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AKA

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Everything posted by AKA

  1. Guilty Gear 2: World Warrior
  2. All I know is that it fucking hurts when it hits me, but that's Jam for you. Her close S or parry would be better AA I guess, so my bad. Just sayin'. This is just going for utility, even if it doesn't beat out a lot of things (I could've sworn close S -> 6P was delayable, allowing you to go through DAA's more easily, but that's speculation). Meaning, in what it does for the character compared to other character's 6P's. Since his is an overhead, I'd rank it in top 3 regardless, but that's my criteria. I won't argue with a Testament specialist though, so thanks for the clarification. Tierlist: Maybe I'm oversimplifying things, but I'd think the reason Johnny's damage is ranked so much higher is because it's easier for him to hit with a poke into big damage by playing off of space control. Sol does comparable damage, but he needs specific moves or mixups to hit. Johnny can literally hitconfirm into low MF from just poking, and he essentially controls the ground with that threat in ways Sol does not (safely). Of course other parts of that list don't make sense, as the rules for its interpretation are entirely arbitrary. But we play an arbitrary game, so this will go in circles for a while.
  3. You make us proud Mike. Continue to rep! If you can, maybe ask why Kaqn made the switch? I'm too curious to let it go.
  4. Well...I just don't know what to do with myself.
  5. Bozac...did I read this right, that Kaqn and Isa qualified using Millia and Eddie respectively? Kaqn switching back to Millia is pretty surprising (if true). Maybe he believes her throw game is stronger now, he's always played characters with excellent supplimental throws. Isa with Eddie just makes my heart sink. His aggressive style will benefit the switch though.
  6. How are we not talking about Potemkin's 6P? It beats everything, and leads into his scary wakeups/Gigantor Trap. Removes the ability to jump at him at ALL, and some attacks that attempt to poke at it actually extend their hitbox into him and end up getting CH. Because of this move, Potemkin forces you to play his game at all times, and I haven't seen a single solid jump-in attack get around it, and it's probably the easiest to apply. +Fast +Invinicible +Beats everything +Leads to wakeups/unblockables +Big damage potential +Dodges most things it shouldn't +Time-traveling capabilities allow it to erase mistakes you made!* *I've had people react to me whiffing a slide head while they happen to jump, they react to the move, then airdash to attempt to punish. I mash on 6P and the move STILL beats what they were doing even after I whiffed slidehead. If you want to rate each 6P in terms of reward, safety, and utility per character, the top 3 are: Potemkin (does everything, best at everything) Eddie (threat level) Testament (leads to 1-hit badlands, is an overhead, invincible above his knees while kneeling, auto-baits every uppercut except ones that start from the floor, and clashes or goes through most dead-angles in a close S->6P string) Honorable mentions go to: Ky (range, stuffing like turkey, hard to punish, leads to some ouch) Jam (great AA, leads to ouch) Chipp (rules the ground, speed) Johnny (hitbox hueg lyke xbox) Millia (stuffs good, leads to some ouch, critical point)
  7. AKA

    Eddie Q&A's

    All characters have a "standing" hitbox, similar to a fuzzy guard situation, upon standing for 1-frame. Planting a disc with Millia, then doing instant j.K is a great way to see that in action if you want to test it. Another way is doing Eddie's Shadow Hold unblockable, but doing say, j.H, exceptionally high up (near their head) extra meaty. They appear to be crouching for 1 frame, as your attack seemingly hits air above them for a fraction of a second. That being said, I can verify that while doing these on a crouching character makes the timing SLIGHTLY tighter, it makes no difference if timed properly. There are some characters that will be much harder due to their wakeup speed (Venom). Subsequently, if a character could crouch to avoid getting launched in such a situation, then Eddie's 22H FRC IAD j.X wouldn't work because they couldn't get launched by the drill, nor would his Shadow Hold + j.X work against crouchers, because they could theoretically block low and avoid the hold followup. Sage: Also, US version's training mode breaks the laws of the game's physics when you set it to "guard all", because it will literally block everything, even the shit it can't possibly block like...unblockables. If you're getting a beat count of 2 involving a single-hit drill combined with an IAD attack or the shadow -D- attack, but the "beat" doesn't turn black, and they're still in launch state from the drill, then both attacks hit at the exact same time and it's a legit unblockable.
  8. AKA

