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Sorry, I'm not sure what this means exactly. Does this mean it doesn't put them in OTG state, but a sort of ground bounce state (thinking Tekken terms)?
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Alright guys, couple of questions on Chipp's situational optimal combos. Burst Baits: Right now I'm doing 6P Jump Install 2HS into a triple jump combo, after dashing from a blocked burst. Does anybody have anything else? Air Throw: There's definitely combo potential after an RC'd air throw, you can either combo from the air when you RC, or land and pick them up as they float down.
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What would you say is more reliable, 6A - 2HS anti air or just plain 2HS anti air? Also, I'm having tons of trouble air grabbing jumps, even when I read them correctly. Is there a sweetspot I should know about?
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Man, I'm freaking out here. Got some character specific tidbits (my most despised aspect of any fighting game) for Chipp. So Slayer and Ramlethal are causing some problems but mostly fucking Slayer. The corner oki combo (j.HS c.S 2D 236S 623HS j.D j.236P 46-P), which is very pivotal to Chipp, is extremely annoying with both characters. With every other character in the game, I can get the 46-P ender to land 100%. With Ramlethal, you have to slightly delay the P ender after the wallcling or else you'll go under her. It's a tight link, so with her I can only land it maybe 60% of the time. Now Slayer, THIS motherfucker. if I'm lucky I can land it maybe 5%. It's possible, but there's some really intricate pixel-perfect positioning or timing somewhere in there. Touching more on these characters, Slayer also falls out of 2HS 22S j.P j.K j.S (before j.S hits) if you don't time it frame perfect, as in, landing the jab the moment the teleport cooldown ends. Every other character is a bit more lenient, being that if you land the j.P after the teleport, you'll land the combo. Ramlethal actually doesn't cause any problems here, but it's interesting to note that the j.S BARELY lands at what seems to be the very tip of her hitbox, though thankfully she never falls out. With this I can see both of these characters causing problems for other characters' combo games. Also in regards to this specific oki setup, after testing with all characters, it seems that Venom won't get hit by 236S (or it'll OTG him) after a far 2D due to his trip animation, which makes the low mixup after the wallcling much less threatening. Coincidentally the only other player in my town plays Slayer, and I can't play my usual corner oki game against him because of this. Does anybody have any suggestions for a work around? I've played other GG games in the past, but not at a high enough level to know about character specific combos. Was Slayer always this much of a pain?
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I think you can jump install teleport by doing down-down-up-X. I've realized that to be able to airdash after a teleport, you have to jump cancel the teleport. I'm not sure if it works for extra jumps though.
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For some reason, most of the time when I land with with an aerial after an Alpha Blade wallcling, I have a significant amount of recovery and can't combo after it. In some instances though, I can cancel his landing animation with 5S/5K/etc like a normal jump-in. Anybody know what's going on here?
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This is surprising to me. Vatista seems to be one of my more easier matchups. Are you referring to her lasers? Those are forward charge motions, which means she has to be charging forward for them to come out. You can usually tell when she's charging/buffering them. Just wait for them when you notice her charging, and summon 236B afterwards. Remember she's a charge character, she can't reliably throw out her great projectiles all the time.
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I only have two matchups I really hate; Merkava and Byakuya. The reason is they can reach extreme height that Nanase can hardly do anything about. When Merkava flies and Byakuya command air-dashes over Nanase's wind-ball, I don't know what to do. Usually I jump and intercept them air-to-air with j.A into 2C, but obviously that doesn't work with these two. Most of the time I can read when they're going to do their specific moves, but can't do anything about them. Any suggestions?
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Hey guys, so this happened earlier today while playing online. I meant to do a TK 236B, but messed up the input and got a bad 236B-6C which should have been punished. However, Akatsuki's 2C auto-corrected the wrong way, and in turn I got to punish him. I've actually never seen this happen before, usually when I do this in the corner, I get punished. Could it have been the specific spacing, how it was close to the corner but not actually in the corner? If it is space dependent and we can force our opponents to auto-correct the wrong way, that would be amazing. Looking at the gif, it looks like I push him in the corner at the last second, which is probably why I didn't end up on the other side, yet he auto-corrected. I at first thought it was something weird with Akatsuki, but it seems like it can be universal. I'll have to test later.
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In addition to Surf's post above, you can get some easy jump confirms when your'e out of 5/2B or 5/2C range. After 236B hits, you can get a 6D > j.A/j,B > j.2C and follow up from that. You still get your two jump cancels since you started the combo with an air string.
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Has anybody noticed how crazy Nanase's j.A vertical hitbox is? It's actually pretty good for continuing aerial pressure after a jump-in using float. https://www.youtube.com/watch?v=g5LQ3U7YCe8 http://i.imgur.com/m05ZSHg.png lolwhat
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Sorry if this has been asked somewhere else or cleared up in these forums, but can you not combo into her Insta-Kill, Full Bloom? And by that, I'm not asking if you can you do a full combo that ends in the Insta-Kill (obviously no character could be able to do that), I'm asking if it will even hit your opponent if they're in hitstun. I had the idea to try a cool setup with an unblockable Agi: do a combo ending with the unblockable Agi, perform Full Bloom, then detonate the Agi in hopes of juggling them into the IK, which would also work if they happened to be trying to crouch block the IK (considering you can detonate them at any point in any animation). However, when I do this, her Persona just whiffs. I tried doing the IK raw on a jumping character and it hit them fine, and it's definitely not a grab. I was hyping this idea up all day and was rather disappointed when I tried it. Are all Insta-Kills like this? I am aware this would make Yukiko somewhat broken, but it still would have been awesome.
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[P4A] Yukiko PSN/XBL Player Directory (Residents of the Amagi Inn)
Dragoomba replied to MikelAL93's topic in Yukiko Amagi
XBL - Dragoomba Idaho -
Scrub question here. Just started playing Yukiko, and am wondering about her super. What determines the sweet spot, if it will connect? I've noticed that they fall out most of the time, even in the auto-combo, lol.
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So I tried playing Hakumen when the updated came out (around 4:00 AM my time) and I am thoroughly disappointed. What the hell Arc System Works? You don't change inputs every single damn update. You don't do that. I despise having to get used these input changes every game. I enjoy Hakumen's new speed, but other than that he seems just pitiful. Too many drastic changes, that's not how updating a fighting game should be. BnBs should never change... it's their BnBs.