Dream Cancel Forum

News:

New to the forums? Introduce yourself HERE!

Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - karn

#16
The Liz wiki is way more detailed than the other ones I've read so far so great job!

Submitting a Liz combo:

[4 Stock HD 50% screen] (opponent dead center or anywhere closer to the wall behind them)
hop C, cl.C [HD] cl.C-dp.C [HDC] qcf.A, dp.A [HDC] qcf.C, qcf.C, dp.A [HDC] qcf.C, qcf.C, dp.A [HDC] qcf.C, qcf.C, qcfx2.AC [MC] qcbqcf.BD
(1000 damage)

Notes:
1) I wasn't able to get far C to come out instead of close C after HD activation but it doesn't matter since it does 1000 damage.
2) To get the full 50% screen carry, make use of the HD Activation slide (don't hit C too early right after HD Activation), otherwise it's more like 40-45% screen carry.
3) You don't need to do any late HD Cancels from dp.A to get 2-hit qcf.C; it's actually better if you don't because more than one late HDC to get the 2-hit qcf.C will delay the combo enough to make you run out of meter by the time you get to the Max Cancel.
4) It took a while for me to get comfortable with confirming to HD without using Elisabeth's forward+B, but hop C, C is perfectly fine as a two-hit confirm.
5) Using forward+B before HD Activation adds a bit of scaling but odds are you won't be hitting your opponent from perfectly full life anyway and the confirm becomes way easier (the combo does 998 damage instead)
#17
[DC Wiki Quote Start]
Mistral or EX Mistral if the opponent does a tech roll they will get grabbed.
The above mix up will only work if your opponent does a tech roll after the first dp+A. Normally, recovering from a knockdown gives you a few frames of throw invulnerability; however, there are no throw invulnerability frames after a tech roll. This set up utilizes this information for an instant grab.
[DC Wiki Quote End]

I'm presuming this is against a cornered opponent.

Although the above setup is likely to score Elisabeth a Mistral or EX Mistral, there are some ways out. The main reason for this that characters still have 1 frame of throw invincibility on wakeup after tech rolling. Although it's obviously dangerous for the tech rolling player, the 1 frame gives the player enough time to wake up with a reversal that is throw-invincible or airborne upon activation. They can also hold up on wakeup to be airborne immediately and punish the whiffed command grab on the way down with a full combo.

After Elisabeth's opponent tech rolls, the Elisabeth player actually has to consider several scenarios that beat her Mistral and EX Mistral:
1.If you expect your opponent to use an unsafe physical wakeup, block to bait it(you could also backdash to make it an option select that beats wakeup throw too)
2.If you expect your opponent to use a wakeup invincible command grab, walk backwards out of range, backdash, or hop.
3.If you expect your opponent to jump on wakeup, you can (step back a bit if you want and) use Etincelle (any version) to start an anti-jump-escape combo;
a) Etincelle(EX), Etincelle(C), Etincelle(C), [dpA, dpA jC] or [dpA[DC]Etincelle(C or EX), etc.]
b) Etincelle(C), Etincelle(C), [dpA dpA jC] or [dpA[DC]Etincelle(C or EX), etc.]
c) Etincelle(A), [dpA, dpA, j.C] or [dpA[DC]Etincelle(C or EX), etc.]

Notes:
If hit at the wrong height, Etincelle(EX) allows only one Etincelle(C) followup.
If hit at the wrong height, Etincelle(C) allows no additional Etincelle(C) followup.
To keep things simple, you can leave out one of the followup Etincelle(C)'s for combos a) and b) based on reacting to how your first Etincelle connects.

To recap, although an opponent tech rolling makes them more vulnerable to throws, the throw isn't guaranteed, so doing a raw command grab is still generally risky.
The anti-tech roll setup is only better because they have less time to react to the throw and that they can't mash cr.B or cl.C on wakeup since they don't get up with throw invincibility.
Your opponent's options *are* more limited after tech rolling though so you can enjoy increased pressure for a few moments.
#18
Kula Diamond / Re: Kula Diamond (Console)
January 04, 2013, 05:56:41 PM
Quote from: t3h mAsTarOth...! on January 03, 2013, 01:53:47 PM
Good stuff Joe... Kula wiki looks great... If anything, you can just add character match-ups specially against her bad match-ups...

