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Everything posted by TCSyd
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If you know what your opponent's options are at a given moment, then you know what to look for. Furthermore, you can prepare what you'll do once you react.
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Gonna main Yosuke.
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Doing "6C > Delay 214A" instead of "6C > DC > 214A" produces a larger, much more lenient frame gap.
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Less startup, meterless followup options, longer freeze for CH followups and hit-confirms. That hitbox is godlike, but it's wasted in 5D's current state.
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5D needs to stop sucking dick.
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The problem is inputting "66 2C" as soon and as fast as possible without inputting 3C by accident.
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Maybe I just suck, but it's pretty unforgiving on the "66 2C," if you want to be able to 5B pickup. Then again, it's probably much easier on stick. Either way, I posted it for people who can land it consistently.
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For all you execution freaks that aren't out there, 2B Starter, In Corner, Standing Opponent 2B > 5C > 623B > 66 2C > 6C > 623C > 5B > 5C > 2C > HJC > jD > AD > j2C > jC > 66 5B > 2B > 5C > 3C > 214A > 214A - [3556 Damage/57 Heat]
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(66 Heat Requirement) CH 6C > DC > Gold Burst > Gold Burst > 623D(2) > 66 6C > 623B > 66 6C > 623C > 5B > 5C > 6C > 623C > 5A > 5C > 2C > HJC > jD > AD > j2C > jC > 66 5B > 2B > 5C > 3C > 214A > 66 5C > 632146D > (Delay) 632146C - (8741 Damage)
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You can do "5B > 5C > Sekkajin > 66 6C > 2D > 66 6C > Delay 214D > 6[6] > 3C > 214A > 623B > [1.) 214C] OR [2.) 66 6A > 3C > 214A/214C]," if you want more corner carry, or if you want to end in "3C > 214A."
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Combo fails at "6B > 5C > Sekkajin;" Sekkajin will not fully connect. Omitting 5C, the combo fails at "623B > 214C;" 214C will not connect.
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j236D(1)/j236D(2) > 66 6C > DC > jC > j214A > *Adjust 5C/2C > 623B > 66 6C* > 623C > 5A/5B > 5C > 2C > 623C - [3992-4228/31-32] *Edit: You can get a little bit more damage by doing "623B > Delay 2C > 6C > 623C" instead, but the extra difficulty isn't worth it, in my opinion.*
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In the corner, 214C is for damage and heat (usually), and 214A is for oki. Note, however, that doing "214A > 214A" will disallow you to crossunder; "214A > 3C > 214A" functions the same as "3C > 214A," but isn't universal.
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6A really shouldn't require RC to follow-up, or the damage off of it should be increased to make the RC seem worthwhile. I also think that Jin could really use a reliable re-freeze. On a side note, anyone else think it's bullshit that 214D takes your freeze?
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Ah; my bad. I assumed neutral tech was the same, but it seems you aren't invincible during the forced standing state after neutral tech. It seems pretty hard to land a j2C in time, however. Edit: Actually, I'm not too sure now. I've been trying to meaty 5A on neutral and emergency tech, and it seems impossible if I crouch block (3). If, however, I just crouch (2), then I get hit.
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I'm pretty sure that you're invincible during what little frames you might be stuck standing after emergency/neutral tech. I can't seem to land a meaty 5A no matter how hard I try, let alone a j2C. The training dummy doesn't respond like a person for w/e reason, and won't shift to crouching state right away. Even so, the j2C cross-up after wallbound works just fine on crouchers, but you have to do j2C a bit deeper.
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You'll need a strong starter or 5B pickup will whiff; 5C CH starter will not work, for instance.
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For "Jump Back j2C," it's a slight timing difference in when you jump after the cross-under dash. For fake cross-up, you jump right away; for cross-up, you delay slightly before jumping.
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Either should work, but you have to do it as fast as possible. It may not be possible off of "3C > 214A > 214A," but I'm not certain, since I rarely use double 214A ender anymore. If you catch them with j2C, you can go corner-to-corner, but it's a pretty finicky combo.
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After "3C > 214A," you dash forward to cross-under. From there, you have a bunch of options. In the video, I think he was jumping back then jumping up; it's more ambiguous than superjumping back. However, superjumping back retains your second air option, so you could airdash for another cross. I usually go for "66 > 44 2A" for a double cross-under as they emergency tech, or safe superjump j2C (doubles as a roll punish).
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He's alright. The best things about this iteration are corner 214A oki, better 2B proration, and faster 623B. I would list 2D primer break, but it seems to have come at the cost of reduced frame advantage (i.e. I would much rather have the frame advantage). He really needs meterless 6A combos (or at least 25 Heat 6A combos), and I'm mystified that "3C > 214C" is still character specific.
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Sekkajin feels no different to me. They made it so you can hold C instead of mashing C, so maybe you're holding the last C? For DP loops, the other option is to delay 623B after 6C. This brings you further into the corner.
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5C Starter, Midscreen, Counter Hit 5C > 6B > 66 5B > 5C > Sekkajin > 66 6C > DC > jC > j214A > Adjust 5C > 623B > jD > 66... (5B > 3C > 214C) - [3608 Damage/56 Heat] (5B > 5C > 3C > 214A) - [3548 Damage/50 Heat] 5C > 6B > *(66)* Sekkajin > 66 6C > DC > jC > j214A > Adjust 5C > 623B > Delay 6C > 6D > IAD > j2C > jC > 66... (5B > 3C > 214C) - [3921 Damage/60 Heat] (5B > 5C > 3C > 214A) - [3862 Damage/54 Heat] *Necessary if you hit at the max range of the "5C > 6B" link.*
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You can do "6C > Delay 214A" instead of "6C > 66 > 214A" to create a wider frame gap. In the case of 623D(2), you can then do "2C > 6C > 66 > 623B > etc." so you don't have to worry about dashing too far out of the corner with "44 2C."