tianyuan2k4
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For star basics, I think max charged Banishing Strike can break star limit. Also can you really C+D > auto boost after Juda's normal throw? I saw ppl mentioned it's possible in the corner. Well, that could be something. What else?
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Hokuto No Ken: Read Before Making a New Thread!
tianyuan2k4 replied to Mr. Mamation's topic in Hokuto No General
Bah, you just have to play a bit more against Juda, Dan. Well, I got my share of practice against Nohoho's Juda a long time ago, I know how you feel. Just get over it you will see that BS is just another small problem. Okay, I think most characters can punish that Juda BS with something besides that agility defense trick, it's easy to just do supers on reaction (3 stars CH + 40% damage is seriously not fun) vs Juda poke with C+D a lot. Anyway, I will edit the tier list then. Raoh is low tier, Raoh is low tier, Raoh is low tier... Edit: About Thouther, all I can say I am really impress by fooling around with him against others. Like Juda, you don't need to know a lot but you can win a lot in beginner level. Ask how Dan kicked my ass with Thouther you will know how silly he can be. -
Hokuto No Ken: Read Before Making a New Thread!
tianyuan2k4 replied to Mr. Mamation's topic in Hokuto No General
IMO, beginner level: S: Toki, Shin A: Rei, Thouther, Juda B: Ken, Heart, Raoh C: Mamiya, Jagi medium level: S: Toki, Rei A: Shin, Raoh B: Thouther, Juda C: Ken, Heart D: Mamiya, Jagi high level: S: Toki, Rei A: Raoh, Juda B: Ken, Shin C: Heart, Thouther D: Mamiya, Jagi god level: S: Toki, Rei, Raoh, Juda A: Shin, Ken, Heart, Thouther B: Mamiya, Jagi IMO, just IMO... -
X – Secrets, Glitches, and Unknown X1 – 4th dimension jump When Shin's opponent is in the corner, get close to them, do a backwards Nanto Hakuen Tenshou (214D) and then boost repeatedly towards the wall. Shin will appear on the other side of the screen! 214D -> 6EEEEE X2 – Shin Invincibility Bug (Fixed in PS2 port) Translated by Nohoho: ~2D > 236D -> jC -> 2C -> AC -> jump-modified Senjuzan (2369E~C) > weak kick Gokutoken AKA: Muteking [Muteki (invincible) + King] Tomono discovered this bug that makes Shin invincible to strikes. After you do a Grave Shoot -> jump-modified Senjuzan, you'll be in mid-air but the game still thinks you're on the ground. Perform a weak kick Gokutoken and then land the instant it starts such that you only hear the sound of the attack, and Shin will be completely invincible to strikes for the rest of the round. Sometimes you can perform the weak kick Gokutoken motion and only hear the sound of the attack and yet still not become invincible. (possibly because the Gokutoken isn't invincible the instant it starts up) Vs. Toki you'll often wind up behind him after the 236C, it’s also hard to judge vs. Raoh. Hit confirm and lots of practice are key. Shin's opponent can disrupt this condition as follows: 1) by throwing Shin (BD grab and hit-throws* don't work, however) 2) by using Ken or Toki's counter attacks [* blockable attacks with throw-style animations, like, Juda 236A] Heavy strikes, guard cancels, Raoh’s 214214A and Mamiya's 6C won't work. Shin can disrupt this condition like so: 1) by doing something that would make him invincible (623B, Tenshou leap, supers, back dash) 2) by grabbing his opponent (throw, BD grab, command grab) Besides the above combo, it's possible to perform this trick after a Banishing hit or a command grab. Here are two example vids: http://www.youtube.com/watch?v=rsGpKTI5KSQ http://www.youtube.com/watch?v=lsHAf_zByZs X3 – Chikuseki bug Aka cumulative bug. When succeed, Shin will get a large amount of boost/aura gauge for each move blocked after. Typical Chikuseki bug combo: ~>2D>236D>JC>2C>A+C>JA xn>623B Depends on opponent, JA should be around 4 hits, and as many as 6, 7 hits. After that, gauges charges up tremendously for every move gets blocked and opponent’s guard gauge depletes very fast as well.
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VX – Mamiya (8:2) It seems like as long as you are not facing Nax or Pochi Mamiya you should win with an overwhelming ratio. 623B is too much for Mamiya to handle. And the helmet bomb and arrow could be taken out by standing jab or crouching weak kick, or just send them back with 214C. Like Thouther, Mamiya’s low stamina and short guard meter are her major weaknesses. Shin’s attacks chip away her guard meter extremely fast if she doesn’t use aura guard. Without aura gauge, Shin’s max charged 214214C becomes guaranteed damage in okizeme. Not to mention that Mamiya is absolutely hopeless when Shin activates god mode (invincible glitch, check out next section) Poor Mamiya…
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It's not tomono loop, it's tomono combo:P Japanese call it tomonocom!