    Eddie Q&A's

    Work on your 50/50's. Eddie has an 8-way mixup after Mawaru. 6K/5K is old and tired, so using the following will really open your opponents up a whole lot more. Mawaru, 6P (1 or 2 hits), close S (prime, if they got hit in the air by Mawaru, you get a great combo by releasing nobiru on hit-check), mawaru, jump straight up. 1) j.K into j.K (lowest possible height, fuzzy guard break) 2) j.K, land 5K 3) j.K, land, 6K 4) j.K, land into running Damned Fang 5) empty straight up jump, land 5K 6) empty straight up jump, land 6K 7) empty straight up jump, land Damned Fang 8) empty straight up jump, land Drunkard Shade (invincible to throws). 9) End your string with an unblockable attempt using drill special and Haneru/Tobu.*** In situations where you cannot get this mixup (they're too far for you to pull back in with Mawaru without it draining your guage beyond the point of implementation), you need to get creative. Hit/throw, and false gaps using Break the Law in mid-string are very important. At this point, creating a massive threat with Nobiru to keep your opponents honest is excellent, as you only need enough gauge to perform two Nobiru's (plus a little for Hold) in order to get the CH death combo. Given that, just stop attacking by creating illusions while you're in Break the Law. Break the Law is essentially the same as standing still and reacting to their next movement. Therefore, people see you go into the ground and they believe they can move, or attack the shadow safely to remove it from play. However, by releasing P as you rise (wize frum yo gwave) out of Break the Law, then buffering 22H right after, you can then combo with Nobiru into a running j.K, j.H, j.D (add Nobiru on contact), superjump followup. Ogawa is a master of false gaps. He understands that the fundamental part of defending against Eddie is to GTFO ASAP. Due to that, he mixes up his spacing and flow of attacks in order to convince you when it's safe to move. That's when he pulls the snare, and you lose half life. It's really more of getting a feel for Eddie's actual gameplan, as opposed to just doing mixups and oki shit. That's just the icing on the cake. *** FUCKING IMPORTANT DUDE!! SO CHEAP! :psyduck:
  9. If Slayer predicts the H disc, you eat a CH Mappa. At the end of strings is the only time it's 100% safe. The only way to stop this, really, is a pre-emptive S disc. But if he did nothing...he can CH mappa you AFTER the S disc whiffs. Pretty shitty fight.
  10. Against Slayer, every action except backdashing and jumping beyond his threat range is a risk. Even pin can be punished by using BDC backwards jump into j.H to CH your followup attack if you try to just get in at random with it. Iron Savior and 6P beats D-step, but both lose to sweep pretty bad. 6K beats sweep, but loses to any button Slayer chooses. Run away if he jumps, or use roll into throw as an anti-air. 6P and 2H are free CH's for him, so just forget they exist unless he's falling straight down on top of you after a tech and you throw out 2H EXTREMELY early so he falls into it and gets CH. Double-jumping beats this, so air-throwing him is the best option in that situation. Avoid frame traps on Slayer because of the threat of BBU. 2H beats your 2D clean and kills you. BDC jump backwards on wakeup disc trap forces him to block, but nullifies any and all mixup you get from a running disc at midscreen because of the extra time he has to escape. BDC is actually his get-out-of-jail free card and prevents you from landing damage on him. Rolling to escape his pressure is a bad idea. Slayer can just walk forward and do a very specifically timed and spaced 6H, so that it will catch a backdash, a jump, gives him frame advantage, and will auto-throw you all in one go. This is just inside of his 5K range, so be wary. Howver, you can most certainly roll through any high attack strings and frame traps that you successfully yomi for a free throw. Just be wary of baits, as a good Slayer KNOWS this will be one of the main ways you'll be landing damage and becoming a threat to him. He still eats combos and damage like everyone else, just play very carefully and try to read his reaction. Unforunately you have very few risk-free options in this matchup, making solid 1/1 counters hard to come by. By far her worst matchup. Order-Sol beats your ground game clean due to Fafnir, and anti-airing him is harder than Slayer because of his low jumps. It doesn't help that his air attacks are all pretty much as stupid as Slayer's, so again use rolling to anti-air him. 2H works well against random IAD attempts, but a good Order-Sol won't be doing that to you out of the blue, it'll get him killed. Order-Sol is a shenanigan master, with a lot of free-flowing option trees that leave him safe at pretty much all times. If he makes you block something, he controls the match until you're on the opposite end of the screen without question. He can't exactly throw out Fafnir at random, because your jumps and rolls go through that attack if you space them properly, and the only thing he can do to beat rolls is throwing out a 2D and buffering a CC in order to combo you if you try it. If his sweep whiffs, you get yours as punishment. However, if you both sweep, his will randomly win based on the nature of it's forward-moving hitbox. Fortunately Order-Sol has terrible ways of dealing with your attack strings. Properly delayed attacks will prevent him from doing a DAA, and once he's knocked down he's out of luck as his uppercut doesn't hit close to the ground and is somewhat lacking based on its slow startup, making it easy to auto-bait with safe jump attacks and Iron-Savior whiff mixups. In any of his frame-traps, you can vie to use FB Disc in order to get a favorable trade, but if he has meter you might as well hand him the round because Fafnir will beat that. Order-Sol isn't as hard as Slayer, but there's nothing stopping them from just sitting there all day and reacting to what you do. Mixing up your attack strings and abusing her fast runaway and the basics (throwing pin when you know they have to block, or want to anti-air you) will create the opportunities you need in order to get an offense going. Use your head and use proper risk assessment as you go in, and these matches should become much easier. Again be careful, if you get hit you're done.
  11. AKA

