Koozebanian Fazoob
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Everything posted by Koozebanian Fazoob
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That's what I was thinking, but there are cases when you can't land it but you could land a 3C combo, due to your distance from the enemy. So it kind of depends on the situation.
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It's kind of complicated in that the staff actually has about 4-5 different states it can actually be in: - Fully Attached - On Ground (Detached/Empty/etc) - Detached In Air - Active - Return State I made up all of these names so there are probably better names for them. Fully Attached and On Ground are pretty obvious and what you'd consider 'normal'. You can do everything as normal here. Detached In Air is nearly the same thing as On Ground except that the staff is currently flipping through the air until it hits the ground. You can still call the staff to attack as normal (with 5D/2D/41236D) or tell it to move (421D/623D), BUT you can't use the jump commands onto it (63214A/B/C). I think you also can't use the detached staff super at this point. Active is basically while the staff is detached and already doing something. You can't make the staff do anything in this state. Return State is essentially when the staff is not attached to you but is trying to return to you. You can get this state from a few things, but the most obvious is that some normals technically leave the staff detached briefly. During this time, you can command the staff as if it was detached in the air, so hitting 5D/2D/41236D will cause it to attack instead of being placed in the ground. Also I need to double check this, but I believe you can likewise use 421D/623D to cause the staff to 'move', thus causing it to not return to you but instead go to the ground. If you move fast enough, you can actually prevent the staff from reattaching to you, which can cause some odd situations. It's important to be aware of this because you may end up getting the wrong normals coming out if you aren't careful, but it can also be a big benefit because you can cause the staff to attack without placing it. Hopefully that wasn't too long winded for you. You are pretty correct about the with-staff situation. She really has no good mixups with it, you want to focus on pokes and zoning mostly because that's what you are good at with the staff. And obviously, without the staff her pokes are much worse and she loses her DP and anything resembling AA, but her mixups become stronger. So you really need to learn how to exploit the best parts of both states, as well as all of the other off-states I mentioned above. Nope. The staff attack has a return time that's based sort of around how far it has to travel to the corner. In other words, if you are far from the corner, it will take much longer for the staff to return than if you were right in the corner. However there's some funny business to this, such as that the staff always seems to have a minimum 'out' time to it. So in other words, if anything you'd want to let go of D earlier to get the staff back earlier. But that's probably not an option for you. What you CAN do is after the j.C, land and do 236A to pop them back up, then very carefully link into 66C. A better option still is probably to use an entirely different combo if you are that far from the corner. It definitely depends on the situation though, and without knowing the situation I can't say what's better or worse.
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You do just one of those Chuns. Which one you do depends on the character and how far away they are. For example against Tao or Jin you just do a standing Chun. Against many others you can just jump up or back and chun. It takes a little getting used to. You can probably tech it. I think you can probably tech after the 6C before the D hits you, if not later.
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Yeah, it stops the staff from flying up and it lands right behind you which puts it in a good spot to combo with. Even if you have to simplify and go for the Hatsu Chun finish, the staff is now in a good place so you can throw it with 63214B. You can also use that for combos off CH j.C or 6B. You basically get the same combo. You can also use it to help with one of the combos I listed before, 2B 6A RC, 66 2B 2C 41236D~A, 421D, 2B 2C > j.B > jc.B C 236B 236C 63214B I dunno if it's really all that good or not but it's kind of neat anyway.
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I didn't realize until now that 5D[e] and 2D[e] are actually two different moves and now I feel stupid. It's important because you can't cancel 2B[e] into 5D but you can cancel it to 2D. Same with 2C[e]. It does the same thing but it's a different move! I've also been dicking around with this as a forward throw combo: 6B+C(1) 41236D~A, 421D, 2B 2C > j.B j.C D, 66 j.B j.C |> 66 6C, 623D 66 6C - V 6B+C(1) 41236D~A, 421D, 2B 2C > j.C [D], 66 ]D[ j.B j.C |> 66 6C, 623D, 66 6C - Ragna, Tao, Noel, Jin, Arakune, Bang 6B+C(1) 41236D~A, 421D, 5C 2C > j.C [D], 66 ]D[ j.B j.C |> 66 6C, 623D, 66 6C - Tao, Rachel 6B+C(1) 41236D~A, 421D, 5C 2C > j.B j.C [D], 66 ]D[ j.B j.C |> 66 6C, 623D, 66 6C - Hakumen, Tager Basically you use 5C 2C on characters it works on, omit the first j.B on floaty characters. Also on floatier characters you need to time the ]D[ to hit very close to when the 66 j.B hits. Don't know about Carl. Or in the corner you simple switch to this kind of thing: 6B+C(1) 41236D~A, 421D, 2B/5C 2C > j.B > jc.C [D], ]D[ j.C |> 6C, 623D, 66 6C Haven't figured out the specifics of getting it to work near the corner though. Mid screen or very close to the corner are easy.
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Where do you get 2F startup for 360B? It has like 8F startup according to the frame data.
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Never get caught without your staff, you are literally worthless on defense if you don't have it. For Tager, the most obvious thing is if he ever does anything into 5D, 236A/B, 2D, 6A, or 6B, you can Tsubame him out of it. Most lazy Tager's will do 5C 5D and you can beat that easily all day.
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Be careful doing 6D~B because if Tager is on the ball he can 360A that. Just don't be predictable with it and you shouldn't have much issue. Really if you just stay in your optimal poke range he's going to have a hell of a time doing much of anything to you.