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V9 – Mr. Heart (6.5:3.5) Two heavy height class characters fighting each other, defense is really important! Both have stable damaging combos against each other. Both have great throws. Both have guard meters. You have to know the weakness of Mr. Heart’s moves in order to win. V9a – Offense Turtle! It’s time for Shin to stop poking moves like 2B and jabs since Mr. Heart cannot dash forward and his air dash is really short. If you want reach Mr. Heart just walk or dash forward and pull back immediately when Mr. Heart does Earth Crush. When Shin blocks his weak Earth Crush (214B), 623B is guaranteed to punish Mr. Heart. Besides Earth Crush, beware Mr.Heart’s 2A as well. It has range, speed, and simple combos like 2A>2A>214B>JC>236236A to take 50% life gauge away from Shin. Jump attacks are still in danger of countered by Earth Crush. Mr. Heart’s 623A/C and 214A stop Shin’s IAD attacks pretty well. Thus, other than high jump, jumping forward is generally not an ideal way to get close to Mr. Heart. From a distance, Mr. Heart might try to do his super armor trick: Mr. Heart's jumping hard punch has one-hit super armor. He can store that super armor if he does the hard punch but lands from the jump before Mr. Heart goes into the punching animation. The simplest way to set this up is to do a backward instant air dash and press and hold the hard punch button until Mr. Heart lands. Now Mr. can boldly walk towards Shin and look for a combo starting with a standing weak punch. Some variations: 1) If he has Shin the corner: instant air dash towards after an air throw or Heart's A super grab, hold hard punch before landing and absorb his wake-up attack while combo-ing off a weak punch. 2) The stored super armor beefs up a Heavy Strike (AB) -> Heart's A (236236A) set up. 3) Absorb a long range poke and hit with a weak Earth Crush. 4) Absorb an IAD attack and hit with standing weak punch. Note that the super armor doesn't work against Heavy Strikes and special moves and goes away when you block a special move. Against Mr. Heart trying to do super armor trick in the air from a distance, Shin’s 236C is the solution since it’s a multi hits special moves. It will hit him before he lands. If Mr. Heart jumps, Shin could use jump chains to disrupt him in the air. Sometimes the situation stalls when Shin is standing between Mr. Heart’s weak and strong Earth Crush cover area, a heavy strike might catch him from half screen away. V9b – Defense Basically it’s a solid guessing game. When Mr. Heart’s jump D blocked, he can play landing stand jab/B+D hit-throw option select. Although Mr. Heart’s B+D beats Shin’s 2B, Shin should attack most of time since B+D doesn’t do a lot of damage unless it’s in the corner. (Check: Command grab beats both standing jab/B+D??) When Shin is thrown to the corner after air throw and or Heart’s Ace (236236A), Mr. Heart often likes to do strong Earth Crush to force Shin to defend. If Shin has an aura gauge, you could use wake up 214214C to go through Earth Crush. When Mr. Heart could do 236C+D, remember to use wake up 623B more. It’s a simple way to get out okizeme and doesn’t fall for 236C+D. Or you could use back jump aura guard to play safe. Just don’t get up crouch block and see Shin helplessly stuck when Mr. Heart stops the screen with his FKO move. Against Mr. Heart’s 214214A, you could jump back air dash through the staves to be flashy or just stand aura defend. Remember to stand defend the second part which most people usually forget. If you are close to Mr. Heart, you might try B+D+E or 63214 E~A after blocking the first part to catch Mr. Heart from turtling on the ground. V9c – Okizeme Another fair guessing game here. Mr. Heart could do 236236A to counter Shin’s ground attacks and 623A/C to grab Shin from the air. Plus with his 214A it’s better to just step back a bit sometimes or do a heavy strike instead. Either way Mr. Heart is playing high-risk vs low/medium return. You should just go ahead and give it a shot. When Mr. Heart blocks, break his defense as soon as possible to avoid his 214A guard cancel. 2B > 6A/command throw/2B is good. Keep your attacks short and focusing on the mix-ups is the rule of thumb. V8d – Tidbits Due to Mr. Heart’s huge size, you could do some silly combo like JA>JB>JC>land>2A>c5C>C+D>6>2C>236C>c5A>236C>214C on standing opponent. Bored? Here is why Mr. Heart is better than Shin in damage department Mr. Heart can do these things: http://www.youtube.com/watch?v=vdU0UbRTEtk http://www.youtube.com/watch?v=thmbaQ_5gy4 http://www.youtube.com/watch?v=4ddGyHNWuJk http://www.youtube.com/watch?v=z8MRLJK8eTs V9e – Conclusion For damage of course Mr. Heart is much better. Shin wins in knocking off stars and general offense. Shin is definitely at a great advantage if you know what you are doing. Just have fun with Mr. Heart; after all he is just da King’s pet? Don’t take this match too seriously. :yaaay:
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V8 – Thouther (5.5:4.5) (Note, I don’t have enough experience in this match up, the only good Thouther player I played with is Gwyrgyn Blood’s back in last Otakon, it’s like 10 matches in two days. I can’t really come up with enough info especially with all the new Thouther trickeries and combos developed these days. Any tips for this match up are very welcomed. Thanks) This match is somewhat similar to Rei. Once Thouther traps Shin in the corner, there is no way to break it without using aura gauge for guard cancel. In addition, the slow projectiles Thouther has are highly effective for okizeme on Shin. Despite Thouther’s incredible offense skill, he has same problem to get out of corner okizeme as well. His short guard meter and low stamina makes it even worse. Therefore this match up is quite one sided depends on who gets the initiative first. V8a – Offense When Thouther performs Nanto Bakuseiha (air 214A) high above the ground, use 214C to reflect it. If he does Bakuseiha is close to the ground, from a distance, Shin could jump air dash above the projectile. To prevent Thouther from jumping in, far standing C and 2C (clash)> C+D are good options. Catching jumping attacks with CH 623B will be rewarding, though you better be able to boost cancel if Thouther stand blocks it because he could punish it with standing C. Go for okizeme whenever you knock him down. Although Shin doesn’t often attack first due to Thouther’s powerful offensive moves, Shin has boost standing A for immediate offense when Thouther is on the ground. V8b – Defense 623B is your best and only option in most situations. Whenever Shin is knocked down in the corner, using wake up 623B to get out of okizeme is quite effective. If there is a projectile approaching to Shin, agility defend it then 623B. That’s pretty much all you can do under Thouther’s assault. You should guard cancel as soon as you start blocking. Thouther needs gauges to continue his offense with boost cancel and gain back initiative from defending position with guard cancel. He will not be able to gain gauges easily if his moves are not blocked. V8c – Okizeme Thouther has two options to get out Shin’s okizeme, 2141236A and guard cancel. Without aura gauge, Thouther is in serious trouble if he is trapped in the corner, especially with that crappy guard gauge he has. Keep attacking to chip away his guard memter fast then killing him with one banishing strike combo during his guard break is usually the easiest way to win. If he has aura gauge, bait his guard cancel first then kill him afterward. Basically all the patterns that work on Raoh work on Thouther, except you don’t have to worry too about Thouther turning the match around with just guard cancel and 2141236A. V8d – Tidbits Not much to cover here. If you have a boost gauge, you might do heavy strike trickery with something like 2B>2B>2D>623D>far standing B OTG>A+B>~ Usually that could be 60% of Thouther’s life gauge plus okizeme opportunity. V8e – Conclusion Knock down -> Okizeme -> WIN.
