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Messages - Sephiroth73003

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Leona Heidern / Re: Leona Heidern (Console)
« on: April 30, 2012, 09:32:58 AM »
So I picked up leona a few days ago and have to say I'm more impressed than I thought I'd be.

High metered damage, easy confirms, solid mixup, and good frame advantage. HD combo is really amazing. 2 meters can easily net you 850.

Things I've been messing with. f. C -> HD -> cl.D -> HD Combo. Easy way to setup her hd combo from a distance. Reasonably hit confirmable to boot.

After a jump in you can do cr. C -> back-forward AC in the corner then get whatever mixup you want in addition to stealing over half their guard bar.


Downside seems to be that her mixup isn't easily hit confirmable so if they guess overhead they can hurt you pretty bad.

Thing that really is bothering me is her lack of hard knockdowns : / anyone have a decent crossup setup for her? I can't find stuff that works well since they can tech roll everything. Can't even jump in after her throw without getting guaranteed uppercutted.

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Mai Shiranui / Re: Mai Shiranui (Console)
« on: December 08, 2011, 10:54:00 PM »
I heard she could cancel her jump attacks into walljumps near the corner. Is that true? Can't seem to get it to work.

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Mai Shiranui / Re: Mai Shiranui (Console)
« on: December 07, 2011, 06:54:38 PM »
Picked mai up I'm pretty new to the game, but long time SF player.

Stuff I've found out.

1. After a normal throw, take a step forward fj.  ;c crosses up. You can make this really ambiguous. fj.  ;d also works but spacing is more strict and  ;b can't be combo'd from at any height it can realistically be considered ambiguous.

2. After an air throw or normal throw, throw a light fireball meaty and hyper hop in. They can't interrupt except maybe with with an uppercut, if the fireball hits you can actually combo from it.

3. On crossing up with a super fj. ;b in the corner after a throw. Its pretty easy just have to make sure you do a full super jump. If you press the button early it crosses up if your press it late it doesn't.

4. Interesting thing I found was after HCF+ ;b you can do instant crossups with hop forward j. d. ;b. These can be highly ambiguous. Even more interesting a couple times I was able to hit j.  ;d as a crossup from a hyperhop here and combo from it. Thing is again its really timing specific on the button press. If you hit your momentum stops and you can combo, but if you mess up you go flying pass them looking stupid. Timing is too tight to do consisently in my opinion but if someone can get that down that would be a hell of an ambiguous setup.

5. In the corner you can deal easily 400+ damage with a single meter off an EX Ryuenbu. Also setting up counterhit blow backs can lead to some pretty hefty meterless damage as well. For midscreen, I use her as a battery so I don't use meter here as except a super cancel to end the match it doesn't seem worth it.

6. She can combo an airthrow after EX Super in the corner.

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