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Everything posted by ehuangsan
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FYI this is Mabushin's tier list for AP: Tamaki > Karulau > Touka > Konomi > Chizuru > don't really matter > Manaka His reaction to hearing that Chizuru was banned in EC: ・・・(・д・;)
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I'll run CvS2 this saturday. Rules are: Evil Ryu, Orochi Iori, Shin Akuma, Ultimate Rugal banned unless opponent gives consent; if chosen by random select then rechoose team Game crash from throw glitch is a do-over Same character glitch banned unless opponent gives consent; if chosen by random select then rechoose team EX-grooves banned Winner must keep same team and same team order unless opponent gives consent otherwise; loser may change teams
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Waldstein Infinite Discussion (Tournament Legality)
ehuangsan replied to Tigre's topic in Under Night In Birth
I think this is the divide between the old school and the new generation. If it's doable in the arcade and doesn't crash or freeze the game, I'd say go for it. This reminds me of A3 CC infinites which weren't and still aren't banned, as well as Morrigan's CvS1 infinite, which did no damage after 30 hits and was also not banned. Wald still needs to have a life lead for this to work. -
He is a lot easier to use than any other version of Ky that I've tried. The game also feels a lot slower (maybe because of all those animations which pause the game like YRC) which I think is a plus for Ky. I didn't have time to really determine any cons. Although that new HS that he has (3HS? 5HS?) where he lunges forward is kinda suicidal especially if you do it by accident.
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So I got to mess around with Xrd Ky all of once at EVO because the lines were ridiculously long. He's basically #R Ky all over again, with some fancy stuff tacked on and he can do combos a lot easier than in #R. Pretty much any combo that works in #R works in Xrd as far as I can tell. Including the return of far S into stun dipper which is a huge plus, and the old pinball VT combo (6P 5S 2HS VT RC air dash, land repeat). YRC air SE is not really as good as I had hoped it would be. Definitely a step down from AC and +R as it is simply too slow. YRC greed sever is interesting. You can air dash off of it, which leads to some rather interesting options. One thing I did note is that the YRC system is very unfriendly to people who double tap inputs as you can apparently YRC neutral for some godforsaken reason, so I would do multiple consecutive YRCs by accident quite often. Overall he was pretty fun to run. I think I'll pick him up in Xrd instead of Bedman, pending my testing of Sin and Sol.
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Just because you can doesn't mean you should. Manaka could stop after 2Bx2 and then watch you super and punish accordingly. Though yeah you can just backdash after the second 2B.
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Mabusin (SBO top 8 Chizuru) and KOG (best Tamaki in the world aniec) showed up to play from JP. Though I was rather surprised to find that they aren't really ahead of us by all that much.
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just search for aquapazza and sort by upload date. They were only uploaded a day ago.
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Lark was on fire @ EVO. He showed that the Japanese are not really as far ahead of us as we had thought they were, especially in his games against KOG at the kumite and at the tourney. MVP for sure. Now if only he didn't own himself by betting on player at the baccarat tables....
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They are also all on youtube.
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Sure, I'll try to get to that. Had a rather dismal showing at EVO since I mostly focused on Aquapazza instead. lol. At least I got second in AP!
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NorCal vs uk vs jp Aquapazza at 10:30 in the British anime room 4-112 north tower 4th floor
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Sliding 5K Option Select This was a staple for me, but now it's kinda rendered obsolete because of 3HS. Although if the other side is adept at slashbacking the 3HS, then this might still be occasionally useful. http://www.youtube.com/watch?v=ByBkPSP_5qg @ 2:27 Along with the sliding FD trick that I mentioned earlier, this takes advantage of how Ky retains some slight forward momentum after a run even after sticking out a poke. The idea is to be out of throw range when the 5K is active and slightly after they get up, and then slide into throw range after they have gotten up with the last few frames of the 5k, and then tap 4S while holding K. This becomes an option select where either 5K hits or is blocked, and then chains into 5S, or 5K whiffs because of some invincible move, and you end up briefly FDing into block. Many people get hit by this because they think Ky is within throw range for wake up throw, when he actually isn't. It also looks like it can be reversaled, but unless the other side has a reversal that is active in 10 frames or less, then it is a safe approach. As in the vid, since either blue or gold burst strikes at 19F, it's too slow so Ky can block and punish accordingly. This shouldn't really be a primary option as I think 3HS and safe jump S oki are better, but it can be used to see if the other side will wake up burst or super and hang themselves for you. This will also lose to wakeup backdash or wakeup hold FD, though if you are savvy then you can throw the 5K a little later to catch a backdash in exchange for risking eating a reversal.
