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Messages - mechanica

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1
King / Re: King (Console)
« on: November 16, 2013, 12:59:13 PM »
The hcb+B, hcb+D is a link, but it only works when you're canceling into hcb+B from trap shot (dp+kick). Do the motion early and when you press the button, hold it down. When you hold the button down on special move links, it repeats the inputs for you and you don't have to time it.

Just go practice dp+K (or EX) into hcb+B, hcb+D, qcf qcf+AC in the corner. Do the motion early and hold the button down.

2
Chin Gentsai / Re: Chin Gentsai (Console)
« on: October 18, 2013, 11:04:34 AM »
Does he have 3 stock kill combos without A) being drunk or B) starting with the three hit stance cancel link? (far C -> far C -> far D)? If so, mind enlightening me? I've seen stuff like hop C into that chain into HD into that chain again but I find that rather impractical.

3
K' / Re: K (Console)
« on: September 27, 2013, 01:30:43 AM »
I think point K' is best because he can be more risky. He has to spend too much meter to get damage, but he's great with momentum. Play point K', fuck what ya hearrrd

4
Goro Daimon / Re: Goro Daimon (Console)
« on: September 21, 2013, 01:01:10 AM »
I'm pretty new to Daimon so there's a lot of mistakes but here's some footage from last night:

http://www.twitch.tv/gameclucks/b/463590195?t=86m29s

Here's GF when I run him on point. My chin does most the work but hey it's somethin'. Trying to get these forums moving!

5
Chin Gentsai / Re: Chin Gentsai Videos
« on: September 21, 2013, 01:00:23 AM »
I'm usually well practiced and I haven't had any lab time (also been neglecting poor Chin) so a lot of the play is sloppy (lots of messed up stance cancel shenanigans) but nonetheless here's me trying to shake the rust off Chin at our weekly yesterday.

http://www.twitch.tv/gameclucks/b/463590195?t=71m43s

I think I linked the time stamp correctly, if not, I get knocked into loser's and start using a chin team at 1h11m or so. Chin is on anchor and doesn't come out 'til 1:17:47.

Then the next match is my grand finals set with DaveO where my Chin kinda does all the work (sorry Dave! anti-chin training coming your way soon).

6
Elisabeth Branctorche / Re: Elisabeth Branctorche (Console)
« on: September 01, 2013, 07:06:30 AM »
Is that hyperhop A followed by normal hop B? I could never get the spacing to get the crossup thing so this is cool.

7
Kyo Kusanagi / Re: Kyo Kusanagi (Console)
« on: September 01, 2013, 07:03:54 AM »
If i may, I think it has been proved for that this anti-roll OS doesn't work in an actual game. The training mode messes up the inputs and makes it possible, but in a real match, you won't option select the right side at all, you have to chose a side and input your run according to it.

Unrelated, but for Kyo users out there, you can have a 3f safe jump out of the corner bnb if you reset after the qcf.B with a stand A, neutral hop d.C. The timing is kinda tricky, but it's definitely practicable.
Yeah, I haven't had it work correctly in a real match. On the bright side it's a safe guess to assume they'll tend to roll forward. And if they don't, back roll has significantly more recovery.

Cool about the safe jump. I'll try that out.

8
Vice / Re: Vice (Console)
« on: September 01, 2013, 06:53:04 AM »
That's really cool, considering how difficult a time she has against fireballs. I assume C mayhem builds meter? It could be an interesting (but risky) way to build meter full screen too.

9
Takuma Sakazaki / Re: Takuma Sakazaki (Console)
« on: September 01, 2013, 06:36:53 AM »
When your opponent is backturned, there is a window when they turn around where they lose their throw invincibility they normally have coming out of blockstun. Characters with easy ways to get those crossups when you land on the same side (but your opponent turns around) can utilize this more easily than others.

Takuma: cr.B cr.B st.B xx fbf+P -> forward roll (hold button buffer this) -> normal jump D.

If you time the jD correctly, they'll turn around and as soon as you land you can go for a regular command grab. Dirty.

