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Messages - FM Sway

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31
K' / Re: K’ (Console)
« on: May 29, 2012, 08:40:23 AM »
I'll probably use the EX teleport every now and then. But it definitely feels like that's a mixup that'll only work once or twice a set.

Some things I feel I should be using more often are K's st.;a and st.;b. Honestly, all I use for his st.;a is to stuff hops, and his st.;b I think I should use more often because it offers movement. I'm beginning to feel like K', when outside of the corner, is more of a reactionary character. Somehow I don't feel comfortable getting in an opponent's face outside of the corner, and I wonder if it that's really K's game or I just lack proper pressure tactics to stay in their face. Maybe my block strings aren't too tight? Cause whenever I do some kind of block string, ending with Eins Trigger, I swear my opponents keep pressing buttons or mash specials out, and if I block, I'm just losing the pressure I worked so hard just to get.

Is Trigger to Blackout a viable mixup outside of the corner? I really tend to not use Blackout at all because it's so unsafe.

32
K' / Re: K’ (Console)
« on: May 28, 2012, 11:16:25 PM »
Are there any mixups with K' that I should be using regularly? I was reading through the thread, and I couldn't really find a definite answer.

I'm gettiing a little bit frustrated in my K' play, mainly because I find that I'm getting too predictable. Eventually I realized that I don't have a lot of, if any, mixups. I do have frame traps, but my list of traps only go so far and the people I play with already recognize them properly and react accordingly depending on character. I honestly have no clue how what mixups K' has, and I've been in a slump in trying to find some. I find myself in the training room just staring at K' doing nothing lol.

Right now, my best character I feel is Mature, and that's because people have a lot of trouble predicting my play and movements. I honestly want my K' to be stronger than my Mature. I have a lot of pride in playing K', even going as far as to say that I want to be known for having a solid K' instead of a solid Mature. So if anyone can help me in learning mixups with K', I would really appreciate it!

~FM Sway

33
K' / Re: K’ (Console)
« on: May 13, 2012, 08:05:43 PM »
Are there any good safe-jump setups that K' has? And what's the best way for K' to keep the pressure on opponents?

34
K' / Re: K’ (Console)
« on: May 10, 2012, 09:18:06 AM »
Cross-up setup

-Crouching character-
cr.b, cr.b, st.b, hop.b, hop.C
Description -- This is a typical block string that can be hit-confirmed from the hop b. If the hop b connects, you can do a BnB, HD, whatever combo. If it's blocked, do a hop C and it will cross up as long as the opponent continues to crouch. If the opponent blocks both, you can still do another block string. You can even mix it up and instead of doing a hop C, you can empty jump to a low or a throw.

Notes -- You can only do the 2 cr.Bs when you're at point blank range. If you're a bit farther (you usually will be), this will still work with 1 cr.B into a st.B.  This string is also pretty easy to memorize the first time you're hit by it, meaning you shouldn't be using this crossup string constantly. Try to mix it up and confuse your opponent. This also puts you on the near-max range of your Ein Trigger. If you've conditioned your opponent to expect a hop B, pull out a Trigger instead and they'll get hit by it. You can't do a Second Shell after it because the range is too far, so if you can hit confirm the Trigger, then follow up with a Second Shoot. If they block the Trigger, you're completely safe.
If you do the Trigger, you can also do a B-version Blackout followup, and K' will teleport right in front of the opponent.

What it loses to -- This loses to a straight up standing jab/A when you attempt to hop either the first or second time. However, the opponent would have to react well to the hop B. Some jabs will trade with the hop b and will just put everyone on neutral ground.
If you're going for the Trigger mixup after the st.b, always use the C-version Trigger. The big weakness of this crossup/mixup is that the opponent can predict the hop B and use their own hop. Hop attacks like Kula's hop b or Iori's hop b (maybe even his D) can straight up beat your hop. If you use the A-version of the Ein Trigger, the hitbox of the trigger will not hit the opponent if they hop forward, and they can hit confirm into a combo. The C-version and EX version always will.
Raw Heavy-Version and EX DPs beat all of these. Weak-version DPs will trade against the Trigger.

I doubt it's new technology. But I wrote it down myself because it's very useful. You have multiple hit confirms (cr.b, cr.b, st.b and a hop b), a mixup (C Eins Trigger), and a crossup setup all in one. It could also condition the opponent to force a DP if he's scared, and you can simply block, dash and punish. Extremely useful.

The only real downside is that if you go for the Trigger mixup and they block it, you force them pretty far back, and you lose your pressure zone.

35
K' / Re: K’ (Console)
« on: February 02, 2012, 11:06:41 AM »
Hi everyone! I just wanted to share my notes with you that I've done through trial and error. If it looks too confusing, please feel free to tell me. I kinda jumble the notations a lot too much ><

These are all just combos, by the way.

Feel free to point out the most practical combos I should use!

[spoiler]K'

http://www.nicovideo.jp/watch/sm16550980

-Legend-
xx = cancel into
xxx = HD Cancel
/ = Press buttons simultaneously
tk = Tiger Knee Motion
tk.lk/HK/HP = Tiger Kick EX Air Minutes Spike. Automatically triggers HD Mode.

