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Everything posted by PandaKingEX
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So is she showing any promise or is she officially a fanservice character? I really want to stay loyal to this character, but the matches I've seen so far have her looking a little unimpressive outside of faster afterburner.
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[Xrd] News & (Theoretical) Gameplay Discussion
PandaKingEX replied to Shinjin's topic in Guilty Gear General
Anyone else pre order the JP version on PS3 PSN? I'm curious how to start the pre load. -
[P4AU] Ken Amada Combo Thread (Updated 09/30/2014)
PandaKingEX replied to VR-Raiden's topic in Ken Amada
Impressive combo video from a Japanese player, Kagikou. Some great use of 214C and healing mid combo. http://youtu.be/O9s3lXbAOSc -
Pretty sure 5AA, and 5AAA (hold back to stop Koromaru) is a block string, and it's what Japanese players use a lot, or use 5C and 2C to seal gaps, but you're better off trying to create frame traps, Ken can often sit outside of most characters 5A, DP and roll range with his pressure, so using Koromaru when you feel the opponent wants to press buttons is one of the things that makes Ken exceptionally strong, IMO. I will usually alternate between a Ken hit and stuff like 2C to pester my opponent until I feel like going in with a strong mixup or they crack and do something.
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[P4AU] Ken Amada Video Thread (Updated 09/12/2014)
PandaKingEX replied to VR-Raiden's topic in Ken Amada
Btw, you can do j.B, j.2B, 2C, DP after 214C for more damage. -
[P4AU] Ken Amada Combo Thread (Updated 09/30/2014)
PandaKingEX replied to VR-Raiden's topic in Ken Amada
Made a combo video, sort of random in content, but I guess you could say it's with an emphasis on damage, using a lot of meter finishes. Some stuff is just styling, some is high damage stuff and I did a combo off of a variety of starters, including DP starters. https://www.youtube.com/watch?v=39nTneIhIpQ&feature=youtu.be -
[P4AU] Ken Amada Combo Thread (Updated 09/30/2014)
PandaKingEX replied to VR-Raiden's topic in Ken Amada
Got a pretty nice 3.6k meterless combo off of sweep, and meter could be easily incorporated for even more damage with a DP into something, or a run up 236236x. Sweep starter seems like it might be the ideal and resource efficient way to start combos when punishing people. https://www.youtube.com/watch?v=QPM95vg4BH4 -
[P4AU] Ken Amada Combo Thread (Updated 09/30/2014)
PandaKingEX replied to VR-Raiden's topic in Ken Amada
Finally made some worthwhile progression with shadow mode http://youtu.be/DlumjQZTG8A -
[P4AU] Ken Amada Video Thread (Updated 09/12/2014)
PandaKingEX replied to VR-Raiden's topic in Ken Amada
http://www.youtube.com/playlist?list=PL4-saYO7GKGEtjUJ3HRZefsfN59g7aYMJ My Ken/Shadow Ken matches and combos playlist, which I'm aiming to update daily/often. -
He seems really good in first impressions, but he also seems like the type of character where others need to study the matchup against him a little more. I feel like he will be mid at worst though and has potential to be great.
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[P4AU] Ken Amada Video Thread (Updated 09/12/2014)
PandaKingEX replied to VR-Raiden's topic in Ken Amada
Couple online matches https://www.youtube.com/watch?v=145kqIx2fy8 -
[P4AU] Ken Amada Combo Thread (Updated 09/30/2014)
PandaKingEX replied to VR-Raiden's topic in Ken Amada
Did a little combo video of combos using 5A as a starter. https://www.youtube.com/watch?v=h71sTjSh7KM -
Btw I didnt make that video just in case you were giving credit lol. As far as the combo, I'm not sure what part you are talking about? The j.236a follow up after C? You might just have too much proration in your combo if you can't land it.
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J.a is a good air to air because of its speed. Most people almost always go for B or C without concerns to spacing so j.a is going to win in those scenarios. Also j.2C to j.a is a double overhead setup that you can continue a combo from or float cancel for further shenanagins.
