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Messages - hiltzy85

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121
Ex Iori (Flame) / Re: EX Iori (Flames)
« on: January 09, 2012, 05:10:42 PM »
Yeah, I would also send Iori out 2nd (or third, depending on my mood).  Andy is a really great battery and is strong without needing to use meter.  Iori benefits from having some meter, but also builds it reasonably well.  I guess it really depends on who you would rather have coming out 3rd (him or K`).  Personally, I tend to put the character that I can comfortably do the biggest, high meter combos with 3rd.

122
Andy Bogard / Re: The Human Weapon of the Shiranui: Andy Matchup Thread
« on: January 05, 2012, 08:51:38 PM »
speaking of the safety of qcf+BD, i kind of feel like it may even be like +1 on block.  If definitely seems to be a good pressure tool in the corner. 
I don't know for sure offhand, but it seems to me that if you hit them with something like (optional jump CD, blocked) cl.C, f+A, qcf+BD, cr.B, s.B, s.D, qcb+A while they are blocking in the corner, it might be a guard crush.  I'm sure it isn't guaranteed, but if they try and punish your qcf+BD with something kind of slow, you might get them with a counter hit cr.B into the little combo.  If they keep blocking, they take pretty decent chip damage and what should be almost an entire guard meter.

I can't remember, but do blocked EX moves build meter for you?  I know hitting with them doesn't...

123
Andy Bogard / Re: The Human Weapon of the Shiranui: Andy Matchup Thread
« on: January 05, 2012, 07:05:55 PM »
What are the differences in properties between A and C zaneiken?  Obviously I know that C does more damage and travels farther on the screen, but what else?
Is it worse on block?  Does it have slower start up?  Do the active frames start later?  Does it recover more slowly?
It seems like it must start and recover slower, because I don't think you can do  ;db ;fd ;c;db ;fd ;c in the corner after a braked kuhaden (whereas you can obviously do  ;db ;fd ;a;db ;fd ;a)

124
Mai Shiranui / Re: Mai Shiranui (Console)
« on: January 04, 2012, 06:57:42 PM »
I tend to run out Andy/Mai/Iori or Mai/Andy/Iori (sometimes EX Iori).  I can't decide who I like coming out first better (between Andy and Mai).  I would say that Andy is probably better with no meter due to cr.B, st.B, st.D xx fireball being so good.  The problem I run into, though, is that I tend to use meter with him when I have it (even when he is first) because I have a hard time remembering not to do qcf+BD combos in to the corner.  He is pretty much good at the same things as Mai is, but I guess slightly better at defense, due to his EX dp being invincible.  I like his air CD better than Mai's, too.
In my opinion, they are kind of interchangeable, but that Mai may be more useful second (in the teams I mentioned, anyway).  I feel like she gets a bigger boost to her output by having some drive bar to use than Andy does, and she still builds meter well if I choose to do so.  Even if I don't have a ton of meter left for Iori at the end, claw Iori can still do a ton of damage in HD with even 1 stock (like 800+ as long as they even remotely near the corner), and he builds meter pretty fast himself

125
Ex Iori (Flame) / Re: EX Iori (Flames)
« on: January 04, 2012, 06:32:19 PM »
although it makes me sound like a huge scrub, I have to say that I am feeling very proud of myself, now that I can actually get the cl.B, cl.C link like 90% of the time.

I feel like I've passed some kind of vast, invisible plateau of suckiness, into the realm of normal, below average player.

126
Ex Iori (Flame) / Re: EX Iori (Flames)
« on: December 30, 2011, 05:21:06 AM »
what about standing D?  if you get far D, its got pretty good range, and close D seems to hit pretty high as well.  It's probably better than crouching C, anyways

127
Iori Yagami (Claw) / Re: Iori Yagami (Console)
« on: December 29, 2011, 03:09:39 AM »
Oops, forgot to say i was talking about max mode :(

I'm not sure that there is much you can do, in terms of long combos from command grabbing them into the middle of the screen in HD mode.  I know for sure you can do dash, dp+C, super (max cancel).  If you don't want to dash, you can do dp+C, EX super (max cancel).  I think you can also do qcb+D [HDC] dp+C, super.


128
Iori Yagami (Claw) / Re: Iori Yagami (Console)
« on: December 28, 2011, 02:44:43 AM »
after some more work, I've found a pretty good HD combo that is 100% from mid-screen(ish) that is pretty easy...

jump C, cl.C, df+C [HDA] cl.C, df+C, qcb+B [HDC] qcb+BD (should now be in the corner), (dp+A [HDC] qcb+D)x3, qcf hcb+A [MC] (qcf)x2+BD

does 1014 (984 with no jump in) for 4 stocks.  The timing is a bit tight, as the HD bar runs out pretty much just when you are able to cancel, so you have to be right on with the max cancel.  If you miss it, it still does 774 for 2 stocks.  Changing to EX ya otome probably makes it do around 825 with no max cancel. 
I find this one a little bit tougher to do than the other one I posted (998 for 4 stocks), but this one definitely carries them farther.  It gets them into the corner from the round starting position, and maybe as far as the dead center of the screen.