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Are you only playing online? If not, then this is not legit. He is scamming you unless he's doing FB Greed Sever, in which case yes you have to just block but it will be neutral after that. Block the 2D and wait for him to commit suicide with greed sever, VT or whatever, and kill him with a high damage combo. If you are playing online then get a better connection I guess.
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Depends on the date and time, but sure.
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I haven't been paying attention to Xrd at all so I don't know. Maybe? As for the airthrows against the corner, Ky has much more damaging AAs than airthrows, so airthrows should really be towards the bottom in priority. Though, it is an excellent counter to IAD out of the corner. I might do a robo-ky writeup sometime.
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AP lulz of the day - if both sides call Yuki on the same frame, both Yuki snowflakes come out, but only one Yuki shows up, and the snowflakes stay on even after Yuki goes away. What a broken game.
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Another part of it was that lag was really bad when the game came out. However I think the connectivity has improved to a point where it's even better than GG. I'll see if I can get NorCal to play more online. There's only one other person from NorCal that plays regularly.
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Vid Study - Machabo vs. Ogawa - Tougeki 2007 Very epic match between the best Ky of the time versus the guy who is probably the best GG player of all time. Machabo had the right ideas in the Ky vs. Eddie matchup, but Ogawa is just so frighteningly good that it doesn't really matter. Of especial note is the lack of Ky 2S to attack the Eddie summon as Machabo opted to kill the summon with only air SE. If I had to guess, I would say it's because Machabo feared that Ogawa would react to the hitstun of Ky 2S with an immediate drill to a knockdown, which cannot be allowed in this matchup. At least with the air SE, the nobiru combo allows him to tech into the air to avoid the knockdown. Unfortunately, this rigid thinking causes Machabo's downfall as Ogawa exploits this beautifully. http://www.youtube.com/watch?v=wdDPqtvZ5Sg from 22:00 Round 1 22:00-22:18 - Machabo enacts Ky's basic game plan, which is to hound Eddie as safely and as often as possible. Ogawa tries to create space to activate the summon, as it may as well be as strong as Genei Jin in 3S. 22:18-22:21 - Eddie whiff 2S/Ky run in 6P(!) - very sharp tactics by Machabo. Lesser Kys like myself would've opted for 5S for a counterhit try in reaction to the 2S whiff. By running in, Ogawa has to guess if Ky is going to run in and throw or run in and hit buttons. Ogawa guesses wrong. 22:34-22:36 - Eddie 2P (hit) pause, summon (!) - sharp reflexes by Ogawa. Takes advantage of Machabo reacting to getting hit by the 2P with blocking to initiate the Eddie summon. It pays off drastically as 22:36-22:44 pretty much illustrates why Eddie is top tier. 22:52-22:55 - Ky FB star -> air SE (?)/Eddie drill -> Nobiru -> FB drill (!) - Again showing Machabo's penchant to air SE and here it was a mistake. He probably thought the FB star would stop a Nobiru combo by trading with the summon and leave Ky alive even if he got hit by the Nobiru, but unfortunately Ogawa is the best Eddie on the planet and finds a clever way to end the round. Machabo's reaction at the end of the round shows that he did not anticipate Ogawa's response. Round 2 23:06 - Ky dash in 6P (!) - Ogawa tries to create space but Machabo does not let him. Good reaction on Machabo's part to just auto chain as Ogawa did not have enough tension to defend everything in the air. From here, the round just goes completely downhill for Ogawa as Machabo presses him like a bloodhound and never lets go. 23:24 - Ky FRC SE -> falling S (!) - Pretty way to end the round. Machabo baits a 2HS anti-air and combos off of it. Round 3 - Ogawa immediately starts with summon to change things up as he was probably unhappy with not getting space to do a summon in the second round. 