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Que-No-Sabe

CH 2H Setups...

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i don't get the question. You're looking for setups to land counter hits with those moves? (also 6B doens't exist, i assume you mean 6P). Assuming that's the case, then your question is char specific and you should be asking this question there. off the top of my head, 6P and 2H counter hit Mappa punch pretty well. 6P is obviously an anti air and you will get plenty of counter hits off that. 2H is also an anti air though timing is different from 6P depending on the situation. In addition to that, I throw it out vs ppl in the corner to try and catch ppl trying to do 2P or something quick like that. S Vapor Thrust sucks and i can't think of any setups cuz that move is pretty bad. 5H is a good move for counter hits, i guess just do it at close to max range and hope the enemy sticks out a move. Really, your question is worded badly and assuming it is what i think it is, then what you're really asking is "what do the moves ive listed beat?" which is char specific and does not need it's own thread. If you're asking for combos off those moves on counterhit... then they're all basically the same as normal. CH 2H: just jump and do the normal air combo. CH S Vapor thrust: Don't do LJ, land, and do c.5S > 2H > jump > normal air combo Ch 6P: VT Loop CH 5H: run up combo or 5D if you can react fast enough

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my take on these... ch 2h: hs vt --> one loop ch s: same as shtkn, but i would add 6p before the 5h for some chars ch 6p: vt looP??? how about 6h loop for 5 reps or so, then end with iad s, h, hs vt, followup ch 5h on ground: I always get these randomly, and if i did, I can only think of another 5h, 5d or another 5h, SD ch 5h on air: (to punish uppercuts for example). run, do another 5h, FB, 5s, 2h, vt loop OR 6h loop OR any basic air combo

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S Vapor Thrust sucks and i can't think of any setups cuz that move is pretty bad.

I find it good to throw out sparingly against people who like to tech right above you or tech and try to land an air attack. It's pretty much untechable on CH so it's a free combo.

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I don't think the wording is fundamentally bad, it just may not apply to this series as well as I thought it would. I'm somewhat fresh to high level GG.

Basically, what I'm looking for is general frame traps and other methods of setting people up for these CH attacks -- and yes, I did mean CH 6P, thanks.

One low-level setup I use for CH 2H, vs Sol: IB [sol 214K] > 2H. When people don't recognize the IB and attempt to continue pressure, I often land a CH 2H. Sol's 214K is easy to spot, so I'm sure this won't hold as my competition and I get better, and I'm sure there are better follows ups to the situation, but I'll be the judge of that myself (on that note, if anyone can give me some follow-up they feel is better, I'd appreciate it).

MissedFRC:

That sounds nice. That's the type of stuff I'm looking for, thank you.

-SynikaL

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Ky's 6P will cleanly beat out Riot Stomp everytime, considering you time it correctly. If you can IB it, you can easily time the 6P, which will give you CH and a combo. Another 2HS setup you could use is, when you have no tension (or even when you do), near the corner you can do 2D -> Stun Edge, run up and 2HS as/if they tech out, which will more than likely connect unless they FD.

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they need to stick out an attack for it to be CH. hitting an opponent right after they tech will not net a CH. Also of note, teching gives a little bit of strike invincibility so you can't hit them right when they tech, you can only try to air throw them. however, after the strike invincibility time has passed, you can hit them again. I don't know how long hte invincibility lasts but it's not very long.

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Are techs themselves open to CH, or are you assuming they stick out an attack?

-Kye

The 2H after 2D -> SE doesn't need to be a CH. Assuming the attack connects you can jump up and combo. If they're too high up for a normal jump then just super jump and do j.s j.h VT LJ.

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