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.


Messages - sketchspace

Pages: [1] 2
1
Benimaru Nikaido / Re: Benimaru Nikaido
« on: September 20, 2016, 06:52:03 AM »


Im having a very hard time getting his s.D to come from his c.B max mode combo. the s.D to command grab (EX?) window is extremely quick. Anyone have any pointers or shortcuts?

Try this:

cr. B, stand B, (BC) hcb + D, f + AC ...

I forgot who posted this in the discord (credits to that person though) but you buffer the first part of the collider with the hcb + D.  Just note that stand B whiffs against crouchers, so note that you can throw in an extra cr. B if you're close enough to help with hit confirming.

2
Benimaru Nikaido / Benimaru Video Thread
« on: September 15, 2016, 09:49:46 AM »
Hello!  Post your match videos, combo videos, and tech videos of Benimaru here!

I've been studying different Beni players and here's someone from Shanghai -- ET.  I've noticed he's been doing his homework trying Leona's Isadelica loop, Pedro's safejump setup and so on.  My big takeaway is how he chooses to end his MAX Mode combo with Jump D after the EX Lightning Punch to get a mixup.  Check it out, here's some matches from top 4 and Grand Finals.

From Top 4
https://youtu.be/7xdsrWVCehY?t=13m56s

Grand Finals
https://youtu.be/kJ9ahfAX7dc

3
Benimaru Nikaido / Re: Benimaru Nikaido
« on: September 11, 2016, 05:21:14 PM »
So Tiger Knee Thunder Punch aka ( ;dn ;df ;fd ;uf +  ;a /  ;c )

A moves you forward, C moves you backward.  The A version I mix up with low Bs to keep the opponent awake.  The C version I use as okizeme to bait wakeups, and versus openings against pressure.  

As far as I know there are no ways to combo after it.  Also note it's NOT an overhead, it's more of a counter poke.

4
Bandeiras Hattori / Re: Bandeiras Hattori
« on: September 10, 2016, 05:27:25 AM »
His neutral is also not very good and his jump ins don't hit at the best angles for his floaty jump arc. I'm not really sure how this character gets in. Once you get going he's great but a lot of the time I feel like I just die trying to get in, feels kinda like playing ninja zangeif or something.

I don't think he's a get in and pressure character.  His jump D and stand B are really strong to annoy the enemy.  Rather than try to rush down, I recommend just poking away with different attacks and forcing the opponent to make a mistake and capitalize.

I'm stuck trying to get more damage out of this character.  For now I'm just playing Benimaru, similar kicks, but does way more damage for meter.  I get 400 damage off of 1 meter with Beni, plus it's much easier to HD confirm off lights with him.

5
Bandeiras Hattori / Re: Bandeiras Hattori
« on: September 08, 2016, 12:46:14 PM »
Definitely be cautious when using his counter special. Can whiff many attacks/crouching opponents and is super punishable on block. Kind of sad at this realization.

I've noticed this too, have had this happen most during jumpins.  I think the counter is best used when your opponent tries to counterpoke, for example if you're doing standing B to keep the opponent in check. 

As you said it's not a reliable reversal.  That means the only options when under pressure are to block or to escape.  I think ultimately that's what's going to keep Bandeiras from being top.

6
Love Heart / Re: Love Heart
« on: August 26, 2016, 08:35:52 AM »
I think one of the keys to Love Heart is kara cancelling off of her CD.  You just do whatever special you want the first few frames of the CD.

It increases her range of her B flip kick to about 75% of the screen and D flip to about full screen.  It gives her uppercut about a character of horizontal distance.  It also makes her sword slash longer range. 

One cool thing I've done is flipped over some Reppukens from Geese using CD to QCF + D.  I assume you can do the same with Terry's Power Wave also.

7
Ralf Jones / Re: Ralf Jones
« on: August 26, 2016, 08:30:41 AM »
One of the biggest strengths I see with Ralf is being able to buffer Galactica Phantom in his standing D.  In other words, if you hit with a stand D (input as QCF + D) and your opponent is grounded, you can do QCF + A or C and get an easy 250ish damage. 

His stand D is extremely good in this game.

8
Location - New Orleans
Characters: Ralf and Love Heart for sure, still exploring
gamertag: sketchspace

9
Bandeiras Hattori / Re: Bandeiras Hattori
« on: August 25, 2016, 02:06:41 AM »
This is what I've been using as a B&B:

Either cr. B, B, f+A or C (one hit), F+A
then
HCF + D, cr. C
then
HCF + B to appear in front, DP + B to appear behind.

This is the basic mixup.  After that some options I've found are:
Close C
cr. C, Izuna Drop
cr. B into whatever
Regular throw

Updated with a proof of concept video:

https://youtu.be/tSEI0JkimSs


10
Ryo Sakazaki / Re: Ryo Sakazaki (Console)
« on: October 13, 2013, 01:22:32 AM »
you can always do the EX Zanretsuken after a DP

So something like HCB, F + FP (the DP shortcut), B, F + PP for the EX Zantetsuken.

Aight I'll give it a shot.

Basically but most people dont use it because of the damage scaling way to many hits

Well I'm not worried too much about damage scaling since it's near the end of the combo (so by then each hit is worth less damage so cool with having more hits) and the LP Zanretsuken is a hard knockdown.  Right now it's 829 off a jumpin, 81? off a ground starter.

What's the preferred way to end the combo with one meter?

11
Ryo Sakazaki / Re: Ryo Sakazaki (Console)
« on: October 12, 2013, 05:26:01 AM »
you can always do the EX Zanretsuken after a DP

So something like HCB, F + FP (the DP shortcut), B, F + PP for the EX Zantetsuken.

Aight I'll give it a shot.

12
Ryo Sakazaki / Re: Ryo Sakazaki (Console)
« on: October 11, 2013, 08:45:01 AM »
Hey I'm wondering if there's any way to finish the HD corner juggle combo with an EX Zanretsuken.  I just think EX Zanretsuken -> A Zanretsuken looks stylish.

13
Joe Higashi / Re: Joe Higashi (Console)
« on: September 23, 2013, 09:11:28 PM »
if i remember correctly you dont have 2 delay the slash kick

Nah it is needed because if you do it too early, you'll end up crossundering and then when you go for the B Tiger Kick, you'll actually get a Golden Heel.

I've found my problem though, the Slash Kick xx Tiger Knee xx Golden Heel xx rest of combo needs to be HD cancels.  The problem is that the time frame is small, so I'm just button holding everything to fix that.

sorry i miss red it.... y not use ;dn ;db ;bk ;d before the slide so the combo would start off (HD activated)  ;c  ;df ;b D golden heel B slash kick B tiger knee

thats easyer 4 me mid screen

I tried it your way, but I can't get it.  No big though, I found one I like just gotta practice now.

14
Joe Higashi / Re: Joe Higashi (Console)
« on: September 22, 2013, 07:26:21 AM »
if i remember correctly you dont have 2 delay the slash kick

Nah it is needed because if you do it too early, you'll end up crossundering and then when you go for the B Tiger Kick, you'll actually get a Golden Heel.

I've found my problem though, the Slash Kick xx Tiger Knee xx Golden Heel xx rest of combo needs to be HD cancels.  The problem is that the time frame is small, so I'm just button holding everything to fix that.

15
Joe Higashi / Re: Joe Higashi (Console)
« on: September 21, 2013, 04:36:59 AM »
Hey,

I'm practicing the midscreen HD setup (so whatever into F+B, (HD), C, DF+B (delay), B Slash Kick...).

I'm having trouble with the slide into slash kick.  Is there any sort of visual or audio cue that you use to help time it?

Pages: [1] 2