0 Bar:
--0% HD--
137 dmg [All Screen/Soft Knockdown] - cr.lk, cr.lk, qcf+lp, f+lk
198 dmg [All Screen/Hard Knockdown] - j.HP, cr.lk, cr.lk, dp+HP, f+K
201(199) dmg [All Screen] - j.HP(HK), cr.lk, cr.lk, qcf+HP, f+lk
238(236) dmg [All Screen] - j.HP(HK), s.HP, f+lp, qcf+HP, f+lk


--50% HD--
322 dmg [All Screen] - cr.lk, qcf+lp xx f+HK, qcb+HK xx qcb+HK (whiff), dp+lp (2 hits) xxx qcf+lk, dp+HP, f+K
365(363) dmg [All Screen] - j.HP(HK), s.HP, f+lp, qcb+K xx qcb+K (connect), dp+lp xxx qcf+lk, dp+HP, f+K
374 dmg [Close to Corner] - j.HP(HK), cr.lk, qcf+lp xx f+HK, qcb+HK xx qcb+HK, dp+lp (2 hits) xxx qcf+lk, dp+HP, f-K
381 dmg [Corner Only] - j.HP, cr.lk, cr.lk, qcf+lp xx f+HK, qcb+K xx qcb+K, dp+lp (2 hits) xxx qcf+K, dp+HP, f+K
409 dmg [Reiki Combo/All Screen] - s.HP, f+lp, qcb+HK xx qcb+HK (must connect), dp+lp xxx qcf+HP, f+HK, qcb+lk xx qcb+lk, dp+lp
418 dmg [Corner Only] - j.HP, s.HP, f+lp, qcf+lp xx f+HK, qcb+K xx qcb+K, dp+lp (2 hits) xxx qcf+K, dp+HP, f+K


1 Bar:
--0% HD--
339(337) dmg [All Screen] - j.HP(HK), cl.lk, qcf+lp/HP xx f+HK, qcf-qcf+P


--50% HD--
356 dmg [All Screen] - cr.lk, qcf+lp xx f+HK, qcb+HK xx qcb+HK, dp+lp (2 hits) xxx qcf+lk, dp+lp/HP
394 dmg [All Screen] - cr.lk, qcf+lp xx f+HK, qcb+HK xx qcb+HK, dp+lp xx qcf-hcb+lp
430 dmg [All Screen] - j.HP, s.HP, f+lp, qcb+K xx qcb+K (connect), dp+lp (2 hits) xxx qcf+lk, dp+lp/HP


2 Bar:
???


3 Bars:
--100% HD--
884 dmg [All Screen]- j.HP, cr.lk, cr.lk xx HDM xx s.HP, f+lp, qcb+lk xx qcb+lk, [dp+lp xxx qcb+lk, qcb+lk]x2, dp+lp xxx f+HP, f+HK, f+lp, qcf-hcb+lp(HP) xx qcb-qcb+lp/HP


4 Bars:
--100% HD--
886 dmg [Anti-Air/Near Corner] - j.CD, tk.lk/HK/HP, [dp+lp xxx qcb+K, qcb+K] x2, dp+lp, f+HP, f+HK, f+lp, qcf-hcb+lp(HP) xx qcb-qcb+lp/HP
972 dmg [Counter-Hit Setup/Near Corner] - J.CD (ch), j.CD, tk.lk/HK/HP, dp+lp xxx f+HP, f+HK, f+lp xxx qcb+lk (must connect), qcb+lk, dp+lp xxx f+HP, f+HK, f+lp, qcf-hcb+lp(HP) xx hcb-hcb lp+HP
972 dmg [All Screen] - j.HP, s.HP, f+lp xx HDM xx s.HK, qcb+LK/HK (must connect), qcb+lk, dp+lp xxx f+HP, f+HK, f+lp xxx qcb+lk (must connect), qcb+lk, dp+lp xxx f+HP, f+HK, f+lp, qcf-hcb+lp(HP) xx hcb-hcb+lp/HP
1000 dmg [Instant Kill] - j.HP, cr.HP, f+lp xx HDM xx s.HK, qcb+LK/HK (must connect), qcb+lk, dp+lp xxx f+HP, f+HK, f+lp xxx qcb+lk (must connect), qcb+lk, dp+lp xxx f+HP, f+HK, f+ lp, qcf-hcb+lp(HP) xx hcb-hcb+lp/HP


5 Bars:
--100% HD--
895 dmg [LOL] - j.HP, cr.lk, cr.lk, qcf+lp/HP, f+HK, qcb+k (connect) xx qcb+k, s.HP xx HDM xx tk.lk/HK, [dp+lp xxx qcb+k xx qcb+k] x2, dp+lp xxx f+HP, f+HK, f+lp, qcf-hcb+lp(HP) xx qcb-qcb+lp/HP
932 dmg - j.HP, s.HP, f+lp, qcf+lp/HP, f+HK, qcb+k (connect) xx qcb+k, s.HP xx HDM xx tk.lk/HK, [dp+lp xxx qcb+k xx qcb+k] x2, dp+lp xxx f+HP, f+HK, f+lp, qcf-hcb+lp(HP) xx qcb-qcb+lp/HP[/spoiler]

36
K' / Re: K' (Arcade Version)
« on: December 06, 2011, 09:18:28 AM »
Hi >< new guy here.

I'm able to do the dp+A xx qcf+C drive cancel through the actual inputs, but it doesn't come out most of the time. Though, I think it's cause, for some reason, it's hard for me to do DP motion period >< But it's coming out much more often than the super does.

My question is, should I keep practicing drive cancelling through the actual inputs, or is it better to just practice the shortcut way of hcb-f+A xx qcf+C?

37
Hi everyone >< New member here.

I must feel like a total fool, but I have no clue how to cancel Elisabeth's  ;dn ;df ;fd ;b/ ;d xx  ;fd ;df ;dn ;db ;bk ;fd ;a/ ;c

It's pretty much Elisabeth's 2nd mission.. I don't get it. I don't understand how I'm supposed to buffer as fast as the demo says >< Some help please! Or do I have to really grind it out?

EDIT: I mean. I can do the motion and it comes out. But it wont come out with the command normal. How fast do I have to be? ><

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