129
Iori Yagami (Claw) / Re: Iori Yagami (Console)
« on: December 25, 2011, 11:52:41 PM »
another HD combo I use in the corner when I don't have much meter is (IE not enough to do a MC at the end):

St. C, f+A,A xx qcb+BC (activates HD with special) (2 hits) [HDC] dp+C | (qcb+B [HDC] dp+C)xN | qcb+B, qcf hcb+A/+AC. 
I'm not positive on the number of loops of (qcb+B [HDC] dp+C) you can do before you run out of HD.  I think its 3 or 4.  If you end with EX ya otome the combo does 780.  I also can't currently remember if you can add a qcb+A at the end, before the ya otome, but if so, it might add a couple more damage.

It's pretty much a variation on the already-known 1000+ damage HD combo without using the dp+A [HDC] qcb+B [HDC] dp+C starter to get into the qcb+B/dp+C loop (which I personally have trouble hitting consistently after st. C df. C [HD activate] st. C df. C starter), and without using a max cancel at the end.

130
Iori Yagami (Claw) / Re: Iori Yagami (Console)
« on: December 25, 2011, 05:40:11 PM »
So I came up with this combo while trying to come up with an HD combo off of the magic cross-up kick.

Midscreen: St. C | df. C [HDA] st. C | df. C | qcb B [HDC] qcb C (2 hits) [HDC] DP A [HDC] qcb D [HDC] DP C | juggle EX Maiden Masher | MAX CANCEL

949 dmg, 4 stocks, almost goes corner to corner. Doesn't actually work IN the corner, but there are more damaging combos for that anyway.

Of course, if anyone knows a midscreen 100% combo I'm all ears.

How much less damage does it do if you just use normal masher?

The one I use (doesn't have to be directly in the corner, but it has to at least be approaching it) is St. C | df. C [HDA] st. C | df. C | qcb+BD (into corner) qcb+A, (dp+A [HDC] qcb+D)x3 | qcf hcb+A [MC] (qcf)x2+BD.

This does 968 for 4 stocks (998 if you start with jump C).

131
Ex Iori (Flame) / Re: EX Iori (Flames)
« on: December 22, 2011, 08:19:05 PM »
luckily he doesn't have a super with qcb motions in it, unlike EX Kyo's rekkas overlapping with (qcf)x2 or Kensou's rekkas mysteriously drive cancelling into dp+P...

132
Iori Yagami (Claw) / Re: Iori Yagami (Console)
« on: December 22, 2011, 08:15:35 PM »
I've noticed that standing (close) C has really good coverage over the top of Iori's head, so it's good against people who try and jump over him a lot.  I will have to further explore this idea of just blocking jump in attacks...
My main problem with using dp+A/C is the previously mentioned weird hitbox, and how horrible it is when it magically wiffs.  I think it really must be his worst move, overall, by far...hitbox issues (it will go over smaller character's heads if they are standing right next to you and I'm sure that everybody can just duck it), bad recovery on wiff, and horrible on block.  Is there a worse dp in the game?

133
Andy Bogard / Re: The Human Weapon of the Shiranui: Andy Matchup Thread
« on: December 22, 2011, 04:17:08 AM »
I've read a lot about Andy being a good battery (which he is), but what are the opinions on him in other positions?  Although he is good without having to use much meter, how much better is he if we has a bunch of meter to burn?  Are his EX specials and DMs good enough for him to be an anchor as well?  How much should his play style change if he isn't playing as a battery?

134
Iori Yagami (Claw) / Re: Iori Yagami (Console)
« on: December 20, 2011, 05:09:24 AM »
Any opinions on consistent anti-air for Iori?  I keep (somewhat stupidly) trying to use dp+A or dp+C which both seem to be terribly slow on start up, and get beat by basically anything, as long as it is already on the screen.  is cr.C or cl.C decent?  I've also tried cl.D a bit, as well as trying to use qcb+A, but it seems to be too slow to do much of anything.

Obviously its possible to use EX ya otome as anti air, but it's a lot of meter to burn just to punish a jump in, and the timing to actually hit most things is a bit tight.  Same thing goes for a naked neomax, it just seems like a lot of meter

135
Iori Yagami (Claw) / Re: Iori Yagami (Console)
« on: December 15, 2011, 06:42:12 PM »
Quote
The EX version of the running slash only has LOWER BODY invincibility. So use it to close in on ground fireballs, but you will get hit with non ground fireballs every time.

good to know.  Thanks.  I thought I had read that EX shogetsu has lower body invicibility as well, but maybe I'm mistaken

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