Greedy One
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(08/10/14) UNIEL EU 2v2 Netplay Tournament @ 10AM EST
Greedy One replied to MastaToken's topic in UNI Online Play
team - Sazhaet na Cock Antivandaller (Carmine) RU Razdikrok (Waldstein) RU -
(08/03/14) UNIEL EU Netplay Tournament @ 10AM EST
Greedy One replied to MastaToken's topic in UNI Online Play
Thanks for the champ! Sry, for some reason twitch refuses to send me e-mail confirmation, so i couldnt chat with everyone. It was fun and some games were really intersting to watch. I hope we will improve understanding of matchups and execution so that tournaments may be even more spectacular. -
(08/03/14) UNIEL EU Netplay Tournament @ 10AM EST
Greedy One replied to MastaToken's topic in UNI Online Play
Gonna play PSN: Razdikrok (RU) -
Keeping the right distance is the key (as it is in almost every matchup). In this case you should avoid being close enough for Robo to fly through your AAs with his crazy dash. At the same time you should not allow Robo to put a mat for free. If you deny mats then he may decide to use his invincible charge which beats anything I can think of if timed right (for example just after your midrange Rensengeki on guard). I use 214 catches to deal with it. 623 without whiffs due to invincibility and gets you punished. FB works, but in my view it is a waste of tension which i save for Rensen combos and dead-angles since Robo has evil mixups if he manages to KD you. Usually I have more tension then my opponent and setup a decent pressure string out of a DP-safe wake-up. It is a very interesting matchup and there are just too many situations that worth discussion. And the following link may be much more useful then everything I wrote here http://www.youtube.com/watch?v=w23Zlrju4OM&feature=channel_page
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Running up after rense FRC is a classic way to keep pressure up, but it has a few downsides: - You can't really hit the guard meter while mixing in low starters such as 2K and 3P since they deny you the 5H option (after 2K-S©-HS Rensen FRC won't hit if any hit was FDed or you are not right next to your opponent and canceling 3P into 5H will take away the combo from you most of the time). - FD block screws you up, forcing to end pressure immidiately with either crossup or unblockable (2H is possible, but decent players use low block by default). - Most of the time mixing in overheads is both unsafe and disadventageous for pressure (TK Bomber is safe only if you are right next to your opponent and he doesn't use DP, 6H needs to be RCed to keep pressure up). On the other hand, IAD pressure denies you one of the most efficient tick throw setups (running 2K) and depends very much on the block pattern (which is really a problem of adaptation and therefore can be neglected). As for FD blocking - you can airdash in a way that only returning part of vacuum moves will hit, making FD less useful. Oh yeah, and it is scary as hell for unprepared players and looks much cooler.
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General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE
Greedy One replied to Kairi's topic in Archive
It really is. Thanks a lot, you helped me out. -
General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE
Greedy One replied to Kairi's topic in Archive
What makes a character face wrong direction during blockstrings and combos? If one move is canceled into another the character obviously skips turnaround animation, but I'm doing JI Raesageki - backdash - j.S and I get different results (facing right or left direction) every time. I noticed that delaying the hit makes turning a little bit more consistant, but could you make it clearer for me please. -
Honestly, i didn't watch the vid till the end. Those combos require some skill, but they are quite unpractical IMO. Japanese players use mass tricks and always try to get a KD after a combo. I think that is the way to go. Conserving meter is important. KD has priority over extra 35-40 dmg. Airthrow setups become less reliable as opponent's skill progresses. Xcuse my english.
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Does anybody know where these are now: http://www.geocities.jp/toramusi777/ => Link at the top-right: http://www.geocities.jp/toramusi777/ggxx-28.html Tsubasa (AX) vs Shiro Kare~ (白カレー) (ED) Tsubasa (AX) vs Elk (SO) x2 Tsubasa (AX) vs Hegi~ (MI) Tsubasa (AX) vs Sen't (TE) Yosshi~ (RO) vs masa (TE) Tsubasa (AX) vs Tamago (JO) <= not working now (even if you try to fix the URL) Choko (KY) vs Yukine (JA) Tsubasa (AX) vs sou (BA) Chaiha (RO) vs sou (BA) Also it would be nice to see any other Tsubasa's vids. Thanks in advance.
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In my country it's very risky to do setups like 2K-Raishousen and j.S-6H because most people usually mash something in such large gaps and 2K has so small gatling window that I could hardly imagine proper delaying after it while both throw and Raishousen are countered by jump. Good players will be aware of your options after j.S and I'd say that most of the characters can beat them all with a well-timed backdash. It will be nice if you list the chars that have good options against 6HS, 62314 S \ HS and other common tools (for example PO can IB and punish, SL can use 2H against your lows). Maybe these things worth going for the part 5 "matchups". There are some common situations when you don't have tension on rensen FRC. What about including 2D-623P cancels details in one of your "parts"? I personally dislike S(f) because some common moves beat it (Grand Viper, Dandy Step) and the one who starts to think is you, not your opponent. At the S(f) distance I suggest K or air backdash or 2H (crazy option, but it's ok when the opponent is low on hp trying to do something stupid). All in all, I like your guide and appreciate your work. Today it's really hard to learn the game.
