RisingStars
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imo you can autoguard predictable j.H pretty consistantly if u know the timing, otherwise 5p, 6s, 6p should beat it at the correct distance. I don't think you should ever end a block string with c.S, and if you're really afraid of him BBU after an IB 5hs, you can always 3sc into a 2s. Well, reversal dandy on wakeup = lost tension for him = less bbu. I'm pretty sure you can stuff his backdash with a lotta stuff, i'm just not sure what. Is it possible to jump up and ib slayer's j.H to air throw? Also, if slayer does a early j.H, or if you IB, i'm fairly certain you can attempt to throw when he lands. Can i 5p or fujin through slayer's 6k on wakeup. Or does it depend on when he starts his 6k?
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i've seen some post on combos like 5s© 5s(f), 5p 6kFRC On. Unfortunately i suck so much at doing these combos, but does the height at which you hit characters with On affect the combos that you can do afterwards? edit: wow 6HS connects after 6p on crouching, lol.
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General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE
RisingStars replied to Kairi's topic in Archive
if i slashback the first or second hit of eddie's fb spike, can i fuujin through the last hits, or (or any other similar move for that matter). Like, i input the fuujin right when i slashback the hit. -
this is kinda a technical question, but if I slashback the first or second hit of eddie's fb spike, can i fujin out of the last hit or two? Also how safe is S and HS fujin on block, assuming i do not use any follow up. I see a lot of japanese players go unpunished after a blocked fujin, they just kinda jump away.
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that works? probably not much, i'd guesstimate around 170. Don't see why you would want to p stomp, and 5s JI 5s(f) works better after a p stomp for the most part.
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ic ic, What's a common 3s combo to punished whiffed moves, i remember seeing them but i can't recall it exactly or the videos. But i think it was something like 5s 5hs 5s 6p 5s 5hs-> fujinn etc. Or should the third 5s not be there. Also, what sexy stuff can u do off a 5hs counterhit at like pointblank range. I know it's super rare but i saw ang or domi hit one and it was amusing.
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is 5s-6p easier to combo on crouching than standing opponents?
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hmm, http://www.youtube.com/watch?v=ZEqVFSoKy2k of this video, when he gets his corner 2d, HSfujin bnb combo, he does something different. One of them starts at 1:32. Does his variation do more damage? and is it a gaurenteed corner kd?
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that walk back - walk foward throw from the video works wonders.
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is baiken's 6k throw invincible?
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sry if this was already asked, but starting at 1:12 of this video http://www.youtube.com/watch?v=V1rSrN2Mzb0 is this basically the come back glitch turned into an infinite. The yoyo gets super shiny.
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just curios, how many of you guys use 3s cancel? I've been seeing it a lot recently on videos, especially off butterfly hits where it is easy to set up. Looks damn sexy. And thanks for the slayer tips, i've been faring a bit better.
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what is the typical followup after frc nagiha in the corner? 236s - loop - 5S 5HS. I haven't practiced much, but the timing is kinda tricky. Nagiha too late and you can't frc in time, nagiha too early and you whiff it.
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I'm having trouble dealing with slayers pressure. Are there any tricks like fd'ing 6k to make him whiff his 2k, or ib something for a punish or to fd jump?? Slayer generally owns me. And i recall someone saying that 5hs was good for dealing with slayer dash mixups, but i was recently thrown outta it...
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depends on whether they are in the corner or not, but generally 5s 5hs 236hs, D -> 236hs -> 5k 5s 623hs. Not the most damage, but generally ends in knockdown. In the corner, it's 5s 5hs 2d 236s, D -> 236hs -> 5k 5s 623hs. Ends in corner knockdown, works on most people. Umm, dmg is around 160-170 i think. Don't expect alot form anji. Butterflys, 5k's, 2k's, etc, tend to prorate alot i think.
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While you can outpoke her, i find it dangerous. Beware of frame traps with stuff like 2s. If you're hardcore, u can autoguard her puffball fb, but fail = death.
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with enough practice you can react to the fuujin-step followup, otherwise just block low. It's super easy to poke out rin and fb rin follow up on reaction.
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Ya, i remember reading in a old thread that it was kara cancel fast, but it isn't, so that screwed me up. Back on topic, are there any practical uses for 3s? Fishing for 3s autoguard is lame, and i have never even seen a non cancled 3s in a match. But watching some videos, do u guys think a 5S 5HS 5S 5HS punish is worth doing whenever you get the opportunity? I also see some anji's do 5HS 5HS in block strings to change it up a little. Any other applications?
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imo - i like the idea about backwards hop soo my 2 cents 1. Give back hs rin fram eadvantage when blocked ( like in slash), but keep it's knockdown effect. 2. Give anji a FB hop that allows him to jump either fowards, backwards, up, or nowhere. 3. Get rid of FB GP, or atleast make it faster so u have more time to oki. 4. GP 5HS please.
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I was watching domi vs some potempkin, and domi did double butterfly on almost every chance he got. Was it for sure, did it have great practical use? Most of the time he did double shitsu was when pot was in the corner, had he had to block both shitsu's all the time. (i hope you guys don't mind me asking all these questions)
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i'm having trouble with the 3s timing, any tips? I can hit double butterfly over 50% of the time, but i dont think i can hit a 3s cancel at all.
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i was watcing a match and noticed lime key go: 5HS 236HS-S (FRC) > KS air combo.(vs robo) How practical / useful are nagiha frc combos? Also, i think i saw him go 5S 5S(f) On after a mid screen On vs sol. Another post-On combo he did after Sol was 6k(FRC) 5p On, pretty sexy. But i dunno why he did the combo like that, does 6k prorate less or something?
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lol it's probably yours, it would probably go in an Anji Intermediate guide or something, but it would be awesome if you could repost your guide, it had plenty of great stuff. What ever did happen to it?
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hmm, where did that list of anji fuujin loops go... anways, i noticed that you a hs fuujin will connect cleanly after a CH 2d, though fishing for CH 2d is kinda dumb in most cases. Ya, i see a lotta j.D crossups off shitsu pressure, but i wouldnt suggest spamming it much, as it's really easy to get use to and predict.
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Can you combo off of a k autoguard if positioned correctly?