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Everything posted by Emjay
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Here is an old vid where it's used: http://youtu.be/ZLD5NMXMv4M?hd=1&t=1m52s
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Source Source
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Its easy on stick.
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Nice to see it is stil of use. I keep it myself in the cabletray of my stick :D
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Updated my German wiki archive, if anyone wants to browse: Aigis Matchvideoarchive Here for the other chars, will try to keep it updated: P4U Matchvideoarchives
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Haku's 1f counters can also deal with it in an annoying way.
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What toan said. I think you are trying to oversimplify this MU abit too much, Ached. If the Tao players movement is good, you got like no chance to hit her unless you are really ballsy with your guesswork. Most of the time I just backjump and try to react to Tao with j.DD, j.2DD, really low j.Cs or dash under 2DD when she close to me and up high. Even doing 6As on reaction is mostly suicide, because she can cancel her drives so fast and then just punish you for it. Also 2C sucks ass, because its slow as fuck and I don't like throwing it out on guessing. And like already mentioned 214D gets useless once she has meter for her super. :/
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Like AchedSphinx said, asking for gameplay advice on a video were you didn't play serious/like you normally do is kinda useless. Also being flashy and playing optimal can go hand in hand just fine. Your opponent just needs to Barrier/InstantBarrier it and your spacing will be off. Better try and learn to judge the right distance in any situation.
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I just skipped through it fast and noticed a few negative points: -Your opponents were awful. -Using 2A or fullscreen 4DD during 236D oki is such a waste of opportunity, when you can go for great mixup with 2B, 4B, jumpins, feints and throws. -Still way too much random use of 5C. Like after airthrow you would just hit 5CCCCC as oki. When instead you could do great mixup/baits/crossunders/optionselects with (dash) 2B. -Doing RC, j.2DD, 214D so often after your combos is an huge meterwaste. I'd only do that, if they aren't dead after a j.632146D when I have another 50% tension and it would kill them.
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Most of these were already in the vid i made in December http://www.youtube.com/watch?v=ZLD5NMXMv4M Can be extended by 2147D: 2B, 3C, 214A, 236C, dash back, 5C[8], 6C, 236D, 214D~C, 214D, 4B, 2DD, 2147D, 6DD, 2DD, j.DD, j.2DD, jc, j.DD, j.2DD, j.214D 52 hit - 4908 dmg - 68 heat - CORNER - close VID Can be extended by 6A, 5C: 2147D, RC, 5C[8], 6C, 236D, 214D~C, 236C, dash back, 6A, 5C[8], 4B, 2DD, 2147D, 6DD, 2DD, j.DD, j.2DD, jc, j.DD, j.2DD, j.214D 50 hit - 5133 dmg - 59 heat - CORNER VID Throw, 4B, 2147D, 5C[8], 6C, 236D, 214D~C, 236C, dash back, 4B, 2DD, j.DD, j.2DD, jc, j.DD, j.2DD, j.214D 40 hit - 3806 dmg - 59 heat - CORNER - close into corner VID I did it with 2DD inbetween, don't really think it gets much closer to 5k without it 4B, 2DD, 2147D, 5C[8], 6C, 236D, 214D~C, 236C, dash back, 4B, 2DD, j.DD, j.2DD, jc, j.DD, j.2DD, j.214D 40 hit - 3897 dmg - 59 heat - CORNER VID Full transcript: http://dl.dropbox.com/u/19144188/BBCSE_LambdaComboExhibition.txt
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Oh ok. Dunno, I haven't had the time to keep up with all the japanese vids over the last few months. Outta interest, whats the most used finisher they go for? Do they finishe with 5C, 2C, air ender? Or maybe something like 2DD, 6C, into 236DC oki?
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Online is no factor that should be used to determine the usefulness of combos. Once you hit your 236C you should know/feel if your spacing is about right for the 2C to connect. If it isn't or your having trouble with [2C, 5C, 4B, 2DD, air ender], then you can always just go for [5C, 2C, air ender].
