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Everything posted by WUT
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CH j.D is disgusting. Wish I could actually get one in matches. I have more luck getting a CH 6C as AA, which leads to the same combo (6C, jc AD j.D, V, 2B etc.). Such a shame.
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I can only answer 2, as I'm only able to speculate on 1 atm. Although I would assume more nails would be fine, as you only really need them to reset the dashing DD. More can't hurt at that point. As for 2: You enter Danger status from two methods: Barrier Bursting, or running out of barrier via barrier guard. In the video example, the dummy is set to Barrier Guard the nail super. Doing an offensive burst while they're barrier guarding drains their barrier gauge, enabling Danger status.
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While not 8:2, May does have some over-the-top advantages (I-no, Anji). Of course, then you get to ABA vs. May, where it's the complete opposite. Some of the best match-ups and some of the hardest.
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Carl's AA is horrible, as he's in the same boat as Bang himself: having to use j.A. His pre-emptive j.A will beat yours, however. If you're in the air and not directly above Nirvana you can expect Nirvana to do a DP (the upward diagonal finger/tentacle attack). You've got to barrier guard/IB this. If Carl is using kara cancel j.2C~B+C (normally used during an air dash, he shoots down to the ground much faster than normal), it's a bad idea to jump. While they're using this for its trajectory-altering properties, it's still able to throw you. Air throw can lead to that stupid death loop if the doll is close enough. I hate BnBs in this fight. After a 623B, I usually end up doing a deep dashing 5A, 5B into air combo. Probably just better off doing 2C, 6D, 9623B into mix-up/pressure, as doing the dashing 2B after 623B is so frustratingly difficult online. EDIT: Also, don't know if this is common knowledge or not, but the best time to burst if Carl is going to start the loop is during/after a 2C (what Carl uses to launch you into Nirvana's 8]D[). It's a shame that Carl can bait burst easily with gear super, which can lead right back in to death loop. Better than just giving him the loop though.
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Yeah I didn't know CH j.A, j.D had beat until a match yesterday vs. a Hakumen. Was planning on doing a j.A (whiff), j.D to cover myself from an inevitable 2C and he jumped too; it was a nice surprise. It certainly is useful to know. There's plenty of times where I get a CH j.A AtA and I simply follow it up with j.B j.623B. Going to get much more damage now.
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Going from personal experience in matches, but I haven't tried it in training. The frame data supports it as well, unless the game considers you unable to be thrown on the ground the moment you initiate a jump, even though you don't leave actually the ground for X number of frames. If that's the case (would be silly, but it wouldn't surprise me considering what else they've done with this system) it's not a lost cause; a tk'd command throw catches jumpers.
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It takes at least 4F before someone is considered off the ground whenever they jump, so simply holding up won't escape a command throw. However, they can escape by using backdash at the right moment (or, as I said, an invincible move). Double posting is the coolest. (But Dai fusing them is cooler) I'm having trouble getting the 4-seal combo on Rachel off of a 6D. I'm assuming it's possible, since it's bunched together with the rest of the combos from Arcadia magazine: 6D, jc j.D, dj.236C, V 6C, j.D, dj.236C, v 5D, jc j.B, j.623B I can't get the 6C, j.D to connect. I can alleviate this by doing a dj.D, but then I lose the ability to do a web nail. Any suggestions?
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That's a risk you take whenever you fight someone with a better command throw than yours in any fighting game: they'll use theirs when you use yours. I do try to command throw Tager; I'm just more cautious trying it then I am against other characters. Backdash -> punish is strong, and Tager has a tendency to do it often as his backdash has solid invincibility. TL;DR: If you're conditioning them well enough it should be fine.
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If you wait long enough it can't be broken. Problem is that command throw does start up in 13F, along with shorter range than normal throw, so utilizing it in tick throws tends to be a weak option.