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V7 – Juda (5:5) “It’s time of resourcefulness!” Juda is the most interesting match for Shin. This is a competition of dexterity! The more resourceful you are, the better chance you will win the match up. Every move has its purpose and weakness. Doing the same move is no different than suicide for both sides. The more you know about Shin and Juda, the more solutions you will have in different situation. The possibilities are endless! I could barely give out a few basic tricks, you have to figure out everything else on your own. V7a – Offense Opening of the round Shin has far standing C and 214C. This first one only loses to 2D. The latter beats everything but charged banishing strike. If Juda uses boost 2A, Shin needs to do 2A to defeat it. Even 2B is not fast enough. Juda will usually wait a bit rather than attacking directly. Since Juda is good at countering Shin’s boost crouching attacks with far standing D > C+D, boost standing A is much better option here. Well, this is your chance to do 236C. Unless Juda crouches or does fireball, which is uncommon unless he wants to fall into Shin’s IAD attacks right away, he will either block or get hit. On counter hit, boost forward for a combo. On guard, Juda has to guess between Shin is going to do the follow up or not. Against Juda from mid distance, getting close to Juda without killing yourself is the key. Shin has to restrict the use of instant air dash due to Juda’s raw banishing strike poke. It has phantom range, deceiving duration, meets Shin’s best moves such as IAD attacks and 2B, monstrous combo on hit, good recovery from distance and he can boost cancel to continue attacking. Juda has no reason to stop abusing this move unless you can 214214C on reaction. Once you catch Juda charging the move, Shin’s 214214C is definitely going to beat it with counter hit. That will be –3 stars and a huge chunk of life gauge. If you don’t have aura gauge, you’d better agility defend then use 2B/623B to stop Juda from attacking. When Juda is reluctant to poke with banishing strike, you can start using IAD attacks and beware Juda’s 623A counter hit. Rather than risking IAD, Shin should use normal jump forward a lot. Instead of doing the typical JA > JB > JC chain, Shin’s better uses aura defend so he won’t hit by Banishing strike, 623A, Supers, stand jabs, etc. Attack when Shin is about or after landing. Now you are getting close to Juda without killing yourself. When Juda is busy setting all kind of traps, Shin’s 214B shines since it beats all them although you have to look out for Juda’s far stand D counter hit. Well, boost 214C works too and it’s less risky. If there is already a mine on the ground, Shin can use dash 2B to destroy it. Again, look out for Juda’s far standing D especially when he is standing two steps behind the mine. To deal with Dagar’s trickery (421B), the best solution is normal jump forward and aura guard. Shin will block Dagar in the air and get pushed back safely. V7b – Defense When you are trapped in the corner, you can be either killed by Taji trap (Mine setup>2D OTG>236B>charge banishing strike) or use guard cancel or supers. They require one aura gauge. One loses to delayed attacks like Juda’s charged banishing strike or heavy strike. The other leaves Shin vulnerable after Juda blocks. You might try 623B, but it loses to Juda’s Banishing Strike quite often. The problem is you have to look for the gap between 236B and banishing strike, which is really tiny in this situation. If you mess up and eat a raw banishing strike, there will be a lot of pain. Depending on whether Juda is going to charge banish strike or not, agility defend 236B, then 623B to counter hit charged banishing strike could turn the game around. On the other hand, when Juda abuses 2D (blocked) > 236B > Heavy Strike or charged Banishing Strike, you must be able to do 623B as soon as block that 2D. Until you have the ability to stop Juda abusing this unblockable trick,this is one of the most deadly pattern Juda has. To get out of the dam rush, the best solution is to high jump to get away first. There are some exotic options like using 44 to dodge Comac then boost cancel 44 and command grab Juda, or agility defend Comac close then command grab, which is not guaranteed, or can boost boost B+D from a distance. Since Juda can’t do much against Shin high in the air. You can air dash to make sure Juda won’t catch you afterward. If you are unfortunately stuck in the flood, try to guard cancel the floating object to stop Juda’s heavy strike and charged banishing strike. Or you could use aura block and hope the flood pushes you away before Juda’s attack strikes you. When you use guard cancel, it’s better to use it as soon as possible (Juda couldn’t have time to bait it) or after blocking a banishing strike because Juda often boost cancel it and cannot use 214B to counter Shin’s guard cancel. This is quite important because Juda’s combo after his 214B guard cancel Shin’s GC is lethal. Another thing is that learn to block Juda’s 6A by reflex. It’s too slow for fix up, though it has evasive property to meet low attacks, takes off 1 star on counter hit and he can combo afterward, which is the main reason Juda uses it for mix up even it’s slow. V7c – Okizeme There is not much I can offer here. The key is do not worry about Juda’s 214B GC trick. It’s only good when it catches your banishing strike, which you could always charge to make it unpredictable. 214B GC is quite ineffective against fast pokes. If he uses it against Shin’s IAD B/D, please do IAD B/D > 623B to disrupt his move. Another thing is that you might want to look out for Juda’s dam super because even you knock down both Comac and Juda after the activation, the flood will still be unleashed. If you block it as Juda’s rising attack, at least 214C or 623B counter hit Juda’s recovery then block the flood. Or you might try to exotic moves I mention before. For some reason Juda has a shorter dizzy meter than others! Therefore dizzy strategy mentioned previously is quite effective on him V7d – Tidbits Juda’s throws requires his helpers too. Normal throw requires full Comac’s gauge and B+D grab requires full Dagar’s gauge. Therefore don’t worry about Juda’s throw if his helper’s gauge is not full. V7e – Conclusion Even with two extra helpers Comac and Dagar, plus White’s “Banizume” combo, it’s still a 50/50 fair match. You just have to know what your options are.