I don't feel I have enough matchup experience to really know this (and I'm not sure if I'm even playing her as she is meant to be played), but I think Kula is good against characters who can't stop her Ray Spin pressure without trying an invincible unsafe move. I think everyone can punish her with meter though.

Thankfully Kula doesn't really need Ray Spin for pressure thanks to great normals and she has Crow Bites (shoryu).

Against projectiles, Kula is safest using Diamond Breath(A) or her Personal Action(Snowman!) since Counter Shell (reflecting a projectile) can be baited and countered/punished with a full jump in combo. She can also of course neutral jump like everyone else. Counter Shell is useful for ending combos to get the long hard knockdown, and it's  good against slow-recovery fireballs including multi-hit (EX and DM) ones since her ice projectile seems to override every other moving-particle projectile.
#19
Kula Diamond / Re: Kula's video thread
January 04, 2013, 04:34:19 PM
Are regular matches that feature Kula ok? My friend challenged me to a FT4 money match and I played Kula on point. It was right after our local KOF Community Dinner  :)

KOF XIII - Battle For New Years (Friday, December 21, 2012)
BaM|karn(1P) vs. Cafeid|koogle translator(2P)
http://t.co/42BKR8BM
#20
Shen Woo / Re: Shen Woo (Console)
January 03, 2013, 09:05:05 PM
Quote from: baikdizz on January 03, 2013, 06:50:21 PM
thank you karn could you tell me how you use the bakutan CABC , do you option select it and when you have to use it.
thanks

For option selecting, I would attempt CABC after recovering from the blockstun of any attack that is -4 or worse (punishable) if my opponent is in range.

I mostly use it the way Kane317 described though. In more detail, what I also do to bait jumps sometimes is cr.A and buffer CAB during its recovery. Crouching helps against antiair since Shen has a smaller hurtbox for opponent to hit. The only issue is whether or not you're able to buffer CAB quickly enough during the cr.A to not accidentally get another normal to come out before you complete the CAB buffer. If you have life to spare, it is better to antiair with cr.C and risk trading rather than waste meter on CABC since it also prevents meter gain for a long while. Consider standard meter management. Don't hold back if Bakutan and/or a powered up attack after it will kill your opponent since you wouldn't have gained much meter afterwards anyway.

Quote from: Kane317 on January 03, 2013, 08:12:40 PM
Although the KOF XI shortcut for CABC is gone, and you still have a considerable long amount of buffer time.  I always tap CAB~C and hit confirm the C.

Try this: Tap CAB fast as you're waking up (but no normal comes out), and dash slightly and then press the C.

You'll understand how much leniency there is to buffering it.

Yeah, those are the best times: when you're in recovery from attacks/specials (usually whiffed), in hitstun, in blockstun, or waking up. Might as well buffer CAB while waiting for opponent to put themselves in a vulnerable state (most obvious against opponent in air, though you could also react to most meaty overhead attempts). You'll still have to gauge if they are high enough that they aren't safe jumping you, but safe jumping 3f EXDM is usually done with obvious setups. Remember that Shen's EX grab beats proper safe jumps if you recognize a safe jump setup. Make sure you finish pressing CAB just before you recover/stand up so you get longer time to delay the C that finishes Bakutan

Quote from: Kane317 on January 03, 2013, 08:12:40 PM
Or try using d.C for anti airs but be in the habit of buffering AB when your d.C is out, when your opponent starts trying to jump over and bait your d.C press ABC afterwards (it's funny as he'll too).   

lol I have to stop falling for things like that
#21
Kula Diamond / Re: Kula Diamond (Console)
January 03, 2013, 06:12:45 AM
Quote from: JennyCage on January 02, 2013, 08:10:02 PM
Great combos, karn!  I added them to the wiki and included a link to your post with them.  I also added you to the list of contributors.  I love that 100% combo, going to try practicing it tonight.  Keep 'em coming!

