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Everything posted by WUT
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J.HS beats 2HS unless Eddie throws it out pre-emptively (ala Ky's 2HS), committing himself to anti-airing you.
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Noticed in a Sanma vs. Slayer vid: Particularly useful against the higher gravity characters (Pot/Johnny/Ky/Robo-Ky), you can do 5S©, 5S(f), 5HS SJ IAD combo. I found it neat because, for some strange reason, I have more trouble doing a normal IAD combo against the Kys than I do a SJ IAD, so lifting them up to that height to compensate is great. It also ends up dealing more damage, as long as you opt for Lvl1 SV instead of Lvl2 (which I do, unless I need the damage). Ex: Fafnir, 5S©, 5S(f), 5HS SJ IAD j.K, j.S xx Lvl1 SV. LM_Akira: I don't find the auto-JI particularly useful for HOS to be honest, probably because I don't do SJI combos that much anymore and when I do they're usually after a double jump or IAD (for relaunch). Something interesting to speculate about, but the applications are a little overshadowed by more efficient combos. As a tangent: After Lvl3 RI in the corner I follow up with one of two things: Lvl3 RI, AC FRC 5HS jc j.HS, j.D djc j.HS, j.D xx Lvl2 BRP. Lvl3 RI, slightly delayed IAD j.HS/j.D, land 5S© [sJI] sjc j.S, j.HS, j.D djc j.HS, j.D.
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CH Fafnir should be followed up with a Dust Loop. Against Potemkin, you can get 2 reps easily from halfway to the corner or closer.
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Using Fafnir during Eddie's mix-up is pretty much a waste of tension. You trade your tension for getting rid of the shadow (as the shadow will more than likely take the hit and it's not cost-effective when there are tensionless options for removing it), and you allow Eddie to score a knockdown and start stalling for more shadow bar. If you're hitting him with Fafnir during his mix-up then the Eddie you're playing isn't spacing himself properly. During footsies, and with decent spacing, Eddie eats Fafnir quite often. Pretty much all of his 2 pokes (2P, 2K, etc.) give you a free CH. Aside from 5S(f), 5HS, 6HS, and 5D, his standing pokes are Fafnir bait as well. Also, as it's not really practical, mostly just amusing, you can trade Fafnir with all three drills (S, HS, D) on reaction. Both attacks hit CH, with you recovering before Eddie in all three situations. Not the best way to achieve an advantageous state, I'm sure.
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What full-screen presence? Without the shadow out, Eddie's range is only mid-screen. And with the shadow out, he can't get to you without moving it forward and risk you hitting it to remove the threat and his offense. Generally, it's safe for you to Manual Charge from long range against him; you can react to Eddie trying to advance, along with potentially dealing with the shadow in the process. Just learn the range(s) that Mawaru/Far Drill can hit you, and stop charging once he gets within them. Then you can opt to escape or potentially kill the shadow.
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Summoning with Nobiru instead of Mawaru is quite a commitment; if they don't jump you're kinda' boned pressure-wise. Not something to really rely on unless you *know* they're going to jump, and even then jumping IB still leads to an escape. However, my advise was tailored to summoning with Mawaru, so your point still stands. Also, I'm just going by my personal experiences, in which I've never been hit by a HS drill FRC IAD j.S unblockable. Maybe it was spacing issues, or timing issues, but I've never had to reversal backdash to avoid it. Not name dropping or anything, but I'd like to think the Eddies I've fought had a handle on all their unblockable executions. 'Eh, maybe not. While the best option against unblockables is always a reversal backdash, reversal SV gives you more options/less damage/less stun as opposed to the other option: eating the unblockable. A baited SV gives Eddie either a 6P or 2HS, both CH if HOS ACs SV (pain yes, but can be stopped if HOS spends tension to FRC, so it's all rock/paper/scissors at that point). Other punishes (like waiting for HOS to land crouching) are susceptable to delay AC ruining the timing or just don't deal that much damage (jumping up and air throwing, for instance). Not trying to discredit any of your info/input, as it is very much appreciated. It's just nice to understand different sides to every situation.
