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Everything posted by Moy_X7
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I'm working on a 22C combo tutorial for Plat at the moment. I should be done in about an hour or so.
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That's assuming that the Plat does it point blank and no Plat is going to do that point blank unless they have the meter to RC. Other than that, while it does have a 20 frame start-up, it takes longer to actually reach the opponent if done at the optimal range where you can use the 66 5A link, even longer if you wanna use the 5C link. Think of it like Bang's 5C. Sure the frame data says "18 frame start-up" but his fist doesn't reach you until after frame 24.
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Her air dash is not that bad. What you do is IAD j.C > Swallow > j.C or IAD j.C > j.2C. You're using j.C to cut the air dash short and you're using Swallow to stop her momentum. You use j.2C when the opponent starts getting tired of you resetting pressure with Swallow for free. Other than that, you really are just going to have to go on foot and throw your pokes out. Going from 5B (furthest), 2B and j.C, (second furthest), and 5A (mid range). Believe it or not, you're going to have to use Mami against zoners from time to time. Not so much against Rachel but you really have to use it against Lambda when you read a 5D. lol, her movement isn't even limited. It's pretty much the same as any other character. Besides, you can't just go around IAD'ing people at random with any character, that's an easy way to get AA'd. Now let's say that her movement really is "limited", that's what she's got her pokes for. I know that feel, if you're lucky you'll catch them try to jump out and stop her momentum with Swallow lol. I think you're too used to Hazama's godlike neutral and mobility. She's a bit more like Jin, minus the TK Ice Blades that you can use as cover for rushing in. You could always use a Bubble for cover, have them try to pop it, and punish them with max range 5B. Yup, that's pretty much her pressure in a nutshell. She does have something like Jin's 6B and that's her 6C; it works exactly the same way and the foot invul kicks in a frame faster than Jin's 6B. If you score a fatal then you're going to do some serious damage. Other than that, 2A > 5B, 5A > (delayed) 5B, 5A/2A > (delayed) 5C, and stagger 5A are some of her basic frame traps. The shitty thing about that is that most characters have different timings. With Lambda you have to do the 22C pretty early after the 6C, with Hakumen you have to use the 22C pretty late after the 6C. You're just going to have to experiment and practice it rigorously until you can nail it down and you can get a "feel" of when you should use the 6A pick-up vs the 5C pick-up. Heheh, grinding combos is not supposed to be fun. Specially with her and her more challenging multiple 22C combos. Edit: You know what? I'm going to make a guide on how to use 22C and the various timings for different characters.
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I guess so lol
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lol no, it just means that I can guess it at that range. You could always just 2B me instead. I don't even see the Japanese block that thing even though they know it's coming lol.
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Hazama's 6A is not that bad, not only does he raise his arm up high but he also shakes a little before he brings the elbow down lol
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It actually takes a while to hit crouchers, 24 frames to be exact. I just practiced it and I can block it pretty often now, same with his 6B. I can't block Jin's 6A or Makoto's 6B for shit though lol.
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lol, if I can't block Jin's 6A then I sure as hell am not gonna block instant overheads like Rachel's wind boosted j.A (or is it j.B?), Plat's j.D (Pan), or Lambda's 4B(1).
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His and Makoto's are the only two overheads that I can't block on reaction consistently. Reason being is that their animation isn't as obvious as with the other characters. Most other characters lift their arms/legs up high and then bring them down. Then there are those that rise up in the air and come down on people. That's not the case with either Jin or Makoto.
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At least you can combo off of it with Ignis' help, that and you can special cancel it. I'm not gonna hate on Jin's 6A anymore though. It's a decent frame trap on its own, therein lies the meterless damage lol. That and there's not that many people that can block it on reaction. I just practiced blocking it on reaction and I probably block it about 1 out of 10 times lol.
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Forever bad overhead ;_; @Godlike Assault - You heard right, I will intentionally drop combos just so that I can 2D people lol.