You're welcome! Also thanks for including my name on the list! I still drop the harder combos a lot even on my good side (P1 side). I hope I can land all these combos facing left someday. Keep 'em coming, eh?

I always use these two if I'm pressured enough to use Crow Bites or get reads on my opponent's offense. Great reward for the risk since KOF XIII allows option select drive cancels.

[1 Stock 1 Drive Full-screen]
(invincible, can antiair)

dp+A (DC) qcb+BD, qcb+D, dp+C
(308 damage)

[1 Stock 1 Drive 90% screen]
(invincible, can antiair)

dp+A (DC) qcb+BD, qcb+D, qcb+B~f+B, dp+C
(345 damage)
^Notes^Opponent must be either on the ground or only slightly above the ground in the air for the EX Ray Spin to connect off of dp+A; you'll probably tend to get the height you want against crossup attempts and when you buffer the dp+A against predictable hops.

This one's strong at the wall:

[1 Stock 1 Drive 25% screen]
(low)

cr.Bx2, st.B, dp+C (DC) qcf+AC, qcf+C, qcb+D, qcb+B~f+B, dp+C
(428 damage)
^Note^cr.B cr.B is a great confirm.

Hmm..

[4 Stock HD 60% Screen]
h.C, cl.C-f+A (HDA) cl.C-dp+C (HDC) qcf+AC, dp+C (HDC) qcb+D, qcb+B, dp+C (HDC) qcb+D, qcb+B, dp+C (HDC) qcb+D, qcfx2+P (MC) hcbx2+BD
(891 damage)
^Note^Pretty easy since there are no delayed links unless the player has difficulty with cancelling dp+C to qcf+AC without accidental super cancel.

Lastly, I thought of this one today:

[5 Stock HD 25% Screen]
h.C, cl.C-f.A-qcf.AC, f.A <HDA> f.A, dp.C[HDC]qcf.AC, f.A, qcb.B, 2x(dp.C[HDC]qcb.B), dp.C[HDC]qcb.D, qcfqcf.A[MC]hcbhcb.BD
(1008 damage]
^Note^ There's barely enough time after qcf+AC to run all the way up and do f+A if you need to stretch the carry out extra far, but the beginning is way easier than the corner version and the range is noticeably better.

Phew.
#22
Kula Diamond / Re: Kula wiki building thread
January 02, 2013, 08:55:56 PM
Quote from: JennyCage on January 02, 2013, 08:17:31 PM
Hey karn, from what I understood, DP+A had no startup invincibility - only C and EX did.  Is this incorrect?

Yup, that's incorrect. I had taken for the granted that the wiki was right all the time, and was pretty frustrated when my dp.C kept getting stuffed...for quite a while I assumed I had wasted the invincibility frames by executing it too early and meeting opponent in the air and didn't really look into it. When I found I was never winning any trades at all I decided to test it out in training mode and found out it was terrible. It seems to make sense though:

dp.A is weaker, slower(6f according to the wiki though it seems a lot slower than that to me), and invincible on startup
dp.C is stronger and faster(4f) but has no invincibility so it's suited for combos

I've mentioned this in an earlier post, but any whenever using a dp.C against a crouching opponent, Kula players should always attempt to drive cancel it, since the drive cancel will only be possible for a dp.C that doesn't knock down (therefore you should want to use the drive cancel to EX Diamond Breath or B Ray Spin to ensure that they're knocked down!) If you feel it isn't worth the drive, it's better to light confirm to something else like Slider Shoot (df.B), EX Ray Spin or EX Diamond Edge (qcfqcfAC) to score that knockdown.

I still have to test if dp.AC always knocks crouchers down. I hardly feel compelled to use that move though I should maybe start blowing up poor safe jump attempts with it.
#23
Kula Diamond / Re: Kula wiki building thread
January 02, 2013, 01:23:58 AM
Quote from: JennyCage on January 01, 2013, 08:47:13 PM
Hey Karn, thanks a lot for the contributions you've been making to the Kula forums lately.  I've been really busy the past two months and haven't had much chance to update the wiki (sorry guys), but there's a lot of great information that should be added.  I'll try to work on this in the coming weeks now that the holidays are settling down.