10
Chin Gentsai / Re: Chin Gentsai (Console)
« on: July 25, 2013, 11:40:07 AM »
Quote from: mechanica
Awesome. I didn't think to use the skip back like that. That stance is proving to be better & better. Now to just remember that I can special cancel the crouch when I get it on accident...

Awww man you guys use it more, it setups a whole different layer of mind games.  Do you a) wait and punish middle to high hits? b) Overhead all low attempts if they have some experience playing Chin, c) low counter the low hits, d) throw, e) Ex Flex Punch etc...

Quote from: mechanica
I like how frionel lands df.B midscreen and resets with close C xx d,d+B, hop forward, meaty close C. I was wondering how to utilize the unique ability to get close C at any spacing. It feels a lot more active than far C.

The TJ tourney is what reminded me about the +2F adv for the df B; the French do get the credit for utilizing it the best-- 'specially when they play against 1F grapplers like Clark.

11
Takuma Sakazaki / Re: Takuma Sakazaki (Console)
« on: July 12, 2013, 12:48:19 AM »
It's hard whether it's in a match or in the lab. I've heard it's technically a two frame link as you can press the button a frame early and it will still come out. You gotta press jab before it looks like Takuma is recovered either way. It doesn't look like he is able to press a button yet he is. Try double-tapping with middle then index, or index then middle, like a very fast double drumming almost at the same time.

If you're playing on pad, good luck. I would just do other combos.

12
Ryo Sakazaki / Re: Ryo Sakazaki (Console)
« on: June 27, 2013, 10:09:20 PM »
Thanks for the fbf+P followup idea, that's helped me a lot. I love that you can stay neutral for the swag pose, or cancel it into run to go for a safejump.

Bala's drive combos helped me figured out my meterless starter to his corner HD.

f.A -> HD, s.D xx f.A xx qcf+C, dp+A xx qcf+A, hcb+D, dp+C xx hcb+D, dp+C xx qcf+A, neomax.

13
Kim Kaphwan / Re: Kim Kaphwan (Console)
« on: June 27, 2013, 10:06:27 PM »
Ohhh cancel on block. Interesting! Gotcha.

And even more interesting about the 1f of throw invuln extension. I have to wonder if it's character dependent since  there is variance there. Reminds me of a video I saw where a frame perfect safejump could be completely avoided by going neutral instead of blocking, making the attack whiff. Weirdness all around!

14
Joe Higashi / Re: Joe Higashi (Console)
« on: June 27, 2013, 10:01:26 PM »
I forget the video but it pointed out that st.A cr.B st.A xx fireball is a much better blockstring than anything into f.B xx fireball for similar reason. In theory f.B is pretty bad - punishable on block, really easy to see coming & guard roll, etc. Many players don't know this and don't punish accordingly, but it's good to know it's not a strong option. By canceling the jab into fireball you are much safer against guard rolls and such. Not to say you can't ever use f.B in pressure but just know that if every string ends in f.B fireball a good player is gonna adapt to that.

I'm finding cr.B into st.D a better frame trap than using cr.A simply because the range of better on cr.B.

first drive cancel into crescent kick but then when I do his rapid punches -> finisher then go for the DP+B it always whiffs
Are you letting the rapid punches come out at all? It should look like crescent kick right into the uppercut (well it looks like two punches but you don't see the rapid punch come out at all). I find triple tap -> qcb+C to be easiest but I think I already told you that. :) While I press the same button three times, I think a suitable alternative is to drum A~C~A, or C~A~C then do the qcb+punch hold button buffer. Press the three punches as he's landing from the crescent kick or dp.

15
Ash Crimson / Re: Explanations or Issues Sans-Culotte Related
« on: June 27, 2013, 05:08:03 AM »
Edit: Juicebox gave me a really consistent sans-culotte combo! Work midscreen, corner, off an anti-air launch, or a d.B xx back+B (how exactly are you supposed to be in range for sans-culotte after two crouch Bs into back+B anyway??):

Activate and make sure you don't hit juggle them too low after with:
d~u+D, b+D, b~f+D, b+B;

then [b~f+B, b+D, b~F+D, b+B] x3-4, finisher

I was having issues with the midscreen back and forth stuff and I prefer consistency + landing germinal in the corner for better pressure. Thanks juicebox!

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