    Slayer AC Combos

    Certain characters, like Zappa, require that you hit them with the first 5H exactly when they hit the ground so you get the lowest possible bounce. Axl, Eddie, Testament don't require this. You just have to wait as late as possible. It's a tough link, but definately worth going for. I usually do the j.H ASAP, then wait as long as possible for the j.K.
  12. AKA

    Slayer AC Combos

    Okay guys, I went back in and looked at it again to give you some concrete numbers. The easiest (and best damage for compromise) BnB that works on the characters I listed is 2D RC, 5H, JC, j.H, wait, j.K, land, 5H, SJC, sj.H, wait, sj.K, SJC, sj.S, sj.2K, sj.D, sj.2K, sj.K, land, 5S©, JC instant j.D. On Eddie that does 260. After a blocked Undertow it does 334. Eddie, Testament, Zappa, Venom, Anji, Axl, Slayer use the combo I posted above. There are characters like Johnny and Potemkin that can be juggled with different variantions, but they all start using 2D RC, 5H, JC, j.H, j.K, land, 5H into aircombo finisher of choice. Characters I couldn't get this to work on/had to make up another combo: Faust, all lightweights, Chipp, Sol, Order-Sol, Ky, Robo-Ky. In terms of distance, it's character dependant. Safe to say it's strictly a 3/4 towards corner combo, 2/3 at max (Eddie, Testament, Axl). 2D RC is the jiggity J for damage.
  13. AKA

