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Messages - Coliflowerz

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Choi Bounge / Re: Choi Bougne
« on: October 27, 2016, 06:21:11 AM »
So like, he's good now yeah?

Meitenkun / Re: Meitenkun
« on: October 25, 2016, 09:27:48 PM »
f+B buff is pretty big. It's still really slow though so don't abuse it. I haven't seen a huge difference in far D, but since I know it's been buffed, I've been using it to Quick MAX more often.

Xanadu / Re: Current Patch Changes (v.1.03)
« on: October 25, 2016, 09:25:25 PM »
Pretty big deals. cr. D is also cancelable into f. A so comboing off that as an AA is much easier. cr. B having a smaller hurtbox makes it easier to catch empty jumps or high angled jump ins with it. qcf P now hits crouchers, helping his wakeup game. Nicu nicu

Benimaru Nikaido / Re: Benimaru Video Thread
« on: October 25, 2016, 09:11:30 PM »
Bread and Butter Guide

Hein / Re: Hein
« on: October 01, 2016, 08:25:41 PM »
Been playing him for awhile. Lemme try to compile what I know.

Hein is a flawed but rewarding character. His biggest crutch is mediocore damage and difficult confirms, and pretty lackluster AA, but youre awarded with an amazing corner combo and mix up game.

-cr. A and st. D are good AAs. St. C looks like it could AA but its hitbox is deceptively small.
-cr C and cr D are your go to pokes. Both at cancellable.
-j. CD is your go to air normal. Great range and pushes them to the corner, which is good for Hein.
-cr. b is your main starter, but you can only go into his command normal, f. A, at close range. You wont be able to combo into much otherwise. Hit confirming is important.
-His st. CD is slow but has a lot of range. Very rewarding in the corner.
-His qcf P, Pawn, is your go to move to end combos and to super cancel into. The A version is almost always superior; scales less and is safe, and lets you juggle a cr A or B in the corner. C version is actually pretty good at beating people rolling out of the corner.
-EX version is fast and juggles into EX super and cr. C or D in the corner.
-Air qcb K is a dive kick. If you aim for the feet youll be slightly negative; otherwise youre punishable. Hein stops for a little before diving, making this ok at avoiding fireballs or even baiting DPs. It's also your only cross up.
-EX version is faster and juggles. It can combo from j. A.
-qcb P, Rook, is Hein's signature. It places a stationary projectile on the ground at different distances depending on the version. It's very slow but if it hits or is blocked, you get massive frame advantage. You can also interrupt the recovery with a command dash with hcf K. B stays in front, D crosses up. You'll lose some advantage but this can help your pressure. Very useful move, lots of creative uses. For ex., after juggling a cr. b after qcf A, cancel the cr. b into a qcb A for a nice meaty.
-EX version is very slow, but hits multiple times. Can be scary to deal with, and lvl 1 ranbu super gives you enough time to set this up.
-dp K is a command grab, similar to Zarina's. Can be avoided by crouching. Might be good against people unfamiliar with match up, since it can be mistaken for a regular jump.
-EX version is very fast and tracks, great as an anti fireball.
-qcf-hcb is his ranbu super, Queen. This is your damage dealer. Cancels easily from qcf P. lvl 1 has no invuln, but has a lot of knockdown time. lvl 2 has invuln and is very fast; you can link it from qcf A withiut cancelling in the corner. You have less knockdown time however.
-qcbx2, King, makes Hein explode. Best AA and reversal hands down. Both lvl 1 and 2 versions have a lot of invuln, and the lvl 2 version is crazy fast.
-his Climax is eh. Only hits grounded opponents, but the range is large.

He relies heavily on meter. I play him second since his damage isnt high enough to be that good of an anchor, tho its still viable combos

Ramon / Re: Ramon
« on: October 01, 2016, 08:07:26 PM »
Ive done wakeup regular command grab before on a jumping meaty, and it worked. So it definitely doesnt feel like its 1f, and it might even have some invuln. Or, it is 1f and active for awhile? idk.

I compiled a guide for his BnBs and other tools.

Ramon / Re: Ramon
« on: October 01, 2016, 09:41:21 AM »
You can link super after st. CD! Just cancel it into qcb C.

Clark Still / Re: Clark Still
« on: September 29, 2016, 06:13:57 AM »

Ralf Jones / Re: Ralf Jones
« on: September 19, 2016, 10:41:44 AM »
You can't button hold his qcb A or qcb C. Huh.

Sie Kensou / Re: Sie Kensou
« on: September 17, 2016, 05:58:58 AM »
Kensou feels really strong but I can tell he'll take some finesse to use effectively.

- cl. C feels really fast. cr. B xx f. A will be your primary hit confirm.
- dp K has some upper body armor to it. You get some nice damage if it connects, but it's unsafe and fairly slow. I wouldn't go out of your way to combo into it either; it doesn't do a whole lot of damage. It's great against Nako's bird cling though.
- CD is a good poke, as well as cr. D. st. C is a good whiff punish tool.
- His Max combos are tricky midscreen, but are simple and very damaging in the corner. However, it's harder to combo after air qcb P against small characters, so compensate as needed.

List of combos I put together.

Sie Kensou / Re: Kensou Video Thread
« on: September 17, 2016, 05:54:22 AM »

So I think most of us knew that there are character specific combos against the big bodies and the small characters. But turns out there seems to be a 4th class.
It seems that the shorter characters have marginally smaller hitboxes.
It isn't as big a difference as the small characters, but they affect some characters, such as Meitenkun.
These characters include
So please keep this in mind for testing.

Meitenkun / Re: Meitenkun
« on: September 16, 2016, 06:32:13 AM »
So I'm seeing people land:

b~f AC > d~u P > d~u AC > qcb A > b~f P, but for the life of me i can't get it to work myself.

Robert Garcia / Re: Robert Garcia Video Thread
« on: September 12, 2016, 10:57:24 PM »
Robert Guide I worked on.

His damage is solid, and really useful normals. Delayed qcb BD after f. A is the trickiest part of his combo game.

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