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Messages - Blake/White

#16
K' / Re: K’ (Console)
May 14, 2012, 02:14:54 PM
Ok but that goes back to what I was saying, if someone has to guess to DP out of  ;dn ;b ;b, then you can just bait them and punish. If I know someone is trying to uppercut out of my string, I'd just stop at  ;dn ;b and block. It doesn't hurt me at all ( ;dn ;b is +1 frames on block) and it's a huge risk for the other person to attempt.
#17
K' / Re: K’ (Console)
May 14, 2012, 04:05:02 AM
The only real safe jump setup I know of is after a throw, since it grounds them right next to you and disallows fallbreak. Just hop with  ;c with the correct timing.

The nerfs to Trigger and its followups seem to have had a really distinct effect on K's ability to pressure people. I tend to play more of a spacing K'. I also abuse j. ;c ;d a lot due to the ability to hit things like air Minute Spike or EX Chain Drive afterwards, you can abuse it somewhat due to its silly hitbox and large blockstun. From round start distance or closer, you can follow a j. ;c ;d with a hop into an HD bypass combo, provided you have at least one stock available. As far as actual pressure, I think the most legit thing available is EX Trigger pressure in the corner, since it gives a massive amount of frame advantage and also does huge damage to the guard gauge. Close ;c 1 hit canceled to EX Trigger can be repeated on a cornered opponent due to the frame advantage and lack of pushback. You can guard break someone very quickly if they don't act fast, and if you have at least 50% Drive, you can still land a strong combo after breaking their guard. In general though, K' can't really pressure people outside of the corner, so your goal with him should be to space the opponent and try to drive them into the corner quickly, either by landing a combo or just otherwise dominating them at midrange and pushing them back. Once there, you can use his close normals combined with well spaced Trigger usage to put the pressure on.
#18
K' / Re: K’ (Console)
May 13, 2012, 09:17:46 AM
The question at hand should be where the DP is happening (between the two  ;dn ;b attacks or between ;dn ;b and  ;dn ;df ;fd ;a or  ;c) and whether or not that reversal is being done on reaction. If you can reverse with DP on reaction, then we need to reassess our offensive approach. If the DP is a guess, then it's simply another way to bait people, since they're taking a huge risk by trying to DP out of a string which can be stopped early for no real risk.
#19
Mr. Karate / Re: EX Mr. Karate
April 02, 2012, 02:06:53 PM
If he's really your best character, running him anchor isn't a bad idea at all, though. Having extra meter hanging around never hurts, and since he can fight just fine without it, you won't end up in a bad spot if your second manages to somehow burn all your resources. He's also less likely to run into a bad matchup than some anchors due to his versatility.
#20
Mr. Karate / Re: EX Mr. Karate
April 01, 2012, 06:16:12 PM
I feel like the EX grab is a gimmick, but I get hit by it enough that I probably don't know what I'm talking about. You just have to be very careful using it because people can react and hit you out of it or hop it for a full combo punish if you are predictable with it.

Karate is good anywhere, but he really doesn't benefit a whole lot from having a ton of extra meter hanging around compared to some characters. 3 bars is enough for him to really do major damage, going far beyond that doesn't yield much more. On point you can use his reset and crossup opportunities to really lay into people and run all over them, so he's not dependent on meter to run his game. That makes him a pretty good point character. His EX moves aren't that great either, EX grab aside (which is still a situational tool). You can use EX Hien Shippu Kyaku to carry people across the screen in combos, but I don't know how practical it is.
#21
Mr. Karate / Re: EX Mr. Karate
March 30, 2012, 08:24:33 AM
Yeah you have to time that cancel later, if you do it too early it will always whiff. But if you do it a little early so that the kick hits on the last possible frames, you get a better followup. Decisions, decisions.
#22
Mr. Karate / Re: EX Mr. Karate
March 26, 2012, 07:13:35 AM
It helps me to hold  ;uf when trying to tiger knee the air  ;bk ;db ;dn ;df ;fd ;k . He gets a lot of combo opportunities with that move.
#23
Hwa Jai / Re: Hwa Jai (Console)
March 22, 2012, 05:31:23 AM
C grab can be used as anti-hop/anti-air sometimes too. Really nasty tool if used right, though not as powerful as A grab.
#24
Hwa Jai / Re: Hwa Jai (Console)
February 06, 2012, 02:20:12 PM
Awesome, I probably should have thought of that.
#25
Hwa Jai / Re: Hwa Jai (Console)
February 05, 2012, 04:46:29 PM
TNT Punch in combos adds damage, stun, and meter gain. The damage added is really low and scaling means that sometimes, your combo won't do the max damage possible, but for the extended drunk combos, the added stun and meter is good. In addition, EX TNT Punch gives you a way to combo into Dragon Dance midscreen without using any Drive, so it's kinda convenient to have sometimes.
#26
Hwa Jai / Re: Hwa Jai (Console)
February 04, 2012, 07:27:28 PM
TNT Punch gives a limited juggle state. You can connect with anything you like, as long as it's fast enough. Once they fall a certain height, they can't be juggled.

In most cases with these combos, you are better served using regular DM instead of EXDM. The damage difference is usually negligible (maybe 40 points max) and the extra bar left over would be much better saved for more drunk shenanigans or keeping a Backbreaker in your pocket.

Example:

DP+D Drive cancel air QCB+D, QCB+D, QCB+Bx3, QCF+A, DP+B Drive cancel QCB+D, QCB+D, QCB+D, QCB+Bx3, TNT Punch in the corner, ending with regular DM here will do 820, while EX DM does 862.

Now, if you save the bar, your opponent only has about 180 life left, so a single basic combo or a Backbreaker will end them. If you used the extra bar, you got 42 extra damage, but you don't have the Backbreaker option available. This limits your options somewhat, both offensively and defensively.
#27
Hwa Jai / Re: Hwa Jai (Console)
February 03, 2012, 02:15:14 PM
Ok, that sounds more in line with what I'd found initially. And yes, drunk Hwa is the reason I always run him second.
#28
Hwa Jai / Re: Hwa Jai (Console)
February 03, 2012, 06:35:37 AM
Quote from: Matt Alder on January 31, 2012, 05:53:22 PM

I mainly use it to go through fireballs and then do an 850+ combo for 1 drive and 0 stock. It's quite broken.

I'm seconding Cipher here, care to share? I think max I've gotten with no stock is closer to the 600s. Higher than that and you need another Drive cancel.
#29
Hwa Jai / Re: Hwa Jai (Console)
January 29, 2012, 04:13:10 PM
Yup. It's slow, so it's easy to safe jump, meaning don't use it on wake up, but in open play, if someone does something easily seen, you can blow through it with D Dragon Kick, cancel to air B Dragon Tail, land and start B Dragon Tail loops to send them to the corner. Naturally, this builds a ton of meter. Three B Dragon Tails into A version of TNT Punch, then you have enough bar for a Dragon Dance. If you have another 50% Drive, do B Dragon Kick instead and cancel to air D Dragon Tail, then start a big corner loop. I've been able to get early D Dragon Tail, followed by another D Dragon Tail, into three B Dragon Tails, into A TNT Punch, then ender of choice. Depending on how you started the combo, doing B Dragon Kick or a simple close C will stun the other guy. I like the idea of doing close C to reset and then going for a stun, since that way I get to keep almost all of the meter I just build up (nearly 2 and a half stocks!) and kill the other character too.
#30
Hwa Jai / Re: Hwa Jai (Console)
January 28, 2012, 09:00:42 PM
D Dragon Kick being invincible during drunk state is ridiculous. Free full screen juggles into potential stun off of a reversal? Sign me up.