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Flick

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  1. Flick

    [Xrd] Potemkin Video Thread

    what combo are you asking
  2. Flick

    [Xrd] Sol Badguy 101/Q&A/FAQ Thread

    Don't do that kind of "mixup". In GG, there's a couple of frame after blockstun/hitstun/wake up that you're in throw invi state. So what youre friend's doing is block the expected jS for some frames after waking up then press throw - it's kinda an option select. You can avoid letting him do this by do the safe jump landing out of his throw range, or doing some throw-bait option like late airdash jS(not recommend since he can OS anti air quite safely)
  3. Flick

    [Xrd] I-No Gameplay Discussion

    the reason why the "30" in his name turns into "31" is because he's now 31yo, his birthday happened like 5-6 months ago lol
  4. Flick

    Jam Kuradoberi General Discussion

    yeah. It's the low kick from Bakushuu(236S>K)
  5. Flick

    Jam Kuradoberi General Discussion

    oh i mistook sry. Read it again, they said something about the damage comparision between clean hit Saishinshou and BURST Phoenix as combo ender Of course she's a lot better, but still not game changing better though, went from an unusable char to an usable char is good enough though. Roza's twitt: 1.Midscreen: 2D>Hamon>Charged Ryujin> charge YRC>step back 5K(outside throw range)/ iad fastfall Kenrou Crossup 2.In 1, if you use MAX Ryujin instead of Charged Ryujin. You can counter throw abare attempt by doing charge HS>TK/iad Kenrou. 3.2D>Hamon>Charged/MAX Ryujin RC>land charged S>f.S>tk Ryujin>Kenrou>Charged Gekirin. 4.Midscreen: 2D>Hamon>Charged/MAX Ryujin>(From opponent's back) forward jump>empty jump 5K(outside throw range low)/air backdash jH(overhead)
  6. Flick

    Jam Kuradoberi General Discussion

    you can repost those twitt here and i can translate them for you. I've actually read almost everything from Roza,GURE,LOX,MIKE... but there's too much Some significant things i can remember are: -Parry P > Parry K combo now much easier to do due to increased buffer. Before patch, i only saw Sharon could do it consistently -6H > S Puffball seems to be the go-to combo route in corner now. Roza and MIKE said they manage to do 6H > S Puffball > f.S > TK charged Ryujin in corner -Burst Phoenix OD now deal tons damage, so as Burst Saishinsou -Jam has way more chance to charge MAX Ryujin (and MAX Ryujin is straight up better) -2D > Hamon > charge Ryujin seems to be the midscreen go-to combo route. And it's easier, works on everyone except BE. -The added gatling routes are maybe the best buff and tons of combo/okizeme pattern
  7. any help with the document will be appreciated, also i study all of your matches, you are really strong  and do you have a great scene to improve. 
    i was thinking in create a new topic to share the document to all of us, what do you think?.
    thanks in advance 

    1. Flick

      Flick

      I'll be very appreciated if you do that, i actually have a kinda different way of studying matches - especially matchup by breaking-down real match situation patterns and develope ways to deal with them, both technically and mentally, just started doing notes recently but i think that way helps me improve better, really glad that i could share it and taking thoughts from other players.
      Also thanks for your praise, i'm very happy to have a good scene here in VietNam(despite it's quite small and lacks many things - especially players :D), if you have chance to visit our country. Please tell me so we can welcome you to our place 

  8. Flick

    [Xrd] Potemkin Combo Thread

    Nice evernote Younghou, i've got some char/matchup specific stuff to share, would you mind adding it to your evernote
  9. Flick

    [Xrd] Potemkin Combo Thread

    First question: you can press HS and P at the same time to get the fastest HFB, input 6H>46H+P. Remember to not doing the hammerfall too soon or it'll be overlapped by hitstop Second question: technically yes, but with 2S>6K you have hitstop to deal with the charge so it's significant easier. For raw 6K>HFB>6K, actually you don't need to do it frame perfect. IIRC, 6K has 36F wallstick and 15F hitstop - not to mention 8F active in case you don't hit it point blank. 6K's startup is 16F, minimum charge time is 30F. So you have like total 4-5F leniency for the HFB AND the 6K link after that (without untechable decay), so if you do the HFB part perfectly- you'll have 3-4F for the 6K link. You can use the hitstop spark as a visual cue Edit: All calculations are done without 3F buffer
  10. Flick

    [Xrd] King Ky - Combo/Setup Listing and Discussion

    you can try yourself, but i don't think Ky's jS is good enough to stuff a standard anti air move( not just 6P ). Sol's jS is even better than Ky's jS but got destroyed completely by at least Pot's 6P, Ky's c.S
  11. Flick

    [Xrd] King Ky - Combo/Setup Listing and Discussion

    jD into airdash jS/5K lose to OS throw/anti-air. That's why Sol need a GF YRC to cover, and Ky needs a enhanced CSE(YRC or not) to cover
  12. Flick

    Jam Kuradoberi General Discussion

    she has a parry
  13. Thanks for your critique Nova. I'm actually aware of all those stuff above but haven't put a really worthy effort to improve (been too over-obsessed with the 6Ks you know lol). Today i really tried to change habits in casuals and results came immidiately
  14. Flick

    [Xrd] King Ky - Gameplay Discussion

    I didn't say it's not air tight, maybe you misunderstood something here
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