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Everything posted by ehuangsan
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Noooooooooooooo I wanted to see you play desert bus
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I need a copy of the game :/ I think you can actually 3HS early to change the timing of the two hits to be closer together, but I need to test that out. I also think you can just backdash out after normal blocking the two hits, but Aginor told me that you can't, so I need to test that out too. Though you should certainly be able to do so off of an IB.
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NorCal AP will definitely grow bigger and better because of this. There are a lot of NorCal people who want to play and join in but don't have the game. And from what I've seen @ EVO for the rest of the US, NorCal is the only place that appears to matter for AP m9(`・ω・´)
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Two questions for those who have +R: 1) Did Ky's 6P get better or did other characters get nerfed for air pokes? I can 6P Baiken out of j. HS and Order Sol out of j. D, which is amazing. 2) Unlike XX, 3HS does not chain into 2D or anything. At least I could not make that work. Is that correct?
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Alternate Oki - Stagger/run up 5K OTG -> FRC CSE I revived this specifically for EVO and Dogura's Robo-Ky to refute the Robo-Ky delayed getup, and also as a surprise. It's merely okay in reality, but could be fun to toss out every now and then. In the XX days over a decade ago, Ky players would occasionally do this. When #R came out, however, people abandoned this setup completely because Ky's 6P got worse, which eliminated the forward tech refutation. It was discarded and promptly forgotten about for almost a decade. Now that Ky's 6P is good again, there is nothing really wrong with this setup, other than the fact that it costs 25% tension. I think this will work okay in +R as well. The idea is that if your opponent is downed and right next to you, then you can 5K OTG to space them at the perfect distance for a katame setup, and cancel into FRC CSE. As they're getting up, they will be forced to block the CSE and Ky gets a free mixup attempt at high or low. If they back or neutral tech, then Ky still gets the free setup. This can be useful to knock Robo-Ky out from the delayed getup, as he may not be watching for this. This can also be used off of a VT loop combo, a throw with a botched FRC, or even off of a stun dipper if you run up. The problem occurs when the opponent is sharp enough to forward tech immediately after the 5k, from which two possibilities can occur. One is if the opponent reacts too slowly, which causes the forward tech to pop him straight up. In that situation, Ky can immediately j.k or j.p to seal out the air dash attempt and retain the initiative. The other possibility is if the opponent techs extremely quickly, which pops him forward and may allow him to air dash away, depending on the character weight. This is actually not that bad of a situation as Ky can retain the initiative by chasing after him from the ground if he gets the air dash in, and doing a 6P or 2HS as he's falling down. If he doesn't air dash and tries to attack instead, it becomes a perfect setup for counterhit 6P, 2HS or air throw instead. So although Ky retains the initiative, he forfeits 25% to enter into this situation, which may or may not be desirable depending on how you play. Two examples in this vid: one @ 13:30 where no tech occurs and Ky gets a free katame, and another @ 34:02 against a slow forward tech which pops the opponent straight up. Oddly enough, I did get to play Dogura in the winners final of my bracket, but he ended up choosing Venom instead of Robo-Ky because the matchup was much easier to win with Venom. Ha. Upcoming: Offensive Tactics - Effective use of Stun Dipper Ky v. Jam Other EVO prep stuff Vid study - Machabo(Ky) vs. Ogawa (Eddie) (requests)
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Guess not. Hopefully it will happen today instead.
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Being held tonight at 14th floor 1476 ballys later tonight
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I'll resume the writeups after EVO, as I am presently fixing my godawful execution and preparing some home cooking instead. It will be the first time that I have seriously touched training mode in like, four years lol. I will write about the home prep stuff after EVO
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IIRC, I think Mui (JP) and some other Japanese are going to take on NorCal sometime during Evo, but I don't know details yet.
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I'll be there. I would love to play water pizza. Some other NorCal people will be there too.
