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Flick

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Everything posted by Flick

  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. 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
  8. 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
  9. 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
  10. 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
  11. Flick

    Jam Kuradoberi General Discussion

    she has a parry
  12. 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
  13. Flick

    [Xrd] King Ky - Gameplay Discussion

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

    [Xrd] King Ky - Gameplay Discussion

    the late airdash jS/ empty 5K(2S) is actually not a 50/50, there's a gap between the moment jS/5K hit that allow fuzzy guarding. I've been practicing fuzzy guard this kind of okizeme and figure out it's not too hard. And even if it's a true 50/50, remember there's 50% chance opponent can block it, and you lose 25% tension for nothing. With the setup Ain did, he can chip out/ take opp's tension with 2 DC CSE, able to make a frame trap, and able to do an even scarier mixup That's just my thoughts
  15. Flick

    [Xrd] Potemkin Combo Thread

    If that's a stun ( mean you can jump at them point blank ) 6H>Trisula is the best thing you can do. If not point blank, i'm pretty sure you just can 6H>HFB>f.S>2S>Heat. Pot and Be are too heavy for 2S
  16. Flick

    [Xrd] Potemkin Combo Thread

    You mean 6H starter combo (after stun), or things like HF(RC)>6H
  17. So Maruken Bedman has just reached 19dan rank 1 japan arcade. Any thoughts guys
  18. Flick

    [Xrd] Potemkin Combo Thread

    With hammerfall RC route, try doing double trisula combo on the char that c.S>f.S>air stuff doesn't work(mostly women). I believe it's more optimized. With 6P CH, i'd rather go with guaranteed damage and meter(6P and 5H's damage is increased in 1.1) than risking doing un-guaranteed air things then got punished for blocked ICPM. But in my experience, when 6P CH opponent at air dash height (same height as potemkin's head or below) it's safer to go with Heat stuff. And with higher height (thiings like May's j2H above your head) going into air combo is probably safe.
  19. Flick

    [Xrd] Potemkin Combo Thread

    I think it's best to keep it at 6 then press K than immediately return stick to 4/1. Returning to neutral after HFB make you have to push stick to 6 to perform 6K(1 more hand action) But just do what you're familiar with, if you're doing 6K loop fine with that way, just keep doing it
  20. Flick

    [Xrd] Potemkin Combo Thread

    Don't think this combo is practical, maybe only work with point blank 5K, and character specific. The pushback is too much 5K>2H>HFB>air combo maybe more practical though
  21. Flick

    [Xrd] Axl Gameplay Discussion

    relax Axl fellow, every tweeter users i saw said the 3 characters got stronger after the patch are Axl,Pot and Slayer. Your hope for Rensen YRC is real =)))
  22. Flick

    [Xrd] Potemkin Video Thread

    I can pretty sure it was a read, AFAIK there's not any mechanic that allow you to do a OS in that situation
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