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V6 – Rei (3.5:6.5) The toughest character to beat. Quick movement, tons of good moves, and damaging combos. Shin is in passive state often because he doesn’t have moves against Rei in air battle yet Rei’s IAD B/D could easily confine Shin in any situation. Shin does have some solutions, but they are far from optimal. V6a – Offense Even though this section is supposed to focus on offense, Shin’s best offense against Rei is defense. This is not to suggest that Shin stand there waiting to guard. Instead, you have to do your best to preventing Rei from trampling on Shin first. Why couldn’t Shin take the beat down role? Shin’s air attacks lose to Rei’s ones from speed to range. Rei’s air B pretty much seals all of Shin’s options in the air. Rei’s 2B is shorter than Shin’s, but why would he bother to compete on the ground when his IAD B beats Shin’s 2B as well? Besides IAD attacks, Rei has far standing D to meet Shin’s 2B and banishing strike combo after that. As you can see, Shin cannot fight Rei in the air and his best ground move is highly vulnerable in this match up. Although Shin’s 2B is not that good for offense, it at least stops Rei’s dashing 2B so Rei has to jump in from mid distance in order get close. For that Shin has 623B, 214C and far standing C. It would be nice when 623B hit because of its damaging combo opportunity. Otherwise Rei has guaranteed close standing C combo unless Shin boost away. Shin’s far stand C is quite safe in comparison. When it hit Rei in the air, 214C will connect. (C+D is good too but it tend to miss) This is your chance to dash toward Rei for Okizeme! Sometimes, Rei players might fool around normal jump with air 236D armor and projectile from a distance. Shin should do 214C+E in this situation. 214C will deflect the projectiles and slice through the aura armor. If Rei does the move from mid distance, 623B can defeat that aura armor as well. When you see Rei charging up for his 236236C from not too far away, you may use B+D+E to grab him. Since that move has super armor, normal boost attacks cannot stop Rei. If Shin is close to Rei, you have 236236C to catch Rei from jumping up. Remember to punish Rei’s blocked 236C, 236C with boost 2A/2B. Other moves do not have the speed and range to hit Rei from recovery. V6b – Defense When you are trapped in Rei’s JD>2B>2D>IAD D prison, try to agility defend that JD then force command throw/(2A>2C>A+C) mix up on him. Ideally you could use 2A to clash with Rei’s JB (not JD) and standing A to knock out his JD. It’s hard to apply in a real match. Especially when the opposing A+C loop takes above 40% and banishing strike combo takes 60% ~ 80% life gauge. Any mistake could be lethal. If you happen to be trapped by close standing D>IAD B>close standing D>… Good luck! Rei is going to gain full gauges then break your guard with 2B or air 236D sooner or later. At the mean time, you can’t do anything but block! You could use guard cancel. The problem is that there is no safe way to guard cancel! On ground, Rei has 236C that counter guard cancel. 236C>C+D+E hurts! Rei’s air 623A beats guard cancel with combos after too. Okay, I might exaggerate the power of air 623A a bit. A friendly reminder from Nohoho: “Most Rei players are not so slick.” At any rate, choose your poison wisely if you are facing a good Rei player. While you struggling to defend mid and low, input 2A as soon as you foresee the throw. If 2A hits, you have a guaranteed banishing strike combo since Rei is getting close for the throw. If you blocked Rei’s 236D, boost do 2B to punish Rei from recovery on landing. After defending Rei’s air 2B, 623B right away especially if Rei is directly above you. If he doesn’t defend, it will hit him. When you are pinned down too hard, you might try 236236C against Rei’s IADB/2B in wake up. Until then block everything Rei throw at you as much as you can! V6c – Okizeme Rei have some options to get out of Shin’s okizeme, but not game upsetting like the Hokuto brothers. Knowing how to stop him from getting away is the important. 2B and command throw both beat Rei’s rising 623A/C as long as the distance is right. If he tries boost 623A/C to run away, 236236C and 214C will stop him pretty well. He might use 236236A though the recovery is quite bad. In addition, you can use 214214C to defeat Rei’s 236236A here. Once he is conditioned not to abuse 623A/C, Shin’s IAD B cross up could be another great tool to break his defense effectively. 2D >236D, B, D tend to meet Rei 623A/C, so you can abuse it here. V6d – Tidbits Rei has a slower hit recovery on crouching state. Shin can do 2C>C+D if it hit Rei from crouching state. It’s quite meaningless since Shin can do close standing C >C+D anyway. V6e – Conclusion Always remember Rei beats Shin in air. So don’t use jump attacks the way you play against other characters. He is far more dangerous than Toki and Raoh for Shin. Try hard to fend him away first. Once you knock him down, you will be able to put some serious pressure on him.