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It seems that nobody posted midscreen Raesageki S follow-ups yet. There is some stuff I figured out: JI Raesageki S (Midscreen crossup) FRC > AD > falling j.HS > K-2S-whatever. I'm quite sure that it is possible to get a knockdown in the corner out it using B-loops or 623 HS. I had time to test it on Sol and Eddy.
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Yeah, it's clear now. Somehow I managed to understand the timing. Thank you.
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I read everything you guys posted about meaty unblockable and still don't get why does the opponent recover sometimes. Here is the link to the video in which Tsubasa did the setup without waiting or anything http://www.youtube.com/watch?v=ETcP7wBcCho.
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Confirmed the 3-sectional B-loop after corner throw on Ky, Slayer and Sol. To get a knockdown you should let them fall as low as possible before doing rensen. Was unable to pull it out on Sol yet. Actually, the B-loop alone gets you enough tension in almost any situation to finish with rensen frc - 63214S - unblockable, which looks yummy.
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Actually its Burst-bait setup with throw attempt that was failed at the end.
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I have troubles with landing S©, 2H after forward moving APB in the corner. Do you need to delay it?
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Does anyone have a link to the video in which PO uses his unblockable properly?
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To SL I'm just a casual player but maybe I'll help you out. I played with different Baikens for quite a while and there are some of my tricks (everything relates to SLASH): DEFENCE ON RANGE: If he tries to IAD tatami you, don't use 6P because tatami will reach you earlier than 6P's hitbox will reach BA. I'd rather switch between HF FRC (confirm CH) - HF FRC (Burst bait + nice dmg) - S - Heat or 2H - HPB (my fav. The key is not failing FRCs, you can also modify it vs bursts by adding P before S and aircombo after it) P - S - Heat or 2H - HPB or j.P-j.K-JC-j.P-j.K-j.S (Burst bait) (I like it cuz its tensionless and safe) 2H (counterhit) - stuncombo (pretty risky, I use it against better players that get way too relaxed) If he tries to IAD j.S you just backdash PB. It works so fine that he should stop trying this rush-in sooner or later. There IS a safe distance from which you can't punish BA for this because your backdash takes freaking 20 frames or so, but it should't bother you much IMO. If he spams tatami you can walk forward and FDB them getting advantage, but beware of FRC because some crazy people like to mess with a brain. Anyway just be ready to 6P the sudden stupidity from them. The most annoying thing BA can do is dash-S(f)\dash-2D\dash-FDbreak mixup. The first option isn't that damaging on the one hand and isn't so punishable on the other, so pay attention and don't fall for the provocation. Note that this poke is useful and safe fro BA on max range, so if he uses it incorrectly you can punish him with stuff like backdash PB and Megafist (backwards). This is true for the other options also. Basically you have to fear 2D because it leads to dustloop so u need something to counter 2D that won't be punished in case of BA's FDbreaking dash. If you absolutely sure that he won't IAD on you than do 6HS - HF FRC and confirm his state. It would beat his counter attempts and would catch his jump making nice combo possibilities. If You are playing safe than just backdash all the day and keep watch on him reacting with 2D on FD cancels and with HF on his 2D wiffs. If he uses S(f) too much than jump on him when he least expects it and setup pressure. Thanks for reading this ^^ Just feel talkative today. If somebody is interested in my way of handling this matchup ill gladly write more.
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I'm having trouble with Venom in AC. On distance I feel like constantly blocking balls and getting punished for 2D, SH or HF attempts. I find 2S pretty useful there but I have a while to discover a really safe way to throw it out. Is there a way to deal with him on range? Also, I have my mixup game beaten by his backdash. In some patterns I use 5K to catch people on backdash recovery (It works for me on Sol, Baiken) and Venom somehow escapes that. What's up with this?
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Does anybody know what music is used in Johnny's CM New Generation?
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Thanks, you really helped me out.
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Is there a safe way to wake up Sol? I feel myself losing initiative every time i get him knocked down. Any tensionless wake ups for less fearsome DP guys would be also appreciated.
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If you IB Chipp's j.HS you've got a buster, right? Are there any other common Chipp's moves that can be IBed-punished?
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What exactly pote can do with Chipp running-jumping-teleporting around? With this pain-in-ass triple jump Chipp's location is almost unpredictable and his teleport makes most pokes useless. Oh yeah, and what to do with FD-j.HS crossup?