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Sadly all those starters (except 2147D RC maybe) will never happen in against someone who can block.
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To do 236C>2366D, the timing of the 2366D was the hardest part for me. Holding down forward+D for the additional BB input buffer can help abit to get the link more consistently. If I ever have "important"(lol) matches, I'll probably just do the combo on characters where i know it works without the dash. But in all other matches I just go for it to get it down better. lol @ the lambda execution discussion. Only because there are hardly vids of players doing these combos in matches, doesn't mean there aren't any. BB exe really isn't that tough compared to the stuff thats required in many other games. My oppinion is, that it's a game where you can learn your combos just from trying them in normal gameplay for awhile. After the initial few days of pmode, when a new iteration comes out and my vid is done, I usually hardly ever hit practice again. From then on I see any match played (outside of tourneys) as my pmode. (and no, my execution isn't godlike. anyone can do that)
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Pretty busy atm, so I couldn't get to it till now. It works and does 3847dmg, gains 46 heat with 54 hits.
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http://www.youtube.com/watch?v=ZLD5NMXMv4M&hd=1&t=2m8s Midscreen midcombo 236C > 236D needs a dash before the 236D to connect on most characters. The 236D needs to be input immediately after you recover from 236C. So to get a dash in there while still doing the wheel as early as possible, you use the 6 input at the end of the 236 as the first 6 of the dash and then just press 6 once more to get a dashing 236D.
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Yea, dash 5A works on everyone too. And just like you already said 5B prorates better, thats my main reason to go for it. Like tuka said, 5A has longer reach and faster startup. So if the opp isn't totally inside the corner, you better go for dash 5A to make sure you connect.
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I guess I should post this here too:
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Hehe, thanks. If you check the vid description or the full transcription in the dropbox link youll find the char specific stuff for corner 236B, 5B and 6B. :P http://dl.dropbox.com/u/19144188/BBCSE_LambdaComboExhibition.txt Anyway made a pic for you of the spreadsheet I made for better readability: I can probably try the combo tomorrow.
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More Lambda combos(guess the japanese were by half a day faster :P ) BBCSE - Λ-11( Lambda ): Combo Exhibition http://www.youtube.com/watch?v=ZLD5NMXMv4M&hd=1
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Made a simple combo exhibition vid again: http://www.youtube.com/watch?v=ZLD5NMXMv4M&hd=1 Nothing optimized yet. I just filmed myself playing around in pmode and then cut it together. Contains simple as well as harder combos. New as well as old stuff with transcription, damage and heat values in the youtube description.
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Like I already posted in the General thread, I have a match archive running on a german wiki: Lambda archive You can take the data and compile it here in this thread if you want. It shouldn't be too hard to navigate, even without knowing german :P I decided to only add videos which are already on youtube, because it lets me timestamp the links to all the matches easily. Also most of the players are named. If anyone is interested in other characters: Link to all characters archives
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Matcharchive: Lambda vs Relius(BBCSE)
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What tuka said. 236D oki is a god given gift you should use by all means. 5C is just bad outside of combos, some blockstrings and aside from punishing with it. Every decent player will punish you hard if you use it just randomly midscreen into nowhere or as an antiair(lol). The only mixup you get from 5C on block is a perfectly spaced 4B2/3C mixup. Here are some more ways to use 236D Corner oki -> http://www.youtube.com/watch?v=NBC7tXufgCY The combos are probably outdated, but the setups are what its about. Not on all characters, but I dunno if your talking exclusively about Jin now, because were in his MU thread. Like Tao can crawl under 5C and e.g. 2B you on wakeup. Bang can D-counter both 5C and 236D. Haku can counter spam both for multiple hits. Rachel can windtech in your face. Carl can just roll out of 5C, i havent tried if it works on 236D. And Tager can just Sledge through both. You can still bait most of these, but they are annoying to deal with at least :P Instead of further discussing oki in here, we should maybe be taking it to its own thread or the general discussion one.