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Happy new year, everyone!
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V5 - Shin It’s a mirror match! It’s the test of your skill! It’s your “KING” title to claim! Remember to laugh when you FKO your opponent XD Here are some Shin mirror matches: Gensetsu vs Asuka http://www.youtube.com/watch?v=-sm1hjOes-0 http://www.youtube.com/watch?v=u-2wg7gGBiM Kogat vs Tomono http://www.youtube.com/watch?v=TCmhuEUaRsE http://www.youtube.com/watch?v=YwkS5Xyi8Rs http://www.youtube.com/watch?v=eEdvOe5qBYo http://www.youtube.com/watch?v=CGPTkEBtUjk http://www.youtube.com/watch?v=eEdvOe5qBYo Others http://www.youtube.com/watch?v=PVlQxAWL7QY http://www.youtube.com/watch?v=sygfANcBHmM http://www.youtube.com/watch?v=tMRUYEd8Gn0 http://www.youtube.com/watch?v=somJ0YW3z6k
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Finally, Mr.Heart is back! Fury knows no limit!!! http://www.youtube.com/watch?v=4ddGyHNWuJk
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so you mean it like: http://www.youtube.com/watch?v=8ZUsaLrfa9k :grin: How is your Rei going?
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How about G.X's Jagi? http://www.youtube.com/watch?v=uqchJjf5Dd8
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Yeah, for most ppl, they either stop playing after eating the Toki reversal combo, or brain dead after Raoh's Sai combo. The good thing about Shiro and G.X. are they dont give up in any situation. That's what really separate them from others. The combo they do is not something others cant do. In fact they do miss combo just like others as you can see. All they do is just keep playing, looking for opportunity to get the initiative instead of critizing the cheesy gameplay.
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Shiro vs G.X. http://www.youtube.com/watch?v=pJXctasAgTQ What do you really see?
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V4 – Jagi (6.5:3.5) Well, versus Shin could be a good match for Jagi. At least Jagi has better okizeme here in my opinion, which will be focused on in the defense section, though that’s obviously not enough. Still, Jagi will rather fight Shin than the big four (Toki, Raoh, Rei and Yuda) and another terrible match up: Thouther. Shin general has advantage against Jagi, although it’s not an easy fight. V4a – Offense Jagi does not have good pokes like Shin. It doesn’t take long to realize Shin IAD B, dash 2B are superior than Jagi’s. If Jagi does shotgun from far instance, you could sent it back with 214 C easily. From mid distance, you could use boost 2B to attack through. Watch out for gasoline on the floor, it slows Shin’s dashing forward. Abuse 623B here! Jagi doesn’t have any threats to punish it. Reward and risk are overwhelming in Shin’s flavor. V4b – Defense Once Jagi gets Shin to block, with help of some boost gauge, he could force some solid mid/low guessing. Something like 2B > 2369A > E > 2B is very difficult to defend. Situation becomes critical when Jagi mix up 2B, IAD B/D, air 236A and throw. If you can guard cancel, do it whenever you block Jagi’s jump attacks. That’s important when Shin is trapped in the corner. You want to avoid this guess game as much as possible. Don’t guard cancel the ground moves too often though. Jagi might use delayed 2C and 214C to disrupt it. Following his 2C counter hit, C+D combo is guaranteed. That could be really painful, watch out for that. When Shin blocks Jagi’s banishing strike, crouch defend for the coming boost cancel 2B. Jagi’s banish strike provides a huge chuck of boost gauge for him after being blocked. This encourages him to continue to attack with boost cancel. Watch out for Jagi’s grave shoot, it’s slow but it has range and is an overhead. If the Jagi player like to perform grave shoot twice, 214B after blocking the first one will go through the second grave shoot, and you could boost cancel for a combo if it hits and rush down if it’s blocked. V4c – Okizeme There is not much to cover here. In other words, do whatever you want! Throw the Basel dice you are good to go. Only Jagi’s 236236C has the invincibility to get out of Shin’s pressure. If you can nail him missing it by air dashing above it (not blocking though because Jagi could shorten his recovery by throwing out the needle at end of his super), attack him from the back for huge damage. Most of Jagi’s moves are either too slow or ineffective to deal with Shin’s 2B, IAD B/D and command throw. V4d – Tidbits Jagi has a faster recovery from crouching hit state. It means that Shin 2A/2B > close standing C > C+D doesn’t work on him when he is crouching. He will be able to block the standing C after 2A/2B hit. For that reason, Shin has to do 2B>2B>C+D+E against Jagi. Remember the difference between C+D+E combo and typical banishing strike combo I mentioned in my combo section. You have to watch for boost gauge to do the best combo in different conditions. Also Jagi uses his statue to block attacks from crouching. It will crack and break if he blocks too many attacks. Strong attacks crack the statue faster than weak ones. When it crumbles, it’s similar to guard break and Jagi will be unable to move for a short period. Unlike guard break, Jagi can spend 1/2 aura gauge to attack right away thus the effect is more similar to getting hit by heavy strike. Using Aura Guard doesn’t count towards breaking the statue though. V4e – Conclusion As long as Shin is not pinned down in the corner; he has the upper hand in this match up. It’s that simple.
