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Everything posted by Moy_X7
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GGs, that's one extra loss I could have dealt without. 100% composure and a level head next time. Gotta make you really work for those wins.
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Oh yeah, I forgot about the "doesn't kill" thing. That's kinda gay I'm over here crying over the loss of 5C > Rising j.D pan but it totally escaped me that you can do ... 5C > 5D > 66 6C > j.236C > j.C > 66 6A > 236B. All those attacks have a good ass P2 so maybe we can even do ... 5C > 5D > 66 6C > j.236C > j.C > JC > j.D > 66 5C > 6A > 6C > 22C > 66 5A/5C > 6A > 236B.
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Happy Magica's P1 is 75 You should really only RC it if it gets blocked or if it's for the kill as I doubt that you'll be getting more than 2K outta that thing. Dramatic Sammy still retains its P1 of 100 Rising j.D > 66 5C > 6A > 6C > 22C > 66 5C > 6A > 236B does 3.3K. That's a LOT of damage for a mid-screen confirm from an instant OH. In CSE, j.D > AD > j.C > 22C > 66 5D > 66 6A > 6C > 22C > 66 5C > 6A > 236B doesn't even do 3K
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> Jump and spam j.C a lot > 6C him when he tries to "poke" you with a max range 3C > Learn to block Rassenga > TRY to block 6A > ??? > Profit
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I didn't know that, I thought they all flew straight up lol. You're right though, I just checked and both the Bat and the Fan do that. Then again, I never throw MJ items away unless I use them in corner combos so it's no wonder I didn't know this. Might be useful against other projectiles from full-screen lol.
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The fack? It looks like using Momo with an MJ melee item causes it to travel in the same manner as Mami would. Check this shit out at 15:37 http://www.nicovideo.jp/watch/sm19547069
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What Chaos said, you pretty much have to be right next to the opponent in order for Sekkajin to activate. I'm assuming that it also has to do with how fast or how slow you input 22C after the previous move. If you're too far and I'm guessing that if you're too slow with the cancel, then you get that "failed Sekkajin animation".
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http://www.youtube.com/watch?feature=player_detailpage&v=562F2J27fQA#t=323s The amount of time that you get to punish Growler after it absorbs a projectile seems pretty miniscule. If he really is in a CH state after absorbing a projectile then great, a well-timed meaty will fuck his shit up, even if the time frame that you're given to punish is ridiculously small lol. That's good to know that he's only invulnerable WHILE he absorbs a projectile and if he continues to hold Growler then he's in CH state. Punishing and exploiting Growler when used as an anti-oki tool just got a lot easier then.
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<3 Yukikaze Apparently, Plat can do that with her new counter as well but you'd need 50 Heat to keep the combo going. I guess they encourage it since the P2 on that thing is near 100 lol.
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That's not what I meant by that. What I meant is to allow Azrael to absorb the projectile oki while I block the DP, from then I'd just wait for him to recover from Growler and use either a meaty mix-up or do an empty jump since there's nothing he can do about it until after he recovers from Growler. However, according to Antiquarian, you can supposedly "hold" Growler indefinitely (like Yukiko's Dia) so it will be tough to time a meaty/empty jump if there's not a set amount of time in which Azrael recovers from Growler. Edit: In case that you're not fully understanding what I mean by this, I'll use an example using Yukikaze. Yukikaze can be used to escape projectile oki in the corner. So Yukikaze activates and you super jump to dodge it. You then run up to Jin/Hakumen, wait until their invincibility wears off and use a meaty/empty jump to take advantage of their inability to do a damn thing until they recover from Yukikaze. That's exactly what I mean by letting Azrael absorb projectile oki. Let him do it and wait for his I-frames to wear off so that you can use a meaty/empty jump. "Why would you allow Azrael to absorb the projectile oki?" you might ask. Projectile oki has three primary functions: 1) To prevent roll out attempts 2) To prevent mashing 3) To gain a bit of frame advantage. If he's gonna use Growler to absorb the projectile oki, then that same oki has served 2 out of its 3 primary functions. Now you just have to time your attacks to exploit the brief time frame when his I-frames wear off.
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Damn, there goes my meaty/empty jump attempts lol.
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This is what I meant but you're right, if Yukikaze did catch projectiles then that really would be stupid broken lol.
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Yeah, that's what I thought too. Kinda like how Yukikaze doesn't work on projectiles.
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They're no longer "unblockable" like they are in CSE and every game before then. If projectile oki triggers his counter, you can actually block the counter follow-up in this game. You can also use a jab, jump in attack, or a JC'able attack to trigger the follow-up and still block it.
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I think it would make sense for it to be either neutral or slightly negative on block. It would weaken projectile oki but that same oki would have still done its job of keeping Haku in the corner and prevent him from rolling out, being neutral or slightly negative on block would still keep it from being a strong anti-oki option. If it's +1 on block then that's fine too, it would create a similar scenario to Jin's 6A +1 on hit. Some moves will low profile under Haku's 5A while others would outright beat 2A even when he's +1. Then there's moves with foot invulnerability as well as reversals, etc, etc.
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I got a question... What's the frame advantage from a blocked Zanshin (Counter)? Positive? Negative? Neutral?
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lol, he got the short end of the stick with his 6C. It looks like an OH, yet it's not, just like Jin's 6B. By the way, does anyone know just how exactly Growler Field works when absorbing projectiles? Do you just time it or do you have the option to "hold it" like Yukiko's Dia? If it's the former and it has a set amount of "absorption time", then at least we can try and use a meaty high/low/throw or an empty jump as he recovers from the move. That way projectile oki won't be completely wasted.
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Valk's 6C (OH) is easy to see coming, has frame advantage, and it still hits people most of the time lol.
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Except Plat's since her oki's main purpose is to prevent rolls and it doesn't actually make contact with your character (unless you roll or jump towards it) lol. Anyways, dropping by to confirm that Azrael's 6C is NOT an overhead
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The one optimal combo that I'm seeing mid-screen is Stuff > 5C > 3C > Air Persia B > [sj.C > JC > j.C > Air Persia A] or [Mami] and rising j.D Pan stuff. The corner is still a mystery to them. They have the right idea using 236A~A at the start of corner combos but after that they just choke. Seriously, we probably won't be seeing anything worthwhile until after early next year lol.
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Here's the stream if you wanna help: http://www.twitch.tv/jyosua
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I'm about ready Jyo, set up your setup lol
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I highly doubt that corner MJ Frying Pan will do nearly as much damage as it used to do in CSE. The damage output that the MJ Frying Pan depended on all those 22Cs that you could tack in there. An MJ Pan combo from 5A would do well over 4K and restore all of your meter that you spent in MJ. Corner MJ Hammer and Missiles should still do a good amount of damage since they don't depend on 22C that much.
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They're still optimizing combos with Plat. We haven't seen her true damage output yet. People are still dropping combos, doing the same thing and not experimenting, and even still trying old CSE stuff lol.
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Jesus, this freeze count rule sucks ass lol. Oh well, I'm sure we'll be able to somehow get the most of it.