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Everything posted by WUT
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Don't believe this has been mentioned before, but you can actually 4-seal Carl and nu off of a j.4c. J.4c, v 2c, 2d, j.d, 2369c, v j.d, 2369c, v 2d, sj.c. The damage off of this (2900) is actually on par with the combo you'd normally do on Carl after Landing such a hit, so it's worthwhile.
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Unless you're fighting tager, you're not going to be running around doing anything you please against any character. Vs. Jin is no different than the rest of the cast in that regard. Bang never has multiple Solid options available at any time so I don't see why you would expect it to be any different against a character that does have said good options. Hard fights for bang = Tao, arakune. Everyone else just leaves you with a slight disadvantage, which isn't very noticable (aside from bang's overall glaring weaknesses, of course). And online shouldn't be the measure of matchup difficulty. If that was the case Noel would be top tier because my stupid autoguards won't come out in time. As for terms and definitions: gp = guard point, aka autoguard. A property that bang's d moves have. Oki = short for okizeme. This describes the situation where your opponent is knocked down on the ground and has to get back up. Sj. = also known as high jump. Hitting 1/2/3, then going to 7/8/9 to jump. If done right you'll jump much higher than normal. Iad = instant air dash. Air dashing as soon as possible once you leave the ground from a jump. IMO = in my opinion. Internet acronyms lol.
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It's not that 2a leads to godly damage; it's the fact that tao's 2a exists and does what it does. Who cares if you can only manage 1.5-2k damage combos? If bang isn't hitting you with anything then you'll win in the long run. 2a will either consistently interrupt bang's offense or force bang to use tactics that are easy to escape or counter with other, more damaging options. When bang has to stop what he's doing to bait 2a then Tao has control of the match. And really. Getting guard broken isn't that big of a deal. If you use your barrier gauge properly and ib when necessary then bang will waste most of his nails just trying to keep you sitting still. Even if he does manage to break your guard it won't lead to much damage unless he's midscreen and packing 50% heat.
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The fight isn't hard. You just have to be patient. You can't be the aggressive one in this fight, as Jin has way too many options that will flat out beat what you do. And finding openings in Jin pressure isn't that hard. If he tries to restart pressure via jump cancel he has to bait 5a and 2d at the same time. It takes an ascending j.b from Jin to beat 5a and a descending, then jump cancel after you autoguard, j.b to bait 2d. If he tries to restart pressure from a frame trap he has to bait autoguard. Unfortunately, his 2a is amazing at this, as it will duck under your 5a and he can hit confirm into a punish if you try to autoguard with 5/6d. You need to ib his frame trapping normals and squeeze in a 2a to keep him honest. Just don't play too aggressive until you've conditioned them to not swing and make Jin bait your options.
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Start it with 5a for more damage. It doesn't prorate as much.
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Fixed. Personally, I like dashing in deep then doing j.D for oki. Because Tager players are silly and bank on backdash throw/buster too much.
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If they're trying to jump out constantly then 2a into while standing bnb works just fine. Ends in knockdown and good positioning. Much less risky than iad command throw, although I will use it after 2b occasionally to keep arakune's honest.
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Well after any 623b you can set a bumper for oki. However I was indeed referring to the d.2b, 623b double fire punch, as that particular bounce and positioning gives you more time to throw out a bumper and recover before they can tech.
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It just depends on what burst they do. If they do a gold burst you can dashing super through it no problem. If it's a green burst you'll need to wait slightly for the burst's invincibility to end. If it's a blue burst you'll need to wait hella' long, else it'll just autoguard the dashing super.
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I lol'd. That never works for me when I try it. I will however make an effort to dodge the bullets during Noel's air DD, then purposely j.D the stupid rocket afterwards. Just to be a complete hardass.
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-I've mentioned it in another thread (I believe it was how to be a hero), but you can replace D nails in the 2C, 214B, d.2A, 5B, j.A, j.C setup with a B nail. You just lose the low option off the bumper and the timing for the followup combo is tighter due to B nail's forced landing recovery. -On Cat 1's you can end the standing Bnb (d.6C, j.D) with a V, 5C, bumper set. The untechable time on 5C lets you safely get a bumper and recover in time to oki based on how they tech. -You can end a double fire punch combo with a bumper set instead of a d.6C, dj.C/dj.623B. B bumper in particular has solid positioning after the wallbounce. -And as you mentioned, BnB into 6D, TK bumper set is decent. You get more options immediately from a C bumper but B bumper is much more effective at punishing techs. D and A have more limited use in this scenario, as D can't punish a back roll and A can't deal with a forward roll. EDIT: Man I wish aerial bumper sets weren't so terrible. Combo into a j.C KD, bumper set, late AD into mixup would be a great option to have.
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Nerfs or Buffs each character should recieve, GGAC Edition
WUT replied to shinquickman's topic in Archive
I-no's VCL is fine as is. Reverting to Slash VCL = 50/50 with j.K, S Dive for a tensionless overhead launch. That's just crazy. Her mixup does not need to be touched. She just needs a few of her normals buffed, really. 5S(f) should have less startup and not prorate so harshly, and 2S should gatling to 5S(f). Give 5HS earlier/more foot invincibility frames and give 2K additional low profile frames. I agree with giving 6HS less of a hittable box, but lower its damage or give it extra startup frames to compensate. -
If I'm spending Tension after a Lvl2 RI it's usually AC FRC dashing 5S© into combo. More damage than Fafnir and it works on the floaty bitches. That said, it's also a pain to do. Midscreen it's really not worth the tension just for a KD. I tend to shy away from any combo that involves RI until I get near the corner. Unless I want a 5HS tech trap, of course.