    Slayer AC Combos

    I think it was 2D RC, 5H JC j.H, wait j.K, land, 5H, SJC j.H, j.2K, j.K, JC j.H, j.2K, j.D, j.2K, j.K, land, 5S© or 5P, instant j.D. After the SJC, you are automatically SJI'd, so the followup becomes much easier. Works on characters with large hitboxes in the air like Testament, Axl, Eddie, Venom, Slayer, Zappa, Anji, and I believe Pochop, Sol/OS, and Chipp. You can also cancel the final j.D into a whiffed j.2K to get air height, then attack with a low airdash j.S as a safe-jump option. Done properly, and since j.S gatlings to j.2K, you can do a 2-hit air j.S for an overhead, or do a last-second whiffed j.2K (doesn't even animate) after the first hit of j.S and go into 2K for a low. It's very tricky to see and the followup combo after the one you just landed will kill usually. My Slayer sucks, but I can make up wakeups! Hopefully you find better use for it. I know you can finish with PB and actually get longer variations against the biggest air characters like Pochop, Anji, and Johnny, but I don't know them. I don't think the damage was 287 either, but if you make them block Undertow first then you might approach it. Using a bite as a scare tactic to open someone up is great, but it should only be done once in a while due to its escapability. Of course, you could also do it all the time if for some reason you're landing them a lot (opponent with bad defense), and pull off tons of crazy slip recovery mixups. However, I've noticed that if people get hit with bite a lot, they usually don't have the dexterity or experience to mash out of big combo followups. So basically, if you see someone mash out of your bite combo, don't use it anymore. You could also account the Japanese, being that they play random strangers (and thus don't know who can mash well), don't do potentially unsafe combos after bite. They just always do the safe ones. Sure it's a good idea, but I'd always use a bite as a huge bullshit shenanigan that will get me the W in a clutch situation as opposed to a reliable mixup tactic for that exact reason: it's not reliable. Just a difference in personal style. Slayer is versatile! Cheers.
  14. OMG way better than the Slash post
  15. Yes...yes he really...really did... Ogawa... ............................................______ __ ....................................,.-‘”...................``~., .............................,.-”...................................“-., .........................,/...............................................”:, .....................,?........................... ...........................\, .................../.................................................. .........,} ................./.................................................. ....,:`^`..} .............../.................................................. .,:”........./ ..............?.....__............................ .............:`.........../ ............./__.(.....“~-,_..............................,:`........../ .........../(_....”~,_........“~,_....................,:`..... ..._/ ..........{.._$;_......”=,_.......“-,_.......,.-~-,},.~”;/....} ...........((.....*~_.......”=-._......“;,,./`..../”............../ ...,,,___.\`~,......“~.,....................`..... }............../ ............(....`=-,,.......`........................(......;_,,-” ............/.`~,......`-...............................\....../\ .............\`~.*-,.....................................|,./.....\,__ ,,_..........}.>-._\...................................|........... ...`=~-, .....`=~-,_\_......`\,.................................\ ...................`=~-,,.\,...............................\ ................................`:,,.............. .............`\..............__ .....................................`=-,...................,%`>--==`` ........................................_\........ ..._,-%.......`\ ...................................,<`.._|_,-&``................`\ __________________
  16. I'd agree with the supers thing, except that her supers are extremely difficult to punish and can reverse the ride of a match instantly. For example, her air super is a zero frames after the flash, giving you ways to blow through attacks and do 220+ damage plus knockdown if you have enough room to jump in a pressure sequence. Her ground super is something you have to avoid completely in order to punish it, unless you have a move that goes through it on reaction (Sol's VV), so a lot of characters have to already be jumping to avoid it. If they jumped and you decide not to super, well, you can air-throw them or 6P them. Her supers are good because they're unpunishable and they force people to deal with them directly.
  17. My mistake. The way her animations look when the backdash animates, it's easier to assume that.
  18. I'm not sure, to be honest with you. Are you talking about the front end or the back end? If it's the back end, I'm inclined to say yes. Semantics aside, nobody else in the game covers as much distance and as quickly with their backdashes than Millia and Zappa. That's the only thing I was pointing out.
  19. Millia can. Her backdash is technically better than Zappa's in this game because of the distance it covers. All the way up through Slash, their backdashes covered the same distance. Now, hers actually travels farther (not by much though). In any case, for all intents and purposes, their backdashes are actually identical. Slayer's is better for safety, Potemkin's is better for invincibility (lasts longer than Slayer's now) and, and is better for setting up whiff punishments (PB). Robo actually has a better backdash than Ky (the invincibility lasts slightly longer on Robo's), surprisingly. Also, Millia's HS Disc FRC is still awesome. By using only the FB disc in oki situations, you're actually limiting your mixup potential. For someone who negates her guard building ability (32 on FB Disc, leads to lots of 60-65% combos) by using FD, the HS Disc becomes useful again as you'll need to initiate the hit with the disc itself, giving you comparable damage for tricks more difficult to see than the standard FB Disc options. Just some thoughts. Et Cetera: