes yet. Been playing all damn night testing stuff. It's nice to actually start a game ahead of time for once, and be able to figure new stuff out so it's addicting.
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Yeah, gotta love the button mashing Arakunes. I think steel rain is useful in this fight though.
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oh sweet, more good info. # j.623C, RC the 2nd Hit, \/, 2B, 623B -> followup A.) or B.) A.) d.6C, doublejump then either j.B,j.623B/j.B,j.C/j.C. [50% Heat, 3282+ Damage] This combo: You can change that to 623c > RC right before the third hit > 2d > j.d > webnail > j.d > webnail > 623b > dash > 2b for 3884 damage. 3 seals, 50% tension, 2 nails. Don't have nails? 623c > RC right before third hit > 2d > j.d > land > 2b > 6c > j.c 3775 damage. 50% heat, 2 seals, 0 nails. Works on Carls tiny ass :D And, for this combo: B.) 2363214C. [100% Heat, 5038 Damage] Nice way to tack on some extra damage after the j.623C grab. Make sure to wait with the 2B until your enemy has landed on the ground the 2nd time - you want to hit him as low to the ground as possible. You could also go for seals (coming soon). This Combo does not work against Carl. You can change that to 623c > rc right before the third hit > 2d > j.d > webnail > distortion for 5101 damage. Works on Carl ^.~ I can upload a video if you would like, cause you know, I'ma youtube whore.
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yeah its the easiest way i could figure it out. oh, don't know how important it is, since it doesn't happen often. But I'm sure everyone's gotten the 2d hits where their opponent is behind them and the j.D wont land afterward because, well, bangs facing the wrong way. Granted this isn't the 4 seal combo, but until something better is figured out to correct it, when it happens you can do j.4c > dj.b > dj.c for 2301 damage.
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Yeah I really don't have alot of matchup experience against Arakune, and I really didn't expect biscuits to throw the guard crush loop out, didn't think he learned it yet, but i was impressed and then thought of ways around it. I couldn't find the gap that you just mentioned though, so now I know for later, appreciated.
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kay, the stupid air dog thing, where he plummets straight down, or down forward/downback on an arch. If you know these are going to land on bang, they can be punished with 2d, or 5d > A teleport. 2d is much better obviously. You have to input 2d as soon as you see him go on his arch down. Note: That if you teleport while doing 2d, it will whiff. You only need to teleport on 5d.
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The webnail reduces the combo damage by a bit. When i was screwing around the other day, i found a timing that works on everyone though: 623c > rc second hit > immediate backwards air dash > land > 2363214C. Works on EVERYONE, and it's completely unburstable, 3959 damage. The webnail version does 3678 damage, and it's nail reliant. I was also screwing around with 623c > rc second hit > land > bang install and then trying stuff. But since there isn't a setting to put your marks at 4, and you can only turn your stuff to auto bang install mode, it wasn't worth all the trouble. However, already in bang install mode gimmicky stuff: 623c > rapid BEFORE 3rd hit lands, j.b > 9 dash > j.b > 7 dash > j.b > 623c The command throw happens off screen, the purple !! still shows up, but It's much better than seeing the paused frames of bang holding the opponent. This also does a whopping 5394 damage. Nothing links off of the j.d > 2b after the 623c RC sadly. They can recover before the next hit.
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I think that might be her weird forward dash cancel from moves where she disappears for a second then crosses up. I haven't seen too many nu players use it against bang because they normally want to keep AWAY from him. However, what i would say to do? Depending on how close she dashes to you, i'd jump. If you're close enough to be safe from her drive moves, jump and begin pressure, she'll stop doing it, or find a way to AA you correctly, then you can just dash after her, or start using drive nails when you jump away from her dash. If it isn't her dash though, enlighten me lol.
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Man i loved tk ensenga rc spam, but lets keep me away from the johnny topic :P 623c > rc > j.d > land > 2b works, but the 623b can be recovered from i was screwing around with command throw rapids earlier.
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I don't have a ps3 of my own :[ it's my roomates brothers, so I can't add peoples. Anyway though, I did run into Biscuits, he made the guilty gear transition pretty well: http://www.youtube.com/watch?v=I1Lse6TfjVo
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I so wish gimmicks were better in this game :[ Even the online scrubs break the 623c rc 623c :{
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Even though this match is pretty much garbage, it's a display of why online play sucks, and why i have no match videos so far: http://www.youtube.com/watch?v=jqj6a4gzN2I I'll record some of me and LKs games the next time he comes over. Hopefully; before he goes to Japan. Edit: Sure as hell not LK, but litchi match anyway: http://www.youtube.com/watch?v=0asbHBsbkKE Either mashers or blockers :\
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Well from what i just found, 2d is absolutely useless, carls blockstrings all seem to have lows in them.
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Hakumen has alot of long recovery moves, even though they're good anti airs, they have to be baited. If the hakumens you're fighting are AAing with his 2c, jump once, then double jump when he 2cs, falling j.c or j.4c if you crossed him up and he'll eventually stop. Edit: And i'll update this when i get a chance and have a little more haku experience. Since there appears to be new things coming out with hakumen pretty frequently, I'd like to keep this how it is for now until I get some decent worthwhile information.
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No, you can not do this with command throws. It's completely worth it to do so though. You get an extra 100 damage on the 5a-5b-2b-2c-6d bnb in comparison to throw > fire punch. However, I don't use regular throws anyway, because it's still more worth it to do the command throw. Even in the situation of wanting to use 50% heat, you can still rc the command throw and do 2d combos
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Yeah i fought one carl earlier who hit me with the loop a few times. I'll be playing Kenjis Carl this weekend at Otakon, so I'll be able to update at least a little bit on this.
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Immediate air dash is not available after anything besides drive nails. The rest of them have landing recovery. If you can predict it well enough to do a B nail, then you might as well just 2d it.
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When tager has 50% and i get a knockdown combo, normally i go for anything that knocks him down with a 6d, that way he's forced to neutral tech, and i can 7 jump away from him, throw shurikens, and dash back in. This way if he throws the distortion, he just destroys some nails instead of destroying bang.
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You can get alot more damage out if you don't webnail and do an actual combo afterwards. But I only go for it when i have heat to rapid cancel it, at the worse it's just a 50% heat way to continue your pressure and avoid grabs and lows. If it hits its 50% for 3.2k on your enemy though. Yes, it's incredibly unsafe on block, that's why you only use it when you have 50% heat, that way even if it is blocked, you continue your pressure string, and they just narrowly escape a 3k hit without any way to punish it.