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Maadhum

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About Maadhum

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    Indianapolis
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    haathun

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  1. I put together a video compiling strong oki options that have been discovered and shared throughout this sub-forum. Maybe learn something, maybe not.
  2. c.S / 2D 623P 66 5PK 66 5PK 5KP 66 PPP - midscreen daruo combo, oki will depend on how close you are after the PPP chain. 4PP1KK - gorilla mash combo that converts into knockdown, if theyre airborne do 4PP5K 66 5PK 66 5PK 5KP 66 PPP. 6P c.S jS jc jK jS jD/2D/8D - basic anti-air combo. you can do more with certain conditions but this will be the most consistent option. 2KK and throw can be followed up by 6S/H into 6K or 2K/2D/3K. This will work even if you don't use an equipped sword but you'll get better frame advantage if you use an equipped sword due to less recovery. Not a very threatening setup but it works. Sometimes. In the corner you'll have access to wall stick to extend your combos and get real knockdowns. Wall stick followups are going to depend on where your swords are. c.S 5H 6S 66 [c.S or 1P1K] 66 c.S 2D 6H - works with both swords equipped, jump forward j2S and fall down with either airdash jK jH or land 2D 623P. c.S 5H 4H 2D 6H - use this if you're missing your H sword c.S 5H 6S 66 delayed c.S 4H 66 c.S 2D 6H - alternate combo for retrieving H sword, allows you to use 2S as oki. There's lots of variations on corner combo enders but this will get you started. #4 c.S 623P. Start with 5H j8D if theyre in the corner and you have H sword. You can sideswap with c.S 623P 66 5PK~4K 5KP 66 5PPP. Delaying the 4K enough causes them to cross over, allowing you to push them back into the corner. #5 Ramlethal does not have real pressure outside of the corner. In the corner you can end blockstrings with 6S/H if the sword is deployed near them and get heavy frame advantage. You can mixup where you summon a sword in your strings to keep them guessing, or attempt a command grab. #6 All those options are good so its going to depend on the situation. I spend a lot of my meter on YRC cassius and 2KK RC because I don't like that knockdown. Figure out what works best for you.
  3. Maadhum

    [CP/EX] Kagura Mutsuki - FAQ/Q&A thread

    Put more lows into your strings. 2A 2B 5BB 46A or 2A 2B 5B 5C 46A. Ending in 3C works too as I believe it doesnt have a gap like 5C. 6A, 5DB and 2DA will work a lot better once you make them feel afraid to jump out of your strings. Also, use 6C instead of 5DC if you want to keep them blocking in the air after a jump. It causes a massive amount of blockstun so youll have the frame advantage to run any kind of drive mixup as they fall down.
  4. Lack of gatlings and variety in her normals make her very linear; she isn't very threatening until she has you in the corner. I don't think her normals are bad but there's very little to work with on block that make continuing pressure or hit confirming into anything meaningful difficult.
  5. Kuni 1.10 Ramlethal - https://youtu.be/VrFrxdtr5fU Apparently 5KPP no longer ground bounces and instead causes knockdown. At 7:52 Ram does an airdash string > land, c.S 623P c.S 623P 5KPP and starts to setup oki. Also uses it against Axl at 10:33. rip shitty midscreen PPP enders.
  6. Definitely don't use 4P c.S enough but 4PPP 1K f.S works great. If they block the f.S you can jump/iad, cancel into 6S/H or cassius. I guess 3K works here too? Just not a lot of reward on hit or block without RC. 4PxN cassius YRC seems really interesting though. Gives you enough time to setup dash up 4P 236K or 6S/H 6K/2K. While not true frame traps, ive been getting away with doing strings like c.S 2D IAD back j6S/H land, daruo. The idea is to get the sword to hit just after daruo, making it heavily + on block. Works best with swords equipped and also with 2H/S summon if theyre close to the opponent. However, raw daruo is easily stuffed by just about any normal. If they decide to try and deal with the incoming sword though by jumping, backdashing or just blocking, theyll have to deal with whatever pressure you decide to do afterwards.
  7. Slightly delay the second hit of 6H so they bounce a bit before the actual wall stick. If you don't delay it then the wall stick wont occur. The timing isnt really that bad to get down after some practice and it might slightly differ depending on the character.
  8. Could you post the exact combo you're having issues with? You might be delaying the second hit of 6H a bit too much or you're catching him too low to the ground.
  9. Blockstrings I use with swords equipped: - 4PPP 1K 6S/H, really safe way to put out a sword summon due to the amount of pushback. - 4PPP f.S 623P or 6H/S, Im not sure how legit of a string this is but it works if they think you're going to try to summon. 5P is +1 on block so that helps too. - f.S into 6S/H, poke into summon. Can also do 214P instead of summon. - 4PK 6S/H, delaying the K can catch mashing. - 4P1KP 6S/H, good string to summon from since they're expecting the overhead. - 4P 1K 6S/H 66 4PP, risky string, but if they block the 6S you can use the blockstun to go for mixup or another summon. H sword wont work here due to pushback. corner exclusive stuff: - 4P1K 6H 66 4P1K 6S 66 4P1K 66 c.S 5H j.6H, true blockstring if they block the dash up 4P. S sword recovers after you land from the j6H so its possible to continue pressure here with 6S/2S. - c.S 2D j6H 66 jK j6S 66 4P1K c.S 5H j.6H, Alternate string. Leads to the same situation as the above string. IAD back j.6H works too if you think they might try poking out. Not a whole lot of solid strings you can do off normals but things really open up once you get them to block a sword, especially in the corner. Once you summon a sword you're basically just trying to guess how they'll react to it and punishing them for it. Summoning from blocked f.S, both versions of 5H and jump cancels seem like the safest routes. 5H with sword is great to summon off due to its high attack level its just awkward to put it in strings due to its range and gatling options. Come 1.1, 5K speed buff will probably open up some new options. Are you guys really making 2KP 2D work? There just seems like waaay too big of a gap in this string to be worth using. I always seem to be out of 2D range after a blocked 2KP due to them walking back, expecting the overhead. Seems really easy to block or simply disrespect.
  10. If I'm understanding this correctly, this isn't how they work. Using 6S makes you lose your S sword normals but you keep your HS sword normals. Its a pretty common to see Ramlethals summon one sword while in neutral and but keep the other for poking