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Kenshiro make your head asplode
tianyuan2k4 replied to Koozebanian Fazoob's topic in Hokuto No General
http://www.youtube.com/watch?v=LtJFvZBIT3I DK tried CD > 236236EA > 623A I think most of time people dont have boost to the end it with -3 star combo. Due to that reason, even they have the boost gauge, they forget to do so. What do you think :chat: -
The most scary part is that Toki's throw meats slower attack like Shin's crouching C or banishing strike or even crouch B! So Shin has... Crouching A left? You want to use it when Toki's 2A is better in range and speed plus his brutal IAD D in the corner? Lol! Okay, you could try to pull upback, if you are luck enough not getting hit by toki's 2A, you could dodge both Toki attacks and throw. Then you have to worry about Toki's air unblockable 214214C If Toki's throw only does around 25 ~ 35 it will be much more reasonable... Remember, Toki has wrap trap/IAD D in the center and mid/throw in the corner. That's good enough for him.
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Kenshiro make your head asplode
tianyuan2k4 replied to Koozebanian Fazoob's topic in Hokuto No General
Maybe that's because Ken rarely uses the ABABC in the air? -
V3 – Toki (4.5:5.5) Eating a jab in the corner, 50% off Shin’s energy gauge. Getting countered by Toki’s 214A anywhere, 80% off Shin’s energy gauge. Getting thrown by Toki around the corner, 70% off Shin’s energy gauge. Being able to win despite the brokenness of Toki? Priceless! Needless to say, Toki is the best “bug” character in this game. He doesn’t even need glitches to be the best, because Toki’s design is a giant glitch already! From 2A to IAD D, Ryubu teleport to throw, reversals to supers. Every move he has is god damn broken! Alright, even with that overall bad impression of Toki, he is not that insane as you can see from top Toki players frequently losing to other characters. I am not saying he is weak; he is just not unbeatable yet. He might not have a bad match up, but there is no easy win for him either. Ameba (Toki’s imposter and E color in this game) strategy, (2A>2A>2D>623B) x n, could be used to scare the beginners away. Against experienced players, he’d better have more variations or he will simply lose. V3a – Offense At the beginning of the round, Shin’s 2B is good because it stops Toki’s 2D and teleports. You can gamble with 623B to catch Toki 2D or jumping too. Usually when 623B counter hit, you can do air dash B>land standing A>236C>A>236C>214C. That could be an easy –2 stars, nice chunk of damage and okizeme afterward. If you have boost, you might force Toki to guess between boost standing A, or boost 2B immediately as the round begin. Boost 2B kills many opposing moves like 2D, 2A, 214A(Anti 623A or boost A), while boost standing A stops Toki from jumping, anti 2B moves like 6B, 214B. Do combos whenever any of those hit and continue attacking when they are blocked or clash. From mid distance, Shin’s 2B simply stops Toki’s 2D and catches the pesky teleporting forward. If Toki tries to confuse you with combination of Ryubu teleport and high jumps, usually jump (A>) B> JC/D gets him pretty well. If JB>JC hits, 623B ends the combo in the center to set up Shin’s dash 2B/IAD B cross up okizeme, or do land 2A>2C>214C around the corner. If Toki blocks, end the chain with JD and continue with 2B when you land. 623B is great against opposing IAD D. And 214C is good against projectiles and normal jump D. Usually Toki should be attacking because his moves are great only in offense. In case he turtles a bit, Shin should get closer to Toki with the typical IAD B and dash 2B. Back jump air dash forward is good too. You might try back jump boost JD. It could surprise Toki players quite a bit while the damaging Tomono combo is waiting for you to perform when it hits. V3b – Defense Defending is the difficult part against Toki because of his deadly Ryubu Prison. Against Ameba’s 2A>2A>2D>623B>2A trap, agility defend Toki’s 2D then 2B will easily interrupt. Unless Toki bust out 236236B you are safe. Therefore Toki have to diversify his moves: 1) 2A>2A>2D>623B: Shin can command grab Toki from warping toward. 2) 2A>2A>2D>623A>Jump D: Standing weak punch will defeat it. 3) 2A>2A>2C: Use aura guard to defend and 2C will miss. 4) 2A>2C or 2A>IAD D or 2A>2D: Block block and BLOCK!!! Ideally you could agility defend 2A then interrupt with 2B, agility defend 2D then attack back, or 2C against IAD D. In reality you can’t do all of them in once. The truth is even I don’t have any good idea how to deal with them. If Toki does something like 2A>IAD>236A>throw I will just go to hide in the bathroom and cry… Seriously my solution is to crouch block in this situation as oppose to as most people have suggested to standing block, which never worked for me. Trust your instinct, or focus your attention here. 2C when you feel IAD D coming and 2A/2B when the throw is coming. You don’t have to worry about 2B, 2A and teleport crap when your crouch block. Just wait until Toki tries to do some real damage with IAD D/throw and kill him instead. I know it’s far from optimal but this method is simple enough to get out of the prison and win me plenty of games. I hope one would offer me some good advice, or better options for this part. Oh well. Once Shin is back to the wall, it’s going to be his nightmare because Toki’s throw combo consistently take away 70% of Shin’s life gauge. It’s so fast and meets Shin’s slow attacks all the time. Basically you can’t respond to throw by reflex. On the other hand, you still have to look out for Toki’s Ryubu Prison. Though 623B is less effective that Shin can actually do command grab Toki even without agility defense on 2D and it can’t switch sides, any hit leads to damaging corner