23:34-23:36 - Ky air SE whiff - here you can see Machabo's thinking to just do air SEs so that even if he gets hit by Nobiru, he can tech and airdash away. Of course, Ogawa notices Machabo's strategy as you will see. 23:46 - Eddie Nobiru (sacrifice) -> 2HS counterhit (!) - Ogawa rushes in with Eddie and the summon and yet has enough situational awareness to sacrifice the summon in front of him with the Nobiru to go for a counterhit 2HS. Very nicely done, although he misses the combo. 23:52 - Ky 2HS (!) - nice catch by Machabo, though he misses the super jump afterwards. 23:56 - Ky 5S ch -> stun dipper whiff - Unfortunate. Normally 5S counterhit will combo into stun dipper, but Machabo was just slightly too far. This little misstep turns things completely around for Ogawa, because... 23:58 - Ky air SE/Eddie far drill (!!) -> Mawaru (!!) - Goddamn. Honestly, this is the most brilliant move I've ever seen in a GG match. Machabo as usual tries to kill the summon with air SE and does not FRC as he thought he would be okay or at worst take damage off the nobiru and tech. Ogawa responds by using the summon as bait and then protecting the summon with a far drill, thereby allowing the summon to sneak behind Ky and hit him with a mawaru, which is the worst possible situation for Ky. That far drill along with the tactics and thinking behind it clearly illustrates why Ogawa is the best GG player in the world, and perhaps of all time. It deserves ten billion exclamation points. 24:06 - Ogawa tries to bait Ky's burst, but Machabo is patient and does not burst. Which allows Machabo to have one last chance but... 24:19-24:21 - Ky mistimed jump S oki (?)/Eddie wake up airthrow (!!) - Yes, it was a mistake on Ky's part to mistime that oki, but there are only a few players in the world who would 1) recognize that the misstiming is enough to air throw, 2) have the balls to actually do wake up airthrow. Brutal. If this happens to you, you should just put down the controller right there and shake the other guy's hand, even if the match isn't over yet.
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[19:11] <Manabe> ur riannon is trash [19:12] <eh-sama> fight me [19:12] <Manabe> money match [19:12] <eh-sama> next NCD bring it [19:12] <Manabe> yeah [19:12] <Manabe> ill get 5 bux Get hype.
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Online is fairly dead. Your best bet is maybe 7-8PM EST. I tend to run a lulz lab where I mostly dick around and try random things against all comers or mess around with training mode online around 10:30 PM PST (1:30 AM EST) or so on some weekdays. Normally I get about 1-2 people and then Mojirice sometimes shows up and kicks my ass for awhile.
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CvS2 results (13 entrants) 1. eh-sama 2. chickenshit 3. Sam 4. Danny AP Teams (W) Team Hatocracy pain eh-sama Talon Lord Raptor (L) Team Who is Mike Jones? Tone Manabe Tsubasa YAT
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What about air super? Short hop B is more of a gimmick once you get people afraid of counter super/air super.
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Lol oh well. But it's also because of the Chizuru placement too, according to Mojirice.
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Yeah I hit him up because I wanted a second opinion from someone other than Mojirice. But apparently the negative aspect of 5C>66 doesn't matter if you are doing it from tip of 5C, which reduces the frame disadvantage to something negligable as touka can also apparently just block if she doesn't want to go into short hop B, air super, counter super or whatever so you cannot simply mash, unless you are Tamaki. Mojirice thinks Yuma is stronger and I am kinda biased towards that after getting bodied by that team from playing him. When Touka has Yuma, you absolutely cannot permit Touka from doing a short hop B because the ensuing mixup is almost impossible to defend against (land teleport, Yuma comes in, Touka combos into Yuma then starts 5C shenanigans). FWIW, most of Mojirice's comments seem to match with Morikuma's comments so I guess there is a consensus among JP with respect to the tiers. And apparently, our tier list (or the one I posted, which is close enough) is close to what scrubs in JP think.