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On litchi, bang, nu, Jin, and Carl: if you do any normal Gatling string Into 2c in the corner you can pick up a 3-seal combo. Ex: 2a, 5b, 2b, 2c, 2d, sj.d, late 2369c, v 2d, sj.c. 1982 damage. Start with 5a, damage is 2770. Start with j.c, v 5a, damage is 3113. Tip: use 8 or 7 for your super jump, so your c nail won't miss. EDIT: also, don't know if it's common knowledge or not, but you can 3-seal Rachel with A corner combo. Just end the above combos with v 5c, 5d, sj.c instead of 2d, sj.c.
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You're still giving up way too much damage there, considering j.c, 2-dash, v 2b, 2c, 4-5d launch works on most of the cast. It really can't be justified unless you're playing people who are unable to break throws.
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It does, just like a corner 2c, command throw gives you an oki setup if they break. The problem is that you're giving up alot of damage to do 6d, command throw for the tech trap, since you'll only have enough untechable time for 6d to combo early on.
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A couple of things: -I first thought you had to cut your ground Gatling short in order to do a 2c, 214b, d.2a pickup. However it turns out you can actually use a full Gatling (5a/2a/j.c, 5b, 2b, 2c), the timing is just tighter. -For this same setup you can actually do j.a, j.c, very slight delay, 236b, then bumper dash. While this rules out the landing low option you still have the crossup and crossup fake j.c available. However, b nail's extra landing recovery is still present, so use 5a after you land to be safe (5b is possible, but awkward). -You can air dash after a b nail if done at the proper height, which is just slightly above a standing noel's head. -You can air dash after an ascending j.c on whiff, hit, or guard.
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When your aa is horrible then anyone who can jump cancel their pressure is a pain. However, if you're in the corner a simple barrier guard then jump works against ragna's offense most of the time. His means of restarting pressure once he's pushed out is either obvious or risky.
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Not the same combo, but going in the general direction. Considering the combo in quotes started with 2D does 5179 and the revised combo does 5685, I would assume a 6D starter is right around ~5000 or so damage. Which is great, considering 6D's utility. As a side note, Bang install seems easier to implement against Rachel than the other top tiers. While she's ridiculously hard to 4-seal, there are numerous 2/3-seal combos that are Rachel/Tager only. You can even net a corner 3-seal on her, which is something of a rarity against most of the cast unless you go into the 2D, j.D early in the combo. Rachel's 3-seal combo doesn't have such a restriction, which is very nice.
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She can jump cancel j.2C and go for another j.2C or land into more pressure/mixup. If she pressured into j.2C via 5B, jc 3-wind j.2C you're pretty much stuck guarding it, as trying to ib and escape will leave you too vulnerable to her other options (gatling to 6A, 3C, 6B, 5CC, etc.). You shouldn't bank on Rachel making a mistake unless you're playing online, because good Rachels won't screw up often. Your best bet is to Barrier Guard until she tries to throw in a 3C, then jump away after you guard the 3C. Don't try to counterpoke, as she has frame advantage on 3C and can cancel it into special moves. If she tries to come in with j.2C you can 2D it, but keep in mind if this isn't timed correctly and she hits you with j.2C you can take up to 2000 damage from just the j.2C alone. Her j.2C gains damage as she gains gravitational momentum: it goes from 800 damage to 1200 then finally 2000. For it to hit 2000 she has to telegraph the j.2C hardcore, but it's still something you do NOT want to get hit by. I'm not a big fan of this fight, as so much of Rachel's rushdown is safe regardless of what you IB. There's always something else she can do that will punish you trying to escape/counterpoke. This is the only fight that I'll actually run out of Barrier in, as her ability to guard crush is crazy good. Just realize that you will have to guard and don't worry about counterpoking. Waiting for the right time to escape is much more productive.
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I did not realize otg 5c had as much untechable time as it does. If you end the cat1 standing bnb with a 5c, b bumper you have all the time in the world for oki. You can do b bumper, iad 6-dash crossup and hit everything but a forward roll. Iad 3-dash, v 2a catches everything that isn't a back roll. Pretty solid as far as bumper oki is concerned.
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I didn't post it to advocate it over the cat1/2 combos, as it deals less damage. However, this gives you a crouching combo, along with a solid combo on Noel both crouching and standing. Edit: and yes, I'm aware that 5a doesn't hit Noel, litchi, and nu crouching. It's the d.2b and d.6c, dj.623b that are important.
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5a, 5b, 2b, 623b, d.2b, 623b, d.6c, dj.623b confirmed to work on everyone but Tao, Rachel, and Carl. 3113 damage, or you can take a tech trap and 3282 damage via Tacking a 5b on at the end. Triple fire punch combos are awesome.
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If you're combo'ing from a 2c or a web nail then yeah, you'll get less damage compared to if you did a stand alone super. However, if you combo into dashing super from a 623b wallbounce you'll get more damage. J.d, v 2b, 623b, dashing super does over 5k and is quite simple to hit, as an example.
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Dunno if this is well known or not, but if you do a super jump and, right at the apex of the jump, perform a nail glide you will actually be able to recover in time to use your second airdash. This actually allows for a decent high/low mixup (use ad j.a, j.c) if they happen to guard the a nail.