combo. Between attack and throw, you have to make up your decision quick and attack as soon as you think throw is coming. You could try to jump straight up to dodge attack and throw in that situation. Try not to guard cancel in the corner often because Toki’s throw and delay attacks disrupt it very well. Whenever Shin gets knocked down in the corner, Toki player might like to play jump>(air 236A>throw)/air D guessing game. It’s hard to deal with because Shin has no move to stop that air D from that angle! And that jump D could cross up too. Blocking it is a difficult task. Jump back and aura block or use 623B to get away seems to be Shin’s best options here. V3c – Okizeme Okizeme against Toki is quite simple with Shin. The key move is 2B. This kick stops all of Toki’s wake up super moves and others. Only Toki’s 214B could stop it. For that Shin has 2A, although it is weak against Toki’s 214A and super moves, consider the fact that you can do Tomono combo after 2A hits, and keep on pressure on guard, it worth the risk. When you see Toki is being defensive or trying to abuse reversal moves, use command throw here. Sometimes Toki players like to jump up to dodge attacks and throws, though 2B should get him, you may try jump A>B>D>land 2B to force Toki to block. It gets even better when Toki in knocked down in the center of the screen. Shin’s IAD B cross up work excellently on Toki. As long as you time it right, even Toki 214A reversal will whiff after it is successfully activated. It dodges Toki’s 236236B too. Even when Toki blocks, you can continue to attack with 2B. Of course, you could try to cross up again with IAD B. While Toki is struggling between crouch and reverse stand block, it’s your chance to command throw Toki! Basically Shin has a lot of tools to attack and break Toki’s defense with ease. The real problem comes from defending Toki’s attack. V3d – Tidbits Toki’s Hokuto Sairaken (214214C) is a big uppercut move that cannot be blocked in the air even you use aura guard. Watch it out sometimes. When you block it, only 2D is guaranteed to hit. Remember to do a combo after that. V3e – Conclusion Both sides are good at okizeme in the corner, although Toki is much more brutal. It’s not easy for Toki to reach to Shin, but he has a good chance to win once he gets Shin to block. Shin has to stop Toki before he start to beast around.
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Kenshiro make your head asplode
tianyuan2k4 replied to Koozebanian Fazoob's topic in Hokuto No General
Ganzenryozanha! http://www.youtube.com/watch?v=37yWSZLPOE4 DK used it to confuse Gensetsu. 2B, 2B, 2D, 236D, E, 6A, E, 2B, D, D, C+D. -
Actually, if not Toki's powerful throw, I probably wont have that much problem against him. Because I dont have to play throw or attack guessing game when my character is pinned down in the corner. I can block with 2A>2A>2D>623B all day as long as a 70% life wall throw is not involved. Once Toki try something stupid, then it's your job to catch it and punish him.
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V2 – Raoh (4:6) Combo, combo and more combos! Raoh’s combo has developed a lot post SBO. Now Raoh can finish Shin with no boost in one combo. Although it’s not easy, it’s highly doable in human match. This is a tough match for Shin. V2a – Offense Shin can try to catch Raoh from jumping back and other attacks with 623B in the beginning of the round. You’d better have a boost to get away in case it gets blocked. Otherwise Raoh’s jump A is going to spell Shin’s death right after. I will suggest using far standing C. Far stand C > C+D > okizeme (IAD B cross up) > combo could be an easy win sometimes. At mid range, Shin can poke with far standing C (often to prevent IAD attacks), standing A and 2B while looking out for Raoh’s far standing D, 2D, air 236C, IAD B that forcing Shin to be defensive. Try to avoid that because Raoh gets a lot of gauge from attacks Shin blocked. You might counter Raoh’s jump B with 623B if you have the reflexes. Now comes the tricky part, how to get close to Raoh? If you go for dash IAD B, you might run into Raoh’s grave shoot or jump B, Raoh’s normal jump B tends to meet Shin’s IAD B. Key move here is dash BOOST STANDING A! It catches Raoh from any kind of jumping and ground attacks as well. If he blocks you can chain it to 2B continue Shin’s offense. On hit you could do combos. Once you conditioned Raoh with this move, you can now force dash 2B/IAD B guessing game. Until then, you have to make sure Raoh reluctant to attack. Shin always loses in combo damage against Raoh. If you don’t have a boost or doesn’t want to use it, you could use dash jump A > JB> JD. JA will beat Raoh’s jump B while JB > JD> will beat Raoh’s ground attacks. Usually JA whiff > JB cross up is difficult to defend. It’s not fast plus Raoh could do 214214A in response. It’s still better than rushing into your graveyard. Once you force Raoh to block in close range, check out okizeme section for further details. V2b – Defense When you start blocking Raoh’s attack, check his gauge status constantly. For an aura gauge, Raoh could cancel his slow recovery moves like 623A, 623C, banishing strike, 2D and even 214A with 41236D. Don’t fall for them when you see your opponent whiff those moves to lure your attacks. With a boost gauge, Raoh’s mix-ups get a lot trickier. Beside his IAD B/D, dash 2B, and boost cancelable moves, pay attention to his 6B overhead. After you stand guard that kick, crouch block immediately because Raoh is going to do boost 2B since it’s a combo after 6B hit, the fastest mid > low mix up he has, and Raoh is still on the offense side when you blocked his 2B. Try to guard cancel as fast as you can. The situation gets ugly once Raoh gains full gauges, or starts to delay 2B or anticipates your guard cancel and