ShelledMenace Report post Posted August 12, 2012 Yeah as far as tools go all the basic mindgame rules apply lol. Share this post Link to post Share on other sites
DukeTogo Report post Posted August 12, 2012 What up everyone New to this game but liking a lot so far after playing SSF4 for the last 3 years it is time for a change! Would there be any situation you would use instant kill Share this post Link to post Share on other sites
a Lisianthus Report post Posted August 12, 2012 not really.. it's 100% gimmick as far as i know i troll people with maziodyne>instant kill on netplay and it works, but you can just literally spam dodge to not get hit by it haha Share this post Link to post Share on other sites
Skye Report post Posted August 12, 2012 Kanji's oki is a dice roll. Share this post Link to post Share on other sites
KV998 Report post Posted August 13, 2012 does anyone know how to do the 5b j.b repeat after a level 2 uppercut? I cant seem to connect the 5b after the j.b so i have to do a delay 5a after 5b into a 2b sjc Share this post Link to post Share on other sites
confusedxphreak Report post Posted August 13, 2012 Delay the j.B VERY slightly. That's the general gist of it. Share this post Link to post Share on other sites
Umareru Report post Posted August 13, 2012 I don't think he has any advantageous match ups. Like he has a few even and most slight disadvantage. Agreed. There isn't a match where you won't have to earn your win. Be patient, get in there and kill them in 2-3 combos. @Umareru: For that cross up combo at 3:10 he didnt use meter for a boomerang hook because the a version at lvl 3 gives crumple anyway. Also its pretty tricky to do because you have to input the boomerang hook as if you were still on the right side, or you will just get a corckscrew, excellent cross up though. And can anyone help me with trial 28 2b sjc? Yeah, he keeps the glow from the ex duck when doing the boomerang hook. However, I think it could be a good idea to throw the meter into the EX hook anyway, because it gives you superarmor AND it gives a hell lot more damage. For comparison, you get 4.2k off a lvl 3 boomerang hook A, and 5.1k off the EX. If I had 150 meter to blow, that's probably where I'd do it, on an 8k combo off a superarmor crossup. Share this post Link to post Share on other sites
KV998 Report post Posted August 13, 2012 @confusedxphreak: when you say slight do you mean split second or quarter second (in comparison of course) @Umareru: yea bro I just don't know any combos i can use that in except the lvl 2 throw im trying to figure one out after an ex kill rush Share this post Link to post Share on other sites
confusedxphreak Report post Posted August 13, 2012 Uh. lol. I don't know how to quantify it, but just keep trying different delays. If you feel like you confirmed the 5B early after the Double Upper and the opponent techs before the j.B, you're going too slow. If the opponent techs before the next 5B, 2B, or 5A, you're probably hitting the j.B too early. Edit: The timing of the 5B isn't really important, so focus on the j.B. Share this post Link to post Share on other sites
Heroic_Legacy Report post Posted August 13, 2012 Where's the frame data. Share this post Link to post Share on other sites
a Lisianthus Report post Posted August 14, 2012 Where's the frame data. it's 90% negative Share this post Link to post Share on other sites
ShelledMenace Report post Posted August 14, 2012 *gasp* @_@ really? Share this post Link to post Share on other sites
LordSpectreX Report post Posted August 15, 2012 During his Kill Rush pressure, does he have any answers to them jumping out of it during Ducks and Weaves while pressing their generic Air-To-Ground move? Short Hop and 2B come out too slowly after ducks and weaves, and Corkscrew has to be done insanely quickly. Share this post Link to post Share on other sites
Ross Report post Posted August 15, 2012 If you think they will jump can't you frame trap with sweep or delayed b+a? thats what I would try Share this post Link to post Share on other sites
OFC Salty Santa Report post Posted August 16, 2012 What are some good uses of his counter move Share this post Link to post Share on other sites
kazukifafner Report post Posted August 16, 2012 Parry is pretty situational, honestly. It's at its best when you can use it on reaction, as it nullifies a lot when it connects. I tend to find this most useful against projectile heavy characters (Elizabeth and Yukiko), along with Mitsuru (it's a bit trickier to time, but the benefits can help you with the matchup). As an example, if you parry the first hit of Elizabeth's beam, none of the other hits can touch you, and you can plow right through her and her persona with corkscrew followup. Granted, you have to be fairly close to do that (or have 25 SP), but it serves as an example. Share this post Link to post Share on other sites