You're absolutely right, these crossups can be countered by reverse-input reversals.  I started doing this recently (mostly with EX DP) and it absolutely beats taking the blockstun pressure.  I'll add this as a note and include you in the list of contributors for the page.

Cool thanks, and I'm happy to help; I've learned a lot about many characters thanks to the Dream Cancel wiki so I'm just giving back.
#24
Kula Diamond / Re: Kula Diamond (Console)
January 02, 2013, 01:21:23 AM
Quote from: t3h mAsTarOth...! on January 01, 2013, 12:37:30 PM
Karn if you have anything you want to add to the wiki then let me know... i can post it for you...

Thanks! I'll just review combos now and show a few combos that aren't listed on the wiki.
[Tip] j.C does 2 more damage than h.C and j.D.
[Tip] The full length of each stage is equal to two visible screens next to each other.

This is the one everyone already knows, basically pasting from the wiki:
[1 Stock 1 Drive Full-screen]
h.C, cl.C-f.A, qcb.B~f.D, dp.C (DC) qcb.BD~f.D, qcb.D, qcb.B~f.B, dp.C
(453 damage)

Here are the most important ones I thought of. You guys may have seen some already:

[1 Stock 1 Drive 60% screen]
h.C, cl.C-f.A-qcf.AC, dp.C (DC) qcb.D, qcb.B~f.B, dp.C
(473 damage)
^Note^ After qcfAC, walk or run up and do the next dpC point blank. It's perfectly fine to just hold forward instead of mess up a run since you'll make it in time...the only real time i think running up matters is if there are only a few seconds left and you need to deal damage quicker.

[1 Stock 1 Drive 40% screen]
h.C, cl.C-f.A-qcb.B~f.D, dp.C[DC]qcf.AC, f.A, qcb.B~f.B, dp.C
(493 damage)
^Note^ 40% from the wall is opponent's position at start of round.
^Note^ The dp.C to qcf.AC drive cancel has to be done when opponent is at lowest possible height...there's probably only leeway of two to three pixels of height.
^Note^ the One Inch(f.A) juggle after qcf.AC seems to be a 2- or 3-frame link, so double-tapping should help.

[1 Stock 1 Drive 25% Screen]
h.C, cl.C-f.A-qcf.AC, qcf.C, qcb.D, qcb.B, dp.C[DC]qcb.D, qcb.B~f.B, dp.C
(527 damage)
^Note^ This one's 2 damage higher than the corner combo on the wiki and doesn't need any delayed specials.

[1 Stock 1 Drive at Corner]
h.C, cl.C-f.A-qcf.AC, qcf.C, f.A, dp.C[DC]qcb.D, qcb.B~f.B, dp.C
(549 damage)
^Note^ Kula needs to be really close to the wall to link f.A after qcf.C.
^Note^ After any character executes a proper safe jump, they are pushed back slightly from the opponent; this would ruin Kula's strongest corner combos, but...
^Note^ There is time to walk forward a bit when following qcf.AC up with qcf.C. At the end of the qcf.C input, hold forward longer than usual and delay the C button press to let Kula walk forward a little before she executes qcf.C.
^Note^ If you can tell you landed qcf.C from too far away, just use the 25% screen combo followup (qcb.D) instead of f.A.

[2 Stock 1 Drive 25% Screen]
h.C, cl.C-f.A-qcf.AC, qcf.C, qcb.D, qcb.B, dp.C[DC]qcf.AC, f.A, qcb.B~f.B, dp.C
(597 damage)
^Note^ No delayed specials, though qcf.AC, f.A is a 2- or 3-frame link; double-tap if needed.

[2 Stock 1 Drive at Corner]
h.C, cl.C-f.A-qcf.AC, qcf.C, f.A, dp.C[DC]qcf.AC, f.A, qcb.B~f.B, dp.C
(632 damage)
^Note^ Combines difficult parts of the combos above, but very strong.
^Note^ qcf.C, f.A is a 2- or 3-frame link, so double-tapping will help.
^Review^ Kula needs to be really close to the wall to link f.A after qcf.C
^Review^ dp.C[DC]qcf.AC must be done when opponent's at low height.
^Review^ qcf.AC, f.A is a 2- or 3-frame link, so double-tapping will help.