I-no Pros: + Awesome mixup and damage potential. + Backdash is more invincible than before. + S Dive creates tensionless combo-extenders from midscreen, and allows a fairly safe instant overhead for great damage. + K Dive now groundslides on CH, enabling much easier 5H combos than in Slash. + Slower P note and faster H note provide a full-screen zoning mixup that makes her harder to approach than before. + S Stroke now floats on normal hit, creating an awesome tech-guessing game, and on CH floats for around 215-225 damage. + Added FRC point on the beginning of H stroke allows faster mixups than before, creating more openings for high damage and more openings for S stroke to connect. + j.H hits down at a spike, allowing "instant j.H" combos after launch that knockdown and provide great note coverage. + Sweep has further coverage, better float into HCL for added comboability. + Low hitting 2S + Excellent frame-traps and high damage + Great ways to escape pressure via her two supers + Throw now builds tension at a rate of 4.0 Cons: - The new note speeds also backfire, removing several post-throw mixup options that she had in Slash (sometimes they were round-ending). - No guard guage build on projectiles hurts her more than any other character in the game, removing round-ending damage from Slash. - Simultaneously, her damage was toned down overall, with certain moves receiving 7-15 point downgrades in damage across the board. - Horrible DAA - Tallest hitbox while crouching for a lightweight/girl character. - Poor mobility for such a mixup ortiented character. Easier to catch due to high recovery normals and specials, forcing her to stay close to the ground. - Situational special moves and normals forces I-no to condition her opponents more than they have to condition her. - Because of the aforementioned, risk/reward is often not in her favor due to iffy frametraps. - Without tension AND some sort of hole and predicted attack, she has very little ways out of pressure. - Very poor position to win the match if she doesn't gain control quickly. - Forced to fight in a fight or flight situation, or she risks surrendering control of the match in many cases.
  20. Order-Sol is probably her new worst matchup. You can't do anything on the ground and your best interruptor/low poke (sweep) gets beaten by not only 5H (at max range, wow look at that!), but Fafnir (low invincibility). Slower 5P means anti-air would be harder if it already wasn't impossible (low jump j.H is like a better Slayer j.H. No option beats this if you react to his jump). His run is faster than normal Sol's, so you can't Iron Savior any sweep attempts on reaction to his run because the speed difference (and Order-Sol's sweep moving him forward) means the sweep will win. He gets half-life+ off of all of those CH's which he uses as part of his normal space control and offensive hit-checks. Be prudent. Baiting uppercuts with airdash crossups is risky, because his 5H (comes out if he tried uppercut but failed) will CH anything you do on the other side on an option-select offense. 2D, running 236H, 2369P loses if he does 5H at the same time you do 2369P. I'm pretty sure far S beats your sweep too (why use that though when he has 5H CH CC running crouch combo for half-life?) at arbitrary distances. All in all it's like they toned down Millia's anti-air against a souped-up Chipp + Slayer combo. It's definately winnable, but you have to take the definition of "careful" to new levels, and even then you better hope he's not familiar with your mixup patterns/guess right once you get advantage with a knockdown. Pretty much an all or nothing fight, lots of scrambling going on.
  21. I've actually been thinking about compiling a character matchup thread, as that's pretty much the only really detailed thing that's missing from this forum. Because everyone has different comp, I'm sure we can all really throw in what we know* (carved in stone*). Topic: Watched the latest vids from Mikado, and I'd say that Millia is probably Koichi* as well. It's his color, and he has an excellent offense. Those are matches that are textbook for fighting Slayer, ABA, and Potemkin. Plays very patiently and knows exactly when he can continue pestering his opponent. Potemkin combos were especially great, and abusing bubble call on ABA was excellent in situations where ABA wasn't in mode, and to abuse ABA's long wakeup animation *turns out it was Nakamura!
  22. From what I've seen so far, with all of her abare attacks pretty much taken out (big damage 2H CH, j.D CH, 6H CH, 236S CH is techable after they wall bounce), she has been reduced to a pure setup character. The only good thing she got in this game seems to be the FB disc, and it seems she can still do half life+ off of a clean, non-scaled launch, especially if they don't FD the new disc (have you seen how much the guard guage gets jacked up?). Unfortunately, everyone else in the cast (or the more powerful characters) have been given better "magic 4" CH style seeking moves that they can throw out with relatively little consequence, throwing risk/reward out the window. Millia's best version, by far, was her GGXX incarnation, with #R only very very close behind. When everyone else is being given brand new guns and shit, she's just getting almost-as-good replacements for her old ones. And yeah, this is all assuming she can get knockdowns on her BnB's WITHOUT the hairpin. I still haven't decided if I'm going to stick with her or not, but the way this game is looking so far, it's gonna be even harder to avoid random power hits because of how rewarding they are to throw out. So basically, while her offense is going to be getting better, people won't be scared to start throwing out moves against her because the old CH threat no longer exists. You're going to have to be MUCH more careful locking people down now, using more meter for FB Discs to stop escape attempts (and of course for re-mixup). At the same time, your defense while controlling space is going to have to get a lot better too. I don't think she'll wind up on top in this game unless some truly horrendous shit is discovered, but I digress.
  23. AKA