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Your main points of entry during the Axl fight are when he whiffs 5P, or when he whiffs 2P/2HS/Rensen (lol). Jumping is ill-advised until you make Axl realize that 5P is not going to stop you. Stay on the ground and utilize FD braking and 6P (yes, it whiffs/CHs 5P). Once he throws either of the lower pokes, you're in via jump or Fafnir (paaaaaaain). RI can also close the gap, but the risk is usually greater than the reward (even if it is a potential CH KD). Once you get in, Axl has to either DP, counter, or FD you away and escape. The former two options fall to lows (excluding the low counter, obviously), and the later two options fall to throws. I tend to avoid using highs/jump-ins, as 2S is amazing and 2K can low-profile under a lot of your crap. Axl's offense isn't too threatening. Aside from Rensen FRC mix-up and while-landing j.S into either Bomber or low, he doesn't have that much that you can't react to or SV/GB effectively. 3P is annoying when it's spaced properly and makes you want to jump into 2S/6K, but he doesn't get anything off of it unless it's a CH (meaning don't swing unless it's a Fafnir). 5K can beat a surprisingly number of your pokes, but in general it's not something you worry about.
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As a general tip: Eddie cannot summon the shadow for free during any pressure string, only during Oki or after FB drill. You can always jump away or backdash if you see him start to summon. I play this fight like I'm fighting anyone that is capable of outpoking/zoning HOS; I sit back and Charge. Eddie has a hard time advancing without the shadow to cover him, as j.K loses to j.P and his ground pokes are inferior to yours. With shadow out, but not being pressured, your options are either escape and wait out the meter or try to kill it. 2P/2S get the killing done, and jumping/SJ'ing leads to a decent escape. Shadow S is an okay anti-air, as it is invincible while it is active, but you don't have to FD in the air to guard it and IB'ing it means a free airdash/double jump escape. Eddie has an awkward time anti-airing you. His only truely effective anti-air (2HS) must be thrown out early or risk losing to j.HS, and 6P/6HS lose to j.P. Jumping air-throw is a great option for him, as it allows him to start the fun times, so don't get TOO crazy with the jumping, but have some fun pressuring the poor guy. If it's not 5S(f), 5HS, 6HS, or 5D you can Fafnir it. You can always reversal SV the puddle unblockable, just watch for the cross-up j.S. The HS drill FRC IAD unblockable doesn't work on HOS, and the drill + shadow D unblockable can be jumped.
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Let's make this perfectly clear. You HAVE to be patient to win this. You have to play smart to win this. You have to guard to win this. If you so much as twitch and throw a 2P you can lose the match. Everything must be precise. Now that the disclaimer is up, it's time to get down to business. This match is hard. No questions asked. Nets and trees, EXE beasts, and Testament's range all mean you have to take it slowly or risk being put on the defensive and dealing with 50/50 BS. The basics: If Testament is zoning you, good for him. You can sit back and Manual Charge from full screen, reacting to any S EXE beasts with either Charge Burst or just stopping prematurely. You WILL have some Charge before you start your assault if Testament backs off to zone. KDs make life so much easier in this fight. Once you have some Charge, start closing the gap. FD braking is essential to make Testament either whiff a poke/EXE beast or to deal with trees and nets. Nets can be removed with j.Ps, 6Ps, or 5S(f). Clearing nets is a priority. Personally, I like jumping and IB'ing nets, then either airdashing in or continuing forward. If you choose to come in via the air, 6K beats j.HS, 6HS beats j.HS and j.P if spaced properly, and 5P beats j.P and j.HS if spaced properly. Thankfully, all of these lose to 2D. Testament stops your ground assault with 6K, 2HS, and 2D. 2/3 lose to jumping, the other one needs proper spacing or it loses to j.P. If Testament is instead relying on HS EXE beast CH fishing, jump, j.HS, and tell him to 6K more. So, we'll say you finally make it inside. Good for you. If you score a KD on Testament then you're in good shape. Testament is huge and has terrible means of escaping; any hit you get is going to be 50%+ as long as it doesn't start with 2K. In fact, it has to be 50%+ or end in KD, or you'll have to deal with all those traps again. Meaty GB and jump-ins are preferred; 6K until he has 50% (reversal poison super hits you and knocks you down). Fuzzy guards are