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I've been playing mostly matches and not too obsessed with the combo game, been using a lot of the fireball oki combos which I think I will try other stuff today because I never really find myself able to convert the fireball oki into anything meaningful. Her fireball game means a lot, and you want to play it til you get chain shift if possible. From there 236B CS becomes one of her deadliest tactics for full screen hit confirms or forcing pressure on your opponent. 2B is pretty good, so fast and a lot more range than the A attacks that people love mashing on. To deal with assault easily, use j.236a. 214C is a great move. It's + on block, so you can throw it out even if you know it will be blocked just to do stuff like escape the corner or give yourself frame advantage, it's great at punishing a lot of stuff on reaction, and then you get a free combo after. BC fireball out of blocked attacks is decent pressure, but punishable if used predictably. When at nearly point blank range, assault into 6BC will create a cross up scenario. Be aggressive in your air to air game. Nanase has way more flexibility in the air and a lot of priority against most. Converting air to air scenarios into combos on landing is best done with 5C. Matchup stuff. Vs. Gordeau Stay out his scythe range while playing a fireball game to cover your approaches. Gordeaus will learn how to use their scythe better in this matchup so don't be sloppy with your fireball game, you can try to bait scythe attacks with fireball approaches. This matchup isn't as hard as I thought it would be, the only real problem I had was when I got too predictable with my fireball game and approaches and they started using their scythe effectively, but once you're in 5B range, it's a pretty even fight. Try not to play around in the air too much and you're fine, his mixup seems pretty lackluster but the command grab is scary. Vs. Byakuya This is without a doubt the hardest matchup I played. His range competes with Nanases, so she can't really take advantage of max range footsies and conversions here like she can against others. His air to air game seems a lot stronger too, and his traps stop you from controlling match flow and fireball approaching properly. You have to get on top of him and capitalize on his subpar defense options. His neutral definitely seems to counter Nanases neutral in a lot of ways. Vs. Nanase Wow this matchup. It's no fun at all. Anyways fireball game is so crazy here. J.236A beats j.236B. If Nanase tries to approach from the air behind a fireball, j.236A is a clean win if you don't feel like competing air to air or dealing with the fireball mixup. You can DP her float shenanagins and watch for her to do the same, or just shield block, the stuff never came off as scary to me. 214C is a great punish against j.236B... Hard to give advice here, you are fighting yourself. Winning at neutral means everything, and trying to maintain the pressure once you do, but really, the nuetral means everything in this matchup. I fought Nanase with strong mixup and combos, but I could win with better nuetral. Vs. Eltnum You out range most of her attacks, mostly watch for her DP to shut down your air shenanagins. Didn't get to fight this matchup a lot and I won it pretty convincingly so not much to say here just yet. Vs. Yuzuriha Next hardest matchup I fought. She can kill your fireball game, so don't rely on it. 236B will punish some of her moves blocked or whiffed from a good distance. Try to bait her into doing the anti air slash which can be punished nearly full screen with 236B. Just block and look for openings. She is easy to get GRD against so 236B CS become an easy way to approach her quickly. That's it for now. Nanase feels pretty good overall, but my biggest problem with her is her mixup game. She doesn't have a standard overhead, so her high low game is not all that impressive, and unsafe without resources or fireball.
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https://m.youtube.com/watch?v=NBC3EQrWunA
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I've been experiencing mixed results with air strings depending on the character. just doing J.C, J.2C seems the most consistent across the cast, so I recommend you guys test your elaborate air strings on multiple characters.
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Her B+C is one of her defining features, IMO, that and her fireball. Those 2 things are what stop her from being a run of the mill character and give her the options she needs to create better mixup and pressure. It takes a little bit of work to apply but the more I play, the more ways I discover how to use them. I'll try to put match vids up later.
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j.b, j.2c, j.a combos most standing characters whether used as a starter or in the middle of combos, it can be used to preserve your knockdown in the middle of combos and thanks to her command jump, you can get more jump cancels in your combo. j.2c, j.a has worked as a good air to ground conversion for me in matches.
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Anyone found any good meter less midscreen stuff off of 236BB? Seems like they get pushed too far away for a good follow up.
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[CP1.1] Kokonoe - Combo Thread [Updated 05/13/2014]
PandaKingEX replied to Kurushii's topic in Kokonoe
How does 22B, to 5B - > 5C combos work. It seems like they always tech before 5B or in between 5B and 5C. I just use 5A -> 5A, but I figure I'm losing damage and causing more proration and scaling in cases I don't need to. Also on 2C ->5D combos, I never have time to follow up with more normals, I always have to do 236D to continue the combo. Is this a tight link or spacing issue, like for instance if I 6B -> 5C -> 2C -> 5D -
[CP] Kagura Mutsuki - Video Thread (Updated 3/19/2014)
PandaKingEX replied to MikelAL93's topic in Archive
Yeah, those are mine and I wasn't very thoughtful in oki, but he definitely has oki options. I wouldn't take those combos too seriously as I've already seen, or done better stuff off of the same situations. -
How does doing AoA into oki work after a J.D? It seems like they get knocked down too fast to land and perform the AoA.
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Does anyone prefer to not shuriken toss after an A dash spring? What kind of frame scenario are you in if you just land?
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What exactly do you mean? That seems like it would be obvious, unless you mean you can perform an attack with asterios while still holding guard and he will automatically go back into guard state after the attack?