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Everything posted by A.X.I.S.
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Fill in later. Discuss die nu die nu die nu die nu die nu
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Fill in later discuss
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fill in later Discuss.
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My favorite match up in BB. Fill in later Discuss
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Fill in later. Discuss!
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Tager vs Jin is a very boring match up personally but do to the changes Jin received he is even more dastardly than before. Full screen: Ice blades...Ice blades everywhere. If you have spark you can pop him for this. Mid range: 2D/5D are threats, not so easy to react to and sledge. please IB. Close range: your offense: do the usual grappler stuff here, just be sure to use 4A or hold 4 on any low recovery move to sniff out C DP. You can actually use 360A to go through B/D DP but its not easy and its not a easy read to get. His offense: All his buttons are beautiful he has great ways of getting in and getting out. 5C is his standard jump cancel and a good poke, 5B is pretty neat for pressure, 6B is decent for resetting pressure. 2C anti-air you good. He can hover over your head but 2C swats him pretty bad usually. Seriously this guy is scary on offense I suggest you train up. the good thing is he is not as annoying as Ragna to keep down once you get him in your grasp. Discuss.
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Ragna vs Tager a match up that has not changed since the beginning of time. This match up is all about having proper defense, as long as you take your time and wait for a chance you can win. Long range: you have the advantage(?) here with spark bolt, it is a threat to him. Mid range: Use 5A/5B/3C/5C here, be wary about using 5D/2D because Ragna can react with ID or just evade it. Counter pokes for Ragna: 5B/5C/5D/2D/j.C Deadspike is something he can do but you can sledge or IB it to make it troublesome for him. Close range: Offense: Play it how you normally would just keep in mind he can ID to get out. Be careful about ending strings with 4D, IB gives him a 5A punish. In fact anything thats at least -3 can be IB and jabbed except for 5C. (5C pushes back far) His offense: His offense feels like it can go on forever but you can do a few things to deal with him. jump ins can be beat with 2A/2C/5C and in a few cases 5C/AC will catch. ground approach you don't really want to challenge his 5B but if the spacing isn't good you can fight it with 5A/5B. (tread cautiously with these) 6B and GH is a must on blocking, please learn to block these especially GH its a free punish if you block it. BE just IB it, don't contest this move. Blood Scythe is cute just backdash it or IB it. Welp I'm done. Discuss.
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HITBOXES!
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I love you so much.
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236B is slow as balls on block. 236A/B is a ex move, they are usually really good for meter. DP is death on whiff so its nice that he gets a little reward on hit since he's near helpless/dead on block/whiff Some characters can combo off ground throw meterless and CH air throw isn't as common as you think! Not in my experience!
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Yeah miss typed it and could not correct it due to me being at youmacon. Combo is CH DP > micro dash 2B(1) > 236AB > 236D > 236BB for sho's you sometimes don't need to do the dash.
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https://www.youtube.com/watch?v=lV1nOoqXePg
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Ok I am getting mad watching you guys do sad combos so I am gonna tell you how to CH DP combo. (In case i haven't said it before) CH DP > micro dash 2B> 236B > 236D > 236BB oki. 2.6k You get whatever oki you want to run so have fun. Practice this right now. I am not telling you again. If I see you guys drop another sweep or not do the proper follow up I will pile drive your ps3 off the empire state building!
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Post in the match up thread. Match up sucks for chie. Best way to deal with Ken is to knock down dog and proceed from there. If you can put the pressure on Ken then the dog can't hit you, problem is honestly neutral. Last bit respect Ken when he does gigantic impact, chie has no answers for it.
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If that setup is truly solid Aki wouldn't be able to wake up cork screw. 214C is too slow off that knockdown and gives too much room, honestly you can use 5C/2C/236C/D on that knockdown. and then you can actually jump forward/land and roll, to be safe from reversals and you don't need to worry about air unblockables. I personally jump forward since the run momentum lets me cross up and they can't auto correct to tag me.
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So I heard someone FINALLY found the air dash mix up with Ken and good stuff to you. Did you know it also loses to Akihiko DP for free since its air unblockable and huge. It also doesn't on fast huge supers as well. Its really really cool but you have to keep a eye on your opponents bar before going for it. I thought about writing some early Ken bible about the best stuff you can do on knockdown and cover all the goody goods but I just don't have the energy for it. Oh yeah another funny thing. 2A/2B starter combos can make your opponent immediately tech on the final hit of a long combo when using 236AA. Its an amazing since your opponent is expecting to be otg'd and they found them selves waking up into something uncomfortable. I rarely use it myself but you should definitely mess with it.
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New threads made so go nuts in those threads if you wanna talk about 2.0.
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Matches Vs. Collapsed: Vs. Nu Videos: Vs. Collapsed: Vs. Hazama Videos: Vs. Collapsed: Vs. Tsubaki Videos: Vs. Collapsed: Vs. Mu Videos: Vs. Collapsed: Vs. Makoto Videos: Vs. Collapsed: Vs. Valkenhayn Videos: Vs. Collapsed: Vs. Platinum Videos: Vs. Collapsed: Vs. Relius Videos: Vs. Collapsed: Vs. Amane Videos: Vs. Collapsed: Vs. Azrael Videos: Vs. Collapsed: Vs. Bullet Videos: Vs. Collapsed: Vs. Izayoi Videos: Vs. Collapsed: Vs. Terumi Videos: Vs. Collapsed: Vs. Kagura Videos: Vs. Collapsed: Vs. Kokonoe Videos: Vs. Collapsed: Vs. Lambda Videos: kukuku placeholder [/COLLAPSE]