The drive cancel into EX Diamond Breath makes it possible to 100% someone without having to start with qcf.C:

[5-stock HD at Corner]
cl.C-f.A-qcf.AC, qcf.C, f.A <HDA> f.A, dp.C[HDC]qcf.AC, f.A, qcb.B, 2x(dp.C[HDC]qcb.B), dp.C[HDC]qcb.D, qcfqcf.A[MC]hcbhcb.BD
(1008 damage, 1027 starting with h.C)
^Note^: Difficult; Every juggled dp.C has to be HDC'd on low height opponent, especially into qcf.AC and qcb.D.
^Note^ If you are too far after qcf.C to link f.A, HD combo cannot be completed; probably best to use the qcb.D followup instead.
#25
Kula Diamond / Re: Kula Diamond (Console)
January 01, 2013, 11:05:35 AM
Quote from: AirLancer on December 31, 2012, 11:36:02 AM
Every time I do slider shoot by accident, I wish SNK would've made the input for it df+D instead of B.  :(
I get punished with full combos for that too when people roll through me :( It always seems to be a crap shoot whether or not the opponent will be able to block it or get their roll punished by it. You can make a habit of option selecting a block with your first cr.B by holding down-back as you hit B, but switch immediately after to neutral crouch B to prevent the possibility of accidental Slider Shoot when opponent crosses you up. Thankfully your opponent can't roll through you quickly enough to reverse your inputs (so you won't Slider Shoot). If you're quick enough and aren't mashing cr.B too much, you can react to the roll with a throw or full combo (starting with cl.C-f.A). Otherwise, catch them with st.B or cr.B-st.B. Keep in mind that your opponent may roll far enough past you that you can't connect two light normals after they roll, so you might only have time for st.B as their roll ends. For guaranteed combos, cancel it into df.B, qcbBD followed up with dpC, or dpC.

Note about dpC. It may not knock a croucher down. However, you can always attempt to drive cancel it to B Ray Spin (qcbB). What's great is that if it would knock down, the drive cancel isn't possible so you save the meter, but if it doesn't knock down, you'll get the drive cancel to qcbB so you can set up the knockdown anyway by doing followup f.D slide then dpC.
#26
Kyo Kusanagi / Re: Kyo Kusanagi Combo Discussion Thread
January 01, 2013, 09:24:18 AM
Quote from: Sharnt on September 02, 2012, 10:30:37 PM
Best 2 stock full screen HD combo I have seen so far :
s.C,df.D(2hits),HD,s.D,dp.C,(HD)qcf.D,hcb.B,(HD)rdp.B,dp.C,(HD)hcb.B,(HD)rdp.B,dp.C,(HD)rdp.B,dp.C,(HD)qcfqcf.AC (740 Dmg)

Doesn't work on a back turned opponent if you are closer than 2/3 of the screen with the corner.

From mid to 2/3 :
s.C,df.D(2hits),HD,s.D,dp.C,(HD)qcf.D,hcb.B,(HD)rdp.B,[dp.C,(HD)qcb.B,rdp.B]*2,dp.C,(HD)qcfqcf.AC (761 Dmg)

Doesn't work on back turned opponent.

Those are some awesome combos! Just wanted to point out the typo for anyone confused; in the 2nd combo above, where it says qcb.B it should be qcf.B.

Quote from: Sharnt on June 07, 2012, 06:41:08 PM
Best 2 stock HD combo I have seen so far :
s.C,df.D(2hits),HD,s.D,dp.A,(HD)rdp.B,[dp.C,(HD)rdp.B]*2,dp.A,(HD)rdp.B,dp.C,(HD)rdp.B,dp.C,(HD)Neomax
790 dmg (819 starting with j.C)

That's a good one. I made one a bit stronger but the range is terrible.
[2-stock Corner HD Combo]
C-df.D(2hits)<HDA> D-dp.C[HDC]qcf.B, dp.C[HDC]rdp.B, dp.A[HDC]rdp.B, 2x(dpC[HDC]rdp.B), dp.A[HDC]qcfqcf.AC
794 dmg (822 starting with j.C)