easy, GB combos lead to Dust Loop from pretty much everywhere. Oki is your one chance to put this fight in your favor. During pressure strings and resets, be wary of Warrant. Testament has a poor time trying to counterpoke HOS (2S rocks everything at that range except for 2HS), so expect either a backdash or jump out and act accordingly. Testament may still try to CH fish with HS EXE beast, as it is guaranteed to come out on frame 2. If you suspect a CH fish during your pressure, either jump or running throw his ass. In fact, tick throws in general are great against Testament, as he's lacking in good defensive options. Let's say Testament gets the advantage and knocks you down. Reversal SV is incredibly risky, but works decently against meaty net mix-up. Meaty tree is a big sign that says "NO" to SV, so please respect it. 2K/6P mix-up, if you guard it then awesome. You can actually SV any gap that a 6P might crop up in (after a 2K or 5S[c], specifically) if you guard the initial high/low, so that's nice. Of course, Testament could just gatling to 5D, whiff and CH your SV for free combo, so be wary yet again. Testament's corner 6K xx HS EXE beast pressure isn't that much of a threat, especially for HOS. Along with the obvious SV or GB, you can either FD 6K and make the EXE beast whiff, or jumping FD the 6K and get out. You can also be manly and 2D the 6K for free combo. Either way, just don't let it intimidate you into screwing up. I think that about sums it up. Maintaining momentum is essential in this fight; once you lose it and give Testament some breathing room you have a very uphill fight.
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That pretty much sums it up. HOS' 2D > Jam, excluding 236S -> K and 2S. Bait FB puffball, punish it, make her not want to throw it out. If she gets predictable with the ground pressure resets, Fafnir that bitch and go to town. GB is nice.
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Even though I was a total scrub and screwed it up a bajillion times during FRXI, for the SJ IAD combo you can substitute j.K for j.P and deal 5 more damage on your combos. It works at pretty much the same range j.P would hit, meaning not max-range Fafnir. EX: Fafnir, 2S, 5HS SJ IAD j.K, j.HS xx Lvl2 SV AC FRC Lvl2 SV. The AC FRC Lvl2 SV is just for cool points. The combo deals 50%+ easy, though.
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No, he meant that, if possible, you should follow-up On with HS Fuujin or 5S© xx S Fuujin into combo/knockdown. Only thing SJ combo allows for more than the previously mentioned follow-ups is a potential tech trap.
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1: 6HS multi-hit, special-cancellable, later/less autoguard. More Shitsu recovery says this is okay. Pressuring Stomps for "free" is kinda' lame, but it's not broken. 2: Orb staying like it is, or slightly more untechable time. I really like ^C Anji combo potential. 5S© xx S Fuujin, or 5S© xx On followed by HS Fuujin after a launch are both awesome. But I also like how both of those follow-ups don't work on everyone. So you can still have your cute little SJ combos that can end in knockdown on the characters that the previous two combo starters don't hit on. It just takes character-specific combos to do so. Very nice. 3: Guard Points: P with a larger hitbox, so you can actually use it for AA. FB GP needs to ground bounce or something for combo. 4: FB Rin throw invincible/more autoguard frames. If you spend 25% to pressure it, sure, it deserves the protection. ^C Anji is awesome. Much more diverse than / Anji, and not as god-awful useless as #R Anji. A nice blend that just needs a few touchups here and there to really compete.
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Depends on the launch really, but in general Lvl2 SV relaunches lead to anywhere from less to almost the same damage, or even more, compared to just taking them to the corner with Dust Loop. Just depends on your positioning and what you can follow up with after the relaunch. Example: (Whatever launch) dashing j.HS, j.D jc j.HS, j.D, land 5S© TK Lvl2 SV, 5S© SJC j.S, j.HS, j.D. About the same damage as just doing reps of j.HS, j.D, but you spend your Charge on the launch instead of a corner knockdown. Of course, it is easier than Dust Loop, so it's personal preference. Another example: (Launch) dashing j.HS, j.D jc j.HS, j.D, land 5S© TK Lvl2 SV, 5s© JC j.HS, j.D xx Lvl2 BRP. Less damage than Dust Loop or SV relaunch with SJC combo, but you still get a knockdown. Easier than either combo mentioned, however, and corner knockdown is nice.
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This shit sucks. Kyle, you sir are NOT a jukebox hero.