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Ky vs Anji I think it is 5.5-4.5 in favor of Ky. Anji gets his chances once he gets a momentum run going, but Ky isn't really compelled to do anything at all for a lot of the match, so the matchup must be at least even for Ky. The theme of the matchup from the Ky side should be "few chances for me, zero chances for you." Neutral You are given a lot of leeway as to how you want to approach this matchup in neutral. The burden is on Anji to demonstrate something dangerous, but it is rather difficult for him to do so unless you allow him to attack you. Ky has a lot of tools to fence Anji at his leisure in neutral. 2S, 2HS, 2D and intermittent stun edges give Anji headaches. The main dangers from Anji are HS Fuujin, his GPs and maybe air dust shenanigans. For the air dust/confusion tactics, it's okay to just guess with 2HS or sometimes j.k if you are not sure what is happening as it will hit more often than it should. 6P may lose out to air dust shenanigans, but 2HS rarely does. HS Fuujin can catch your whiffed pokes, but if you are patient and don't give out too much for him to Fuujin, then you can react to the Fuujins with 2D, 2HS or 5K into sadness. Same with the GPs. Anji will be compelled to set the screen on fire and will try to compel you to do things by confusing the situation, but again, you don't have to commit to anything until you want to for most of the neutral game, so it is difficult for Anji to break in. Anji can turn the match around very quickly off of a GP or HS Fuujin, so the negative style of making fewer decisions should be emphasized. Offense The reason why I don't think this matchup is 6-4 Ky is because Anji has many ways to break Ky katame and Ky's offense. In fact, I think over half of the damage that Ky takes in the match is because Ky tends to overextend against Anji on offense, and then Anji counter attacks into a lot of damage. So again, offense should be rather non-committal by keeping a wary eye for GPs and HS Fuujin, by using sliding FD shenanigans, 2S/2D mixed with 2HS into jump cancel, etc. Anji can HS Fuujin or GP through a CSE, in between a 6K or 6HS katame, a stun edge, and many other situations. Keep it safe, don't commit to much and don't give much. There is no need to create chances by taking risks in this matchup, so take the safe options and give him no options for counterattack. Defense Similarly, Ky has a lot of ways to break Anji's offense very quickly. Against butterfly oki or even FB butterfly oki, Ky has many options. He can simply block and selectively FD out the butterfly and random Anji pokes to mess with Anji's timing, or, depending on the Anji player, you can block the butterfly then automatically reversal VT. Either you hit Anji with the VT, or it doesn't hit and you eat the butterfly in the air for a kurainige, which ends Anji's offense right there. On a blocked HS fuujin, if your reflexes are sharp enough to react to the FB continuation, you can auto 2D->SVT->LJ into VT loop before blocking the FB fuujin. So Anji has to resort to a lot of confusing shenanigans to keep a decent offense going, which is where the skills matchup begins. For example, he can do HS fuujin into kick hop for a throw or overhead hop, butterfly into HS fuujin, butterfly into the large overhead hop (FRC airdash crossover, or land throw etc.) etc., but most of these can be patiently reacted to and countered accordingly. The question is how much can Anji confuse the situation versus how much Ky can pay attention and filter out the nonsense. If you keep calm and don't get frustrated into overreacting to the nonsense, then it can be very hard for Anji to keep you on defense for long. Although I think Ky does get draw odds, both sides get a lot of leeway to choose how they want to implement their strategies. So it's pretty much a matchup based more on skill than on particular theoretical knowledge, and the player who has a better grasp of how the other side plays will tend to win out. Upcoming: Offensive Tactics - Effective use of Stun Dipper Ky v. Jam Vid study - Machabo(Ky) vs. Ogawa (Eddie) (requests)
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I think he was trying to throw books, but either way he let go of the stick and just broke down laughing from seeing the Riannon anime so
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Quick answers: 1) Depends on what he is doing. If he is using chains into bazooka too aggressively, then you can selectively FD and punish with stun dipper. Greed Sever is also pretty effective against Robo-Ky if you guess he is coming in low. 2) 6K is a very good move. It moves Ky forward, is plus on block, chains off of lots of stuff, counterhits quite often and cancels into a special move. Many chains involve something into 6K into 5K or HS SE depending on the situation.
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Aquapazza in NorCal is serious business
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We normally just do preset team mirrors since it takes too long to config your own team. Other than that, it is anything goes. Though I think Spathi mirrors and Arilou stalling should be banned, simply because it's not fun for the stream and the game has no timer. If people actually get good enough (very unlikely), we could consider banning Thraddash, but so far that does not seem to be necessary. We should make Lord Raptor play through the 0-10 matchups for the lulz. See if he can win one.
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We should run Star Control 2 again. Or MvC2 so Lord Raptor can try to get his black license back. Other possible black license games that we could stream could be monopoly, blitz chess, spades, Candy Land or Chutes and Ladders (first to 5 with a doubling cube), and backgammon. I can bring the appropriate equippment as needed.
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We could still run CvS2 for the hell of it; it just means that I'll be trolling everyone FTW.
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Quick and dirty answers: 1)You don't. Eddie can initiate off of anything, so you don't block stuff if you can avoid it without getting knocked down. 2)Not sure what the problem is. If it's 5D/fake D, just hit her out of it, otherwise, just block stuff. 3)Space yourself correctly and let them try to attack you. It's pretty difficult for them to approach you safely if you are doing it right. 4) Block or hit 2D/2S as needed. 5) Anji is Fuujin, Faust is everything, Dizzy is whatever, and Order Sol is FB Fafnir I guess.