    Eddie Q&A's

    I'm glad to see that we see eye to eye on things. In my experience, I get the SG loop 95% of the time I go for it, so maybe my opinions are a bit biased :china: . However, the point was that it IS escapable period, wheras -P- into SG is not at all escapable. If they have enough time to jump, they have enough time to FD your attacks and prevent any further damage from occuring from the mine. My philosophy on Eddie is that you really need to learn every facet of the character, no matter how hard a technique is. I'd say in #R, you wouldn't need to focus on the -P- into SG as you could potentially end the round without it. However, in Slash, it is absolutely vital to scoring high-damage if you land anything off the first mixup. The reason you don't really see many Eddie's landing that kind of shit is because they're capable of it in the first place, and most Japanese matches actually showcase players preventing Eddie from getting what he needs to start the guessing game in the first place. Also, in Slash, this guessing game is much easier to "see" (even though it's a fuzzy guard break) because of the increase on FD pushback from a blocked j.K. At the same time, the reward on land 2K->Maware is not as high as going high when you're not in the corner. The only place you see this mixup hit at all is in the corner, where 2D has an equal payout as j.K for a succesul mixup. Even then, hit-confirming off of j.K and going into safe options (and more mixups) on block is much easier and much safer than doing it off of 2D, where as I listed before, you can be punished if you attempt the combo in a certain manner, and the opponent CAN reaction punish this if they're fast (still hard). Eddie's a hard character to play, and he needs absolutely everything to be a dominant threat on offense (the only place he really shines in this game). Skimping out on some things, even if they're easier and have -somewhat- equal payout, really just matters on the defense of the competition you're playing against. If you're playing against someone who doesn't know how to fight Eddie, well, you could really just do shenanigans all day and still win, but that's a moot point. Thanks for the discussion, I'm going back to lurking now.
  24. AKA