meets it with his 623A. Sometimes you might stick out a random 2C when Raoh’s 2B pushed both sides far enough. It handles Raoh’s IAD B well here. Whenever Shin gets hit by Raoh’s Kanzashi (air/ground, 214D), you are in serious trouble. If Raoh messes up the timing of 2A after stabbing the spike on the ground, you have to be careful not to fall into Kanzashi loop again because Raoh is really good at doing that. Shin should block most of the time because Raoh might delay attacks to disrupt guard cancel timing and other attacks easily. Although Raoh will gain plenty of gauge, it’s much better than falling into Kanzashi combo again, especially when Raoh can finish Shin with one combo nowadays. If you must guard cancel, you should try your luck on guard canceling for the first 2A. Because Raoh players will always try to connect 2A after the spike, they have to hit confirm the first 2A thus will not be able to react fast enough when it missed. Eventually Raoh will try 6B or heavy strike to break Shin’s defense. Watch out for them and beat those with 2B on reflex. It’s not too difficult to do this here because that’s the only thing Shin can do when the spike is there keeping both sides from jumping and throwing each other. V2c – Okizeme Shin has a difficult time putting pressure on Raoh, although he must do so because Raoh’s offense is too tough for Shin to handle. Understanding the flaws for every move is important. And mix up all the flow chart to prevent Raoh from catching your pattern. Here are you options for wake up games: 1) Standing A: It works well against Raoh’s 44 or Musou Tensei teleport because Shin can poke again to catch Raoh’s recovery. It loses to 623A. 2) IAD B: If it’s a cross up, Raoh must block it. Otherwise Shin is at a disadvantage if Raoh 44 dodges it. It kills 2A and crouching guard but loses to 214214A and 623A. 3) 2B: Shin could at least force Raoh to block if his 44 dodge the first one. It beats 623A with correct timing. 4) Command Grab: NO!! DON’T DO THIS!! SAVE IT FOR OTHER CHARACTERS INSTEAD!! Generally Shin shouldn’t delay attack against Raoh because Raoh’s 2A is fast and beats delay attacks. After Raoh blocks 2A, you could do command throw/2B mix up. If you do this quickly enough your opponent usually won’t be able to pull upback to avoid the throw and continue to block the 2B. You could do the same with 2B, except it’s a bit slower and your opponent has more time to react. Once Raoh blocks your attacks, here is your textbook flowchart: 1) Standing A/2B>2B>2D>236D>JB>JD: If Raoh blocks the whole thing you can continue to attack with 2B once you land. It looks like it’s a dead lock although Raoh can catch Shin with JA when he does 236D to upset the match. (Which is exactly what G.X. did in SBO to win against Tomono Shin) 2) Standing A/2B>2B>2D>C+D: Raoh can use 44 to dodge C+D on reaction then punish Shin. If Shin charges it, Raoh’s 2A could beat it easily. Use this only to catch opponents who do JA against Shin’s previous flowchart. 3) Standing A/2B>2B>far standing C>2D/C+D: This is what Shin should do when opponents get used to the above items. By adding a far standing C, it’s harder to see Shin’s following moves. You might have to worry Raoh’s teleport against far standing C, but then Raoh is gambling on you not doing 2D, dash command throw/2B, after 2B>2B. 4) Standing A/2B>2B>6A/6B: interesting option after you’ve conditioned Raoh with 2B>2B>2D. Although Raoh sees 6A/6B coming he could jab his way out. Most of time he has to block 2D. Most people will fall for 2B>2B>6A in the beginning because their reaction time hasn’t catch up. Once your opponent has formed the reaction to stand up blocking when Shin stands up doing 6A. It’s time to throw 6B, which Shin will stand up first too, into the mix to further confuse Raoh. 5) Standing A/2B>2B>dash 2B/IAD B/dash command throw: The best mix up Shin has. It could be very risky because when Raoh knows his options here he will gamble with an attack to upset the match. Based on my experience, when opponent is low on life and stars, command throw most likely will get jabbed. So use it only on rare occasion. With IAD B and dash 2B, the cycle goes like Shin’s IAD B > Raoh’s 2A > Shin’s dash 2B > Raoh’s A+C > Shin’s IAD B. Unless you are good at guessing game, risk reward ratio is in Raoh’s flavor if he attacks. But it’s simple and the reward is still great. 6) Standing A/2B>2B>2D>214D>EEE>JD: An eccentric invincible variation when you are desperate? It beats crouching attacks, dodges grave shoot, 214214A, JA. And an overhead attack doesn’t give away your initiative. You lose boost gauge here with less risk in return. With these flowcharts, besides conditioning use, throw in some random mix ups to frustrate your opponent. Simply don’t following the same pattern. Raoh is beastly when he sees through your attacks, just like in the anime. V2d – Tidbits Remember Shin can do 2B>2D>623D>236C+D to Raoh. It’s not game breaking but it comes in handy when you desperately need to finish Raoh off without boost gauge and risking a command throw. Raoh’s 214214A is unblockable in the air. People might use it as wake up move to beat Shin’s IAD attacks and it works well though Raoh is risking 40%+ life gauge if Shin catches it with a banishing strike combo. V2e – Conclusion Generally Shin has the advantage in the first round when Raoh has no gauge yet. 623B, banishing strike, 236D and command throw are risky in most situation. It’s difficult for Shin to kill Raoh within two combos but not the other way around. Once Raoh forces Shin to guard, he is threatening to gain back a lot gauges. Raoh could be difficult for Shin to beat. Play unpredictable all the time because there is no safe move against Raoh. Know your options so you don’t take unnecessary risk yet don’t fall into the same pattern.