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If you include IB then most of the frame traps in the game are null and void. While Lvl2 RI is easier to IB then say, HOS 5K, the point still applies. And, just to clarify, what other situations would you use Lvl2 GB as opposed to Lvl1 GB? Aside from Oki, where else can you use a Lvl2 GB where it will actually outperform a Lvl1 GB in some manner? This is where versatility and reliability come into play. Lvl2 RI and Lvl2 BHB have other uses, AND they have a function that isn't outperformed by another special in the same situation.
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Yeah, you remove the mix-up from Lvl1 GB, but I find that it's worthwhile. As I stated before, I don't go for GB cross-up much anymore, opting instead to reliably pin them down on Oki and only really using GB cross-up when I'm fighting new opponents/people with limited HOS experience. Of course, as you mentioned, your playstyle changes depending on exactly whom you're fighting. Against those with HOS experience, most know the safest option is to simply 1F jump/backdash out of any gap you give them, seeing as HOS' anti-escape options are all weak without Charge/CH. They know that playing the chasing game is a bitch for HOS. In this case, frametraps and tick throws tend to be much more worthwhile, so closing the gap and maintaining close proximity is essential. Against those that don't know how to fight HOS, Lvl1 GB is a killer anyhow. Lawl. Lvl2 RI leaves you at what, -1 on guard? Not exactly what I'd consider awesome for pressure, but it's still a frame trap. You can also punish backdashes easy as fuck with it for ~150+, which is what I use it for most of the time anyhow, aside from combo'ing of course. As for Lvl2 BHB, it's his safest non-Lvl3 special, which is awesome when it comes to pressuring; you can honestly just throw it out there and get some offense rolling. Can you say the same thing for Lvl2 GB, which is only safe when used during Oki? I realize that you can do a running Lvl2 GB and start offense/combo, same as its Lvl1 counterpart, but running GBs are unsafe as hell. Perhaps "specialized" was the wrong word for this. What I meant was that Lvl2 GB isn't as versatile or reliable/safe in multiple situations, whereas HOS' other specials are. Really? I like the mindgame it adds when you're Charging from long range. People want to make you CB so they can punish, but they hesistate, FD brake, or throw safe pokes that don't amount to much if they hit (Bridget's 5S(f) and 2S are great examples of this, same with Venom 5S(f)). I have been tinkering with Lvl2 GB oki though, as all this discussion got me thinking. If you do 2D xx Lvl1 GB, Lvl2 GB cross-up [D], Lvl1 GB ]D[, you have an amusing cross-up into cross-up that will feed back into Lvl2 with AC, and it's easy as hell to hit confirm should either cross-up hit. I also like the fact that you're doing a CK Lvl1 GB; buffering D during a special before it makes you AC the move is sweet mechanically.
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From the conversation in the Combo thread (as I was just going to make everything totally off-topic eventually): Lvl2 GB gives you more time and better positioning to mix-up compared to Lvl1, yet less options for combo if you manage to break their guard. Personally, that doesn't seem like a very good tradeoff. I'd rather keep the charge to combo with, or go for a more advantageous set-up (like Lvl2 BHB frametraps). Besides, an extra meaty Lvl1 GB gives you plenty of time to work with when it comes to strong Oki. I will concede that there is a use for Lvl2 GB, namely that you can attempt a GB cross-up and then mix-up safely after. But that still doesn't eliminate it from being his most useless special IMO, especially since most of his other specials aren't so specialized and have uses in other situations. Also, I tend to try for cross-up GB less and less anyhow; unless the person you're fighting doesn't have much experience with HOS they can usually guard it easy enough. Since the thought crossed my mind, what is everyone else's opinion(s) as to what HOS' most useless special actually is?