The one you use is better though imo because of the range and since it can be modified to an easy 5 bar kill if you air super cancel the second last dp.C to airDM then do EXDM-Neomax
[5-stock 50% screen HD Combo]
C-df.D(2hits) <HDA> D-dp.A[HDC]rdp.B, 2x(dp.C,[HDC]rdp.B], dp.A,[HC]rdp.B, dp.C,[air HDC]airDM, EXDM[MC]Neomax
976 dmg (1010 starting with j.C)

I made a 4-stock corner one too that doesn't kill but the damage is okay and it doesn't need any DM charging (though it still needs a dp.A cancelled on ground to DM so it's still a bit hard):
[4-stock Corner HD Combo]
C-df.D(2hits) <HDA> D-dp.C[HDC]qcf.B, dp.C[HDC]rdp.B[HDC]airDM, rdpB, dp.C[HDC]rdp.B, dp.A[HDC]DM, dp.A[HDC]Neomax
926 damage (951 starting with j.C)
#27
Kyo Kusanagi / Re: Kyo Kusanagi Combo Discussion Thread
January 01, 2013, 08:39:09 AM
Quote from: AmedoS310 on October 13, 2012, 06:24:23 PM
Non-drive combos:
1-stock: cr. B, cr. B, st.B, qcf+B, qcb hcf+A/C (299 dmg)

I came across a this combo and tried a similar one randomly when I was trying to use a gimmicky HD reset into overhead. You can get even more damage at the wall if you do the beginning of the regular bnb loop and the DM link seems easier too.

1-stock Corner Combo: cr. B, cr. A, df.D, qcfD, rdpB, qcfB, qcbhcfP (331 dmg)

but you need to be a pixel closer or something to land cr.B cr.A as opposed to cr.B cr.B. However, at certain ranges, Kyo will be too far to chain after cr.B cr.B into st.B whereas cr.B cr.A always links to df.D so the two-hit confirm of cr.B cr.A is more reliable imo.
#28
Shen Woo / Re: Shen Woo (Console)
December 31, 2012, 09:05:41 PM
Quote from: Tyrant292 on December 29, 2012, 03:32:00 PM
Hey guys,

Need some tips regarding Shen on:

Applying pressure.
Great tips from everyone. Just wanted to add that since players are generally good at blocking against Shen, be happy with dealing guard crush and don't feel pressured to go for a command grab! Command grabs are really strong but you'll be punished big if your opponent reads them; command grabs are as risky as antiair DPs imo. If your opponent seems worried about your hop C combo starter and is happy with blocking high, you can lead with Shen's j.CD for extra guard crush. Follow up on the ground with cl.C-f.B as normal or use his st.CD if too far for cl.C-f.B. Although it is safest to cancel Shen's charge punch, using the level 1 charge release for it deals more guard crush and it's -1 on block which you may or may not be comfortable with. Messing up the charge (too short) will make it -6 though which is pretty bad. An alternative is to cancel his the cl.C-fB or CD into qcfA. It's -3 which is still fairly hard to punish and there's no chance of messing up the charge timing. If opponents are recklessly trying to pressure you when you're slightly minus, you can hit them (hopefully counter hit) with Shen's DM. When you're -1 or -3, be wary of throw attempts. Of course, never use minus on block moves against characters with 1f grabs unless you think that it will be so unexpected that they won't punish.

Keep an eye on opponent's guard gauge. Shen's power-up EXDM does 50% guard crush (but opponent recovers from guard crush before Shen recovers from his EXDM, so all you could really do is max cancel and you'd have to be in HD for that). Shen's fully charged qcfC does 40%. Experienced players will roll during the time stops, but you can still use Shen's qcfC (level 1 charged) for a quick forward advance plus a bit more guard crush. I haven't had luck with this, but you can also try timing the timestop guard crush attacks just before opponent is in a ready state to prevent them from doing the easy-mode roll to avoid the guard crush.
Try not to get too desperate to guard crush once their guard gauge is low since opponents tend to get desperate; consider baiting your opponents' invincible specials and supers. Be ready to punish jumps and rolls too.