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Anyone that quick recovers is command throw bait for bang. It can't be broken, so if your command throw attempt is timed right they have to invincible out or take the throw.
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A command throw can't be broken unless your opponent is in hit/guard stun.
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Quick rise (down + tech) has complete throw invincibility, but no strike invincibility. So it's only useful if you *know* they're going to attempt a throw. Quick recover is the opposite: complete strike invincibility, but no throw invincibility.
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Or she can cancel the move and punish 3C. Yeah, if she's using Act Pulsar after 2C/6C, just jump straight up and escape/counter attack. Her options after the dash usually consist of: 1.) Throw 2.) High/low mix-up 3.) 2C/6C again Option 3 is supposed to punish jumping, but Bang's got enough aerial movement/tools to eschew that. If all else fails, 5D will be safe against all 3 options (provided you use that fun little throw break buffer trick).
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What 10stars is referring to is more like 63B623B, as you're trying to do a dashing 2B into a fire punch. Literally 3B, as you'll get a 2B if you do it that way. If you try to do 6362B you'll more than likely get a dashing fire punch rather than a 2B. There's no shortcut or trick to this one; you're just learning the timing for when you can dash after a 623B. Also, while quick recovery is the "safest" option, you definitely want to switch up which way you tech. Quick recovery has no throw invincibility, meaning if you quick recover against a tager or bang in range it's a free command throw for them.
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And regular throw can be broken. Command throw is super nice.
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This fight is so lol. You can beat most of the mediocre v-13's by just jumping forward and constantly guarding her AA D moves to close the gap. It's much more safe than trying to deal with 3C, 6C, and 5D on the ground. 2C is a pain, but nails ruin that little catch-all she crutches on, as was stated. Of course, I've yet to fight an amazing v-13. I'm sure that'll frustrate the crap out of me.
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Bang is invincible for 25F, so that "click" you've noticed is most likely just Bang hitting your opponent and then going into the distortion. He doesn't actually have a hittable box until well into the dashing part of the DD (which is why you can go completely through projectiles with it).
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Practice (as in training mode) won't give you what you need to become a threat in frkz. The problem isn't combos; it's positioning. And you can only get proper spacing like that from experience (or watching Dora's setups for it :yay: ). The less you have to move around to get to your opponent, the safer you are. FRKZ = opponent can just swing until they get a home run. It's so ridiculously unsafe if you don't have nails to cover your approach. Maybe it's just me, but I can never get the #D moves to cover me when I'm in frkz. I still end up swinging too early or too late. More match experience with it is a must.
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It makes sense, as the game buffers a throw break for 11F regardless of what you're doing after the input, hence why #D, B+C works.
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A 50/50 in this instance refers to a high/low situation, where the person guarding literally has a 50% chance of guarding the right way. The situation in question isn't REALLY a 50/50 (you do have to land, crouch, and 2A to successfully follow through with a low option, meaning they can guard high til you land, then guard crouching), but such a quick change in blocking lends itself to being a strong mix-up. Of course, you can always land and command throw, lol.
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You can 2D practically any of it if you IB. Without IB, both her overheads you can react with 2D. She only has one low hitting attack in Drive, but that stupid command throw has to be crouched to avoid it.
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I just realized that if you do a 3-dash off of either a C or A bumper you can actually hit with a j.B right before you land. 50/50 off of a bumper. Man bumpers are hot.
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It's not even A+B+C; you can just do B+C. The game just buffers a throw break attempt for 11F if you enter a throw break prior to a throw counter.
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Because I'm super cool and double posting only adds to that, I just wanted to mention that 5A is an awesome AA if you're spaced properly. Beating out deep/low Ragna, Jin, and Hakumen j.Cs (y'know, the 2D-safe variety) is win.
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You don't need a direction input to break the throw. A simple D, then A+B+C will work just the same. Still, that is hot. EDIT: You don't even need the A input. The game just buffers a throw break attempt for 11 frames. That's nice to know.