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2D and Fafnir rape this fight. This match-up is 6-4 for a reason. Anji's options are too limited against HOS unless he can score a knockdown, and even then he has to heavily bait to keep control. The Highlights: 1.) The issue with this fight is poking and spacing. HOS can swing with 2D all day. It leaves him with frame advantage on guard, or he gets combo on hit or CH with CC (150~ with SJ IAD combo no charge, more damage/knockdown closer to corner). It's shorter than Sol's 2D, but it progresses him forward slightly, so the range is deceptive. Anji trying to deal with 2D sets up HOS' other options. HS Fuujin nets Anji good damage and whiffs 2D, but eats it from GB. Poking with lows or trying to autoguard 2D with 3K/2HS leaves Anji open to Fafnir (230+ easy on CH from midscreen or closer to corner). This is honestly where Anji has the most trouble; he just can't keep HOS out if HOS is poking intelligently and not jumping predictably. 2.) In general, HOS' jump-ins aren't an issue for Anji. 5P and 6K take care of most of them, and 6P stops IADs (lol). 3.) If you do want to poke at mid-range, 6S (as stated earlier in this thread) and 6P are decent options. Both keep HOS away and stop most of his non-low pokes, but they're also succeptable to 2D and running GB (for aforementioned massive damage). Throwing butterfly is also an okay tactic, as it encourages HOS to jump or back off. Anything that forces HOS to jump into Anji's solid anti-airs means free damage for you. 4.) HOS' Oki isn't that threatening to Anji. With reversal HS Fuujin, 6K, and 3K you have an answer for pretty much anything he might throw at you. Cross-up GB is always an option, but becomes something of a novelty once you've been exposed to it enough. The big one is whiffing normals (like 5P and 5K) or manually Charging right on top of you, then doing either 6K or GB to punish you for trying to punish him. Both options lead to good damage, so patience is the key. If you do have to guard, just watch for the throw, which isn't even threatening until you get stuck in the corner. 5.) For your Oki, butterfly and bait. From a certain range, you can punish both GB and SV easily. If SV, 5S© and enjoy your CH combo (AC or not). If GB, 2S, 5HS into combo. Once you get it in HOS' head that he can't special move his way out, you can proceed to mix-up. To sum it up: Make HOS jump and stop swinging lows. Punish him for it. Knock him down. Butterfly Oki, bait reversals/escapes and punish him. Mix-up once he realizes he can't escape.
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I said Lvl1 GB combos deal more damage; there was no specifics. Secondly, does that Lvl2 GB JI combo give you a knockdown, or even the potential for a knockdown? No it doesn't. Not without giving up even more damage, or requiring the corner. Whereas you can just do Charge Keep Lvl1 GBs, Dust Loop and Lvl2 BRP for knockdown. I also said I agree with learning combos for any hit you manage to land. That's fine and dandy. My point is that you have no reason TO use Lvl2 GB. Just man it up and do Lvl1 GB combos for more damage and knockdown if you utilize Charge Keep. Not knockin' ya down personally man. I have beef with Lvl2 GB, not with knowing combos for certain situations/launchers.
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Why bother with Lvl2 GB? I mean really guys. I'll even go so far as to say that Lvl2 GB is HOS' most useless special move. Of course, this is because Lvl1 GB is just so fricken' good. Lvl1 GB covers everything Lvl2 GB does, and the only benefit Lvl2 brings is an additional +2 frame advantage on guard. The Lvl1 follow-up also ends up dealing more damage in more situations via Dust Loop, whereas the primo follow-up to a Lvl2 GB is a JI combo. The only instance I see Lvl2 GB being useful is when you manage to nail only the first pillar of flame; the extra untechable frames and downward trajectory lead to a knockdown and free AC if you hit it. Of course, the only instances where you CAN finish a combo with Lvl2 GB involve using Lvl3 specials, so it's pretty redundant. I'm all about knowing combos for any hit I manage to nail, but when push comes to shove I'd rather just stick to Charge Keep Lvl1 GBs for more damage, more consistancy, and Lvl3 if I finish with a special and AC.
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TheSlyM00gle-o's: I really, really, really need your laptop so I can be awesome and play CS with Jais today and tomorrow. If you could find it in your heart, you should bring it over so that I may kill numerous bitches in epic style. Also: You can still do the 3S cancel into either S or HS after you manage to do an autoguard with it. The lowdown: Low autoguard from frames 5-10, 3S cancel is on frames 8-9. Almost negligible, but if you manage to autoguard during the frames that you could cancel into either S or HS, you will have an additional frame to input the cancel (due to autoguard's hit stop properties). What all this means is that if you're an epic manly kind of person, you can punish lows for 150+ damage and corner knockdown from almost anywhere. Pretty nice, amirite? Seriously guys. Anji needs realistic, "easy" 3S combos so that he can deal more damage and be higher in the tiers, which means more people will play him. He needs those easy combos guys. Show me whatchu got.