Quote from: Tyrant292 on December 29, 2012, 03:32:00 PM
Dealing with pressure. I have difficulty dealing with Kyo XIII.
As everyone else has said, Shen has great normals. He can shut out hop approaches with st.A or far C (extra leeway for timing thanks to armor) and antiair with cr.C. Shen has fast far-reaching cr.B and st.B too. It may seem risky but you can even attempt antiair trades using qcfA, qcfC(level 1 charge, but cancel if you feel like it) or qcfD.

Although I prefer far C for the armor and speed, the slower st.D has further range and can catch unsuspecting opponents. Shen's wakeup CABC EXDM and EX command grab are both 3 frames. A perfect safe jump that let's the attacker block Shen's CABC EXDM will be caught by Shen's wakeup EX command grab before the safe jumper is able to jump again (the safe jump attack adds landing recovery preventing a jump escape from Shen's EX grab even though they can block upon landing)

Quote from: Tyrant292 on December 29, 2012, 03:32:00 PM
Zone Control.
Great tips from everyone again. Just wanted to add Shen gets meter from qcbC as opposed to using armor far C. Moreover, you can cancel Shen's qcbC(if it eats a projectile) to any special or super at no drive cost.

If an opponent recklessly hops towards you taking their projectile's hitstun/blockstun (or the recovery of Shen's qcbC) for granted, you can cancel qcbC to qcfA or qcfD, which both work as combo starters(even on trade!). After a qcfA, you can use punch DM/EXDM based on their height. After a qcfD, you may be able to fit in qcfA right after before punch DM/EXDM.
#29
Shen Woo / Re: Shen Woo (Console)
December 31, 2012, 04:50:31 PM
Quote from: Tyrant292 on December 31, 2012, 02:30:27 PM

Thanks guys much appreciated!

Btw Malik, what did you mean by 5?



5 is neutral or standing (not holding a direction) by numpad directional notation where

789
456
123

correspond to

;ub ;up ;uf
;bk ;st  ;fd
;db ;dn ;df
#30
Kula Diamond / Re: Kula Diamond (Console)
December 28, 2012, 10:25:39 PM
Quote from: Sanctuary on July 13, 2012, 02:46:41 PM
For some reason I catch people most of the time with sB> (A) diamond breath. The C version is too slow.

Really useful since you can get a whole combo. I've been working on a lot of other attack options too.

If you cancel from Kula's st.B to (A) Diamond Breath, the st.B causes enough hitstun to allow (A) Diamond Breath to stuff your opponent's jump/hop. On block it doesn't work though (st.B causes shorter blockstun than hitstun) so your opponent could hold up-forward do a full jump-in combo over whiffed (A) Diamond Breath. If you have opponent near wall and you stuff a jump with (A) Diamond Breath, your opponent actually launches up high enough to follow up with a decent combo: (D) Ray Spin, (B) Ray Spin-Stand, (C) Crow Bites. If they were on the ground when they got hit, I think you can just do (B) Ray Spin

If you confirm to st.B or use it standalone, here are some followup options even on block.
1. Wait (antiair if they jump, punish if they use an unsafe invincible special)
2. st.B again (stuffs jumps, repressures/frametraps if they stay put)
3. Walk up cr.B st.B (reconfirms/repressures)
4. Risk a walk up throw.
5. Cancel to (B) Ray Spin (antiairs jumps, and mixup game on block except when opponent blows meter on a good punish)
6. Cancel to (D) Ray Spin (antiairs jumps for more damage, can be followed up with (C) Crow Bites if close enough but experienced opponents will punish big if they read it)
7. Cancel to (EX) Diamond Breath (stuffs jumps before opponent is able to leave ground)
8. Cancel to (EX) Ray Spin (with Stand followup about 30% guard crush and -1 on block, with no followup +1 so can bait even 1f command grabs against inexperienced opponents)

An opponent's invincible special will blow up pretty much anything you cancel into, so baiting is a great low-risk high-payout option once you can recognize your opponent feels pressured.