    Eddie Q&A's

    Pardon me if I think you're being overly presumptuous here, but you're twisting my words around. I didn't say you couldn't compensate for FD in your strings. I'm citing SPECIFIC examples based ENTIRELY upon the shadow gallery loop ender into UB. Instant blocking the 22H in your example gives you the ability to get out of that setup for free. Be it by jumping back and FDing, dashing forward and doing 6P, running jump FD, or air-throwing Eddie for attempting this setup in the first place. In fact, doing -S- into SG makes this setup escapable. Doing -P- into SG makes the UB guaranteed. Maware, running j.K, they duck, j.K, j.H, -S-, running j.H, j.D, -S- + SG, -P- + SG, mine, backdash, 22H FRC, IAD j.whatever is a FREE unblockable. Whereas maware, running j.K, they duck, j.K, j.H, -S-, running j.H, j.D, -S- + SG, mine, backdash, 22H FRC is NOT a free unblockable. The recovery time off of -S- takes too long to set the mine. The science behind that is that in the first combo, 22H FRC, even if IB'd, stops them from jumping and doing anything about your floating presence because the mine explosion happens IMMEDIATELY after the FRC, making it IMPOSSIBLE to jump out of. In the second combo example, the mine does NOT explode immediately, which means after they IB the 22H FRC and you IAD in, they can jump up and airthrow you. But, just to give you the benefit of the doubt, let's say they fail to airthrow you out of this. In order to achieve the fastest coverage, you have to do IAD j.S, j.H to keep them pinned, then you need to perform an overhead. If they sat there and IB'd your j.S and j.H, they get a free throw. If they didn't and you attempted to do 6K as you were landing for a quick overhead to get the UB, they can just as easily gold-burst that move on reaction or jump backwards and FD. I'm not saying that you CAN'T UB off of your examples. I'm saying that it's not gauranteed, and relies more on the opponent not knowing how to defend against it as opposed to it actually being free. And I don't think you're correctly evaluating the actual threat of FD to Eddie's pressure in general. It eliminates a lot of his mixup options, therefore making him far less of a threat on offense in general. Besides, if they're FDing, the only mixup you have to apply to compensate for it is running 2K -P- or Damned Fang, both which lead into UB (in the corner). I really don't think you're reading my posts carefully enough, as I didn't say I was -having- problems with running 2K into -P-. I posted that as a mixup you should be going into on having your FIRST mixup off of running j.K blocked. I really want to understand what you think I'm saying, because based on the way you're posting, it really doesn't sound like you see what I'm talking about. EDIT: As an afterthought, I'm not trying to be a dick about this, but if it's the way I come across, then my bad.
  25. AKA

    Eddie Q&A's

    I said "his other tone-downs", as well as FD pushback. "His other tone-downs" encompasses all of them, implying that the damage reduction on that particular situation isn't the sole thing that made him worse. As far as your example goes, it doesn't work. Letting nobiru recover after the SG before planting the mine allows them time to wake up and prevent you from attacking them in retaliation. In fact, if you backdash, you're giving them the time they need to get up and run outside of far-drill range. If you want the guaranteed damage from an unblockable setup, then you HAVE to end your loop with -P- into SG. Doing anything else gives them opportunities to escape at the least, and at the worst, punish you for trying. The amount of eddie gauge required is actually just enough for an UB setup. If you're choosing to not to -P- into SG for the guaranteed damage, and doing -S- + SG instead for just a (escapable) setup, then you're planting the mine anyway, which uses up the rest of the eddie gauge. I really don't see why the amount of gauge is an issue unless the guessed correctly off of the first mixup (and in that case, you should be confirming and going into a low/throw guessing game off of 2K and -P- for another UB setup). You don't see many Eddie players doing re-launch via -P- into SG very often because it's not only harder to get them into that guessing game in the first place, but FD pushback actually HURTS this guessing game to a very large extent. If you do maware, running j.K, and they FD the first hit, you have to compensate with flight in order to get the second j.K to fuzzy guard break if they duck. If you decide to j.K and then do 2D, in order to get the whole loop consistantly, you have to IAD off of the 2D. By doing that, they easily have enough time to normal block the 2D, IB the nobiru (lvl 3 guardstun), then jump up and air-throw you while you try to react to a block and keep the string going (having buffered -P- and using that in conjunction w/j.S).
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