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Is there a list detailing exactly which characters can be hit by a HS Fuujin after On? I'm sure most of the floatier chars can, but which others? 5S xx On, HS Fuujin -> FB Rin into combo and/or knockdown is probably the most efficient and damaging follow-up you can get for either a Stomp or ID launch, so surely it's worth looking into and implementing.
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I don't really go for CH 2S, 6HS combos anymore. CH 2S feeds into Lvl2 RI and Lvl3 BRP, both of which offer better or same returns for less tension. Also, due to that crazy combo vid on Youtube (link in the Media Thread), I've amended a few preconceived notions regarding HOS combos: 1.) For the standing IAD combo, you can sub j.K for j.S during the IAD portion and end up dealing more damage, as j.S force prorates. The only person(s) this doesn't work on very well is Sol/HOS. 2.) You can actually get a deep running 5S©, 5HS after the while landing j.HS, which adds damage to the combo and lets you keep the same amount of reps you can do before reaching the corner and getting pushed back too far. Both of these little "fixes" adds about 5-6 damage total. Almost negligible increase, but it's still possible. Not like doing the standing IAD combo is very practical anyhow; just something to add to your combo book. Example combos: 5S©, 2S, 5HS jc IAD j.P, j.K, slightly delayed j.HS, land and dash in deep 5S©, 5HS jc IAD j.P, j.K, j.HS, land 2D. 190+ on the likes of Anji, Johnny, and Testament. 5S©, 2S, 5HS jc IAD j.P, j.K, slightly delayed j.HS, land Fafnir, dashing 5S© jc j.HS, j.D jc j.HS, j.D xx Lvl# BRP. Works from starting positions and closer to corner. Around 220-230 on everyone it hits. Also also, since I've been a Dust Loop whore recently, I've been reworking my corner throw combos so I can always take either the Lvl2 BRP knockdown or the potential tech trap. Reiterating, Corner throw -> Dust Loop works on everyone except Dizzy, Robo-Ky, Johnny, Eddie, and Venom. -I've only managed to get a dash in 5S© jc j.HS, j.D jc j.HS, j.D on Dizzy, but even that does 155 with no guard bar. -On Robo-Ky, you can do dashing j.HS, j.D jc j.HS, j.D land and slight dash in 5S© jc j.HS, j.D jc j.HS j.D for 132 or so. You can do the same combo on Potemkin for like 3 more damage. -On Johnny, you get dashing j.K, j.HS, j.D land 5HS jc j.HS, j.D jc j.HS, j.D. 145. -On Eddie and Venom you get dashing j.K, j.HS, j.D land then j.HS, j.D, j.HS, j.D. 143.
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You just have to be patient. Versus any character that can actually control space and zone you effectively (read: Testament, Axl, Slayer, Venom. Dizzy, Bridget, and Ky are examples of characters that can't) you have to make them screw up and whiff something to get inside. FD braking is a godsend in those fights. Jumping, not so much. While HOS' jump is good once you're in, it's not that good when you're trying to GET in. Due to that low jump, plenty of characters have good ground pokes that can also serve as ghetto anti-airs on HOS (Johnny 5HS, I hate you. Potemkin 2S does the same freakin' thing). As a general rule, I prefer to Charge against any character that outpokes or zones HOS particularly well before I try coming in. That way, I decrease the number of times I have to come in, via ending my combos in knockdown and oki rather than staying at low Charge and allowing them a chance to escape/tech. [rant] And please guys, don't Charge Burst so much if you're attempting to Charge from long range. If they can't start a combo or knock you down with what they're attempting to poke you with, then don't Burst it. You eat too much damage from the CROUCHING CH state you're giving them if they bait it effectively (via whiff poke or FD braking), along with being put on the defensive if/when they knock you down from said bait. I mean really, if Bridget or Axl are throwing 5S(f) and 5P/2P, respectively, don't burst 'em. Big deal if they hit you. All it means is that you eat ~30 damage; they don't get anything else, including setup, from poking at that range. [/rant]