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Also BGs to 2D > RC > 2D not working like I believed it would. I wanna eat primers dammit :/
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lol, I'm pretty damn free to Bang's 5C myself, better practice blocking it lol.
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GGs Toan and xntrik Shoutouts to Heart/Ice Cars BGs to Lambda's 4B(1), seriously, fuck that move to deep hell lol.
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lol, oh well, it happens.
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You don't get the 214A knockdown though, they tech in the air and I already explained what happens there. Come on Jyosua man, you're making me test this stuff again for no reason.
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I just tried it and I'm still getting 3466 and 51 Heat.
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I can understand knowing your own character(s) block strings but you don't really have to know other character's blockstrings as long as you're not a mashy mofo yourself lol. Like I said, just know the frame data, know the OH gatlings and you'll be good to go for the most part. Also, here's a frame trap string for you. 2A > (Delayed) 2A > (Delayed) 2A > (Delayed) 5C. I got you with it a couple of times yesterday. Something as simple as a jab can be turned into a frame trap lol.
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(SEN is undergoing maintenance) But I wanna netplay NAO :/
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You don't even have to know block strings unless you're fighting Rachel who can use her winded instant overhead. It's as simple as this: Slot 1: Jab string + tick throw Slot 2: Jab string + OH Slot 3: Jab string + low Slot 4: Jab string + either filler or a move used to reset pressure such as Jin's 6D, Ragna's DS, Tsubaki's 22X series, etc. Reason being is that no player is just gonna use the same string again unless they're being auto-pilot than a bitch and being auto-pilot is a huge no-no in fighting games. We know that most characters can go for either a tick throw, and overhead, or a low after a jab. Really, the only thing you have to do is learn to react to the specific character OH(s). Tick throws are universal and are usually easily telegraphed judging the distance between you and your opponent. Except air throws, those things have a ridiculously stupid hit-box. I've been noticing that lower level/new players are always asking people about blockstrings. lol no, those things are overrated. Just know how the normals work and what gatlings into OHs as well as the frame data. Other character block strings should be the least of your worries but you do have to understand frame data so that you don't get caught with some bullshitty pressure.
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What shtkn said. You'd be amazed at how much better you get at blocking overheads by just setting the AI to do random blockstrings with one of them having an OH. Example using Ragna Slot 1 - 66 2A x n > tick throw Slot 2 - 66 2A x n > 6B Slot 3 - 66 2A x n > GH Slot 4 - 66 2A x n > 2D You'll eventually get used to the OH's animation and your ability to block OHs will improve.
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lol wut? There's no timing involved here. You just set her to do Itsuu and block it. Simple as that, no timing involved.
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I'll just leave the 5B > mix-up as is. You can reset off 5B with every combo that allows you to 5B near the end. For the 2 6Ds, you just do 5A > mix-up or 5Ax2 > mix-up depending on the starter and proration. I already have it as "5A > mix-up". A lot of Jins do that 6C > DP stupid shit, I do it too but with DP D and the corner to at least get something out of it lol.
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@Cadacus - noted, I'll add that extra 6C to that combo. @Jyo - Yup, you gotta do a lot of dash > Barrier to bait her pokes and Itsuu GP. Itsuu C (forward) can be punished; block the first hit and immediately dash forward + 5B and hit-confirm the 5B(1) CH. You can dodge the second hit of Itsuu A (downward) by simply jumping over it; this one can't be punished. For Itsuu B (anti-air), you have to just IB the second hit as there's nothing you can do up there. Guess how I found out about all this? Yup, training mode. Come on people, you've got training mode available, I shouldn't have to be testing everything out for you. I'm gonna go ahead and at least add a list of punishable/- moves for every character in the match-up threads. I haven't added more info to the match-up threads because I don't really have all that much match-up experience in some matches.
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Black Lagoon OVA: Roberta's Blood Trail