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Yeah, aside from stuff off 6A[m] I haven't seen much need for RC combos. I guess if you wanted to be real tricky you could probably RC part of your pressure string into a 6A OR run up throw. The long and short of it is, you'll want to spend most of you meter on mixups and pressure because you get all of your combos for free.
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Yes. Collider won't be able to drag you in at all if you don't tech, or if you tech late (close to the ground), or if you ground tech/roll. The trick is to just not tech as soon as you can because that's what he wants you to do. If you just quick or safe recover when you hit the ground or neutral air tech right before you hit the ground you are golden. A lot of it is just knowing where his setups are. A lot of his anti-scrub game is just baiting you into teching or tech rolling so he gets another free grab. Also interesting question, if you tech then do j.63214A while he's doing a collider, what happens?
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Don't get thrown again? There's not really that much to it. If you think he is going to command throw, DP or command backdash are both good options. Litchi is really lucky in that command backdash is a practical escape to all throw related setups. Most characters can't backdash away from 720C. If you are teching and eating a collider then just stop being stupid about how you tech.
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You can combo into it from a full distance Volt Spark or from a CH 2D. Might be able to catch them from a Collider with your back to the corner too. If you have magnetism, the move sucks in prior to hitting. The range is really short though obviously. The move has no invincibility and it's really fucking slow so it's just all around terrible and only there to really humiliate someone.
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Yeah that one is really good because you are in a spot to do it a lot when on offense and just leads back to regular combos. Some other stuff I've used: 6A[m] RC, 66 2B 2C [m] 41236D~A, 66 2B 2C > jc.B > jc.B j.C 236B 236C 63214B - Or any other standard variant on this combo after the 41236D~A you can get. You have to use the time after 6A to do 2B 2C without the staff then get the staff back for the Itsuu. It's not actually very hard. You can use this from way the hell far away like off 2B 6A or whatever. Blowing 50% on a 6A seems kind of questionable though, but I guess you at least get another mixup attempt if they blocked it. CH 6A[m], (66) [m] 5C 41236D~A, etc - Same idea. You get a free combo on CH. Probably doesn't work on everyone. 6A 5C 236A 236C, B 2C > jc.B > jc.B j.C 236B 236C 63214B - I've been using this on Tao since it works, what's the normal proper combo after 236C here?
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Maybe I'm blind but you don't seem to have any of the 6A combos in the guide yet? There's a lot of really dumb stuff with it, but mostly it just goes back into the usual combos.
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His super runs out of invincibility after a while. The best option is generally to just block then punish. I'm pretty sure you can get a TK Gauntlet on him on block which of course leads to 4k+ instead of the damage you'd get from an uppercut. However, if he has 50%, you can expect him to RC the super so you might want to try a DP instead. I probably wouldn't risk it though unless you are real confident you'll beat the super.
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I'd take Ragna's DP over it personally but maybe that's just me. Bigger hitbox, little faster, you can do it whenever, free combos on hit. I'll agree with the 'not great anti-air' though, great AA in BB is something like Ragna's 6A, which will cleanly beat all air attacks, gives you tons of options (like jump canceling) on block, and is pretty safe even on wiff.
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Tager can actually just 360A right through Hell's Fang which is what Kensk was referring to. Not sure what he can or can't get if he IBs without the followup, but never do the followup on block obviously.
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If you throw out a poke (like j.C or 5C) and he does Magna Tech, just hold back and hit A+B+C. You'll RC then FD and be safe and get a free punish. Just don't attack him like a dumbass and you should not have to worry about that super at all. Now 720C is something to worry about. Fair warning though, Ragna's j.C isn't very active and Tager can backdash that shit pretty easy, so be really careful how close you are attacking with it. It's your best option but if you do it up close too much you are at a serious risk of getting thrown.
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General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE
Koozebanian Fazoob replied to Kairi's topic in Archive
Now correct me if I'm wrong but I recall there's some funny business with that related to Throws. Something like, the throw drops the guard bar before it does the damage, so having a higher than normal guard bar actually makes throws do more than normal damage. Now I don't recall if this is will all throws but I do know for sure that it happens with Potemkin Buster. -
Yes that's very true.
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I agree with Brent honestly. Her AA will pretty much shut him out if you use them right. If he's super close or right above you you better get out of town though. But if he's just jumping at a distance you can pretty much do whatever you want to him. You can't really punish them no. But the A version leaves him at disadvantage so if he tries anything other than 360A or 720C you can just hit him easily.
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My advice is to get Volt Spark and sit on it. While you have it ready, it really limits her options. Wait for a mistake, missed poke, or bad idea, and nail her for it. Being really patient when at a distance is important. Also, she has no pokes and no defense without her staff. If you catch her without it, keep the pressure on real good because suddenly you have better range and pokes than her. If she calls her staff back, just remember that all you have to do is tap her (block or hit) and it is no longer a threat. Also as I recall, if you see her do the staff super from a distance, you can just Volt Spark her for it. Just watch you don't get hit by the super anyway. Oh and definitely don't jump at her when she has the staff, but that much should be obvious. Also I think they have really short active time so chances are even if you miss the 360 you won't get hit for it.
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Leave them in here. If nothing else, move them to a different post, that'll help keep things organized.
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Instant Block, 720. That's ideally a much better solution than CA, but of course you gotta be really good at 720s.