zyphur Report post Posted August 16, 2012 Parry is situational, weave is situational, ducking.... you know what, most everything in fighting games is situational. Recognize the situation and react to it. Anyways if you block Elizabeths beam, Im pretty sure you have enough time to 236 d>6b. If you KNOW shes going to beam you. Just do ex cork screw and take half her life. Share this post Link to post Share on other sites
Chazmobile Report post Posted August 16, 2012 Parry is situational, weave is situational, ducking.... you know what, most everything in fighting games is situational. Recognize the situation and react to it. Anyways if you block Elizabeths beam, Im pretty sure you have enough time to 236 d>6b. If you KNOW shes going to beam you. Just do ex cork screw and take half her life. Only the A version of Liz's beam is massively negative, and good Lizs will OMC it for safety. B and EX version are plus on block, so yeah, don't duck and corkscrew unless you want to eat 4k. Share this post Link to post Share on other sites
zyphur Report post Posted August 16, 2012 Thats good to know! Positive on block from a full screen laser is rather ridiculous though... Share this post Link to post Share on other sites
kazukifafner Report post Posted August 16, 2012 The reason I specifically describe parry as situational is simply because it's more so than a lot of his other options. You shouldn't be using parry all the time. I would gladly block and look for an opportunity later than get punished for a misread parry. It's best used when you need that extra leg up to get in (such as against Mitsuru), or when it's basically guaranteed (be something telegraphed, conditioned, habitual, etc.). Share this post Link to post Share on other sites
zyphur Report post Posted August 16, 2012 Most everything people do is habitual. Even they're seemingly CRAAAAZZZY air game, or oki or whatever else you wana say, seems to be random; its not. They do it on everyone else match after match. Figure it out, break it down, and crush they're face. Akihiko is a punisher. Even reaction is habitual. See how they react, they'll do it again. Its only human. IT WORKED THE first time, ill keep doing it till I get punished. Even if its a>c>z>f. Guess what. You'll see the a>c>z>f again. Share this post Link to post Share on other sites
kazukifafner Report post Posted August 16, 2012 Fighting predictable players is no excuse for forming equally predictable habits. Also, I don't get what you mean by describing reactions as "habitual." Sure, you can do a similar thing on reaction, and I guess you could call that action habitual, but not the reaction itself. A reaction is what you do specifically when you see and register something that your opponent is actively doing. Anything else is a prediction. Parry on reaction will always work. Parry on prediction won't. Share this post Link to post Share on other sites
zyphur Report post Posted August 16, 2012 False. Take Mitsurus sweep for example. If she knows your going to parry it(which you can't, its a low), but if she knows what your reaction WOULD be, she can cancel it, bait your counter, and punish you. Thats what I mean by even reactions are habitual. Then you've been conditioned to just block the sweep all together. Then she can just cancel into a throw. Then you knowing that you try to hit her first. Then she stops canceling it. Its all a habitual chain of reactions. Whats important about this, is if your in their head predicting their reaction. Share this post Link to post Share on other sites
Eshi Report post Posted August 16, 2012 does akihiko's parry (214A/B) have counterhit-able start-up frames? I'm testing it on block strings and training mode and keep getting counterhit. I'm 99% sure I'm not just missing inputs. also, zyphur, what you're describing is NOT reaction, it is prediction. reaction is like seeing the start-up on elizabeth's lazers specifically and immediately parrying it. There is no guessing involved by definition. Share this post Link to post Share on other sites
zyphur Report post Posted August 16, 2012 214 A, is counter hittable after. 214 b is counter hittable before but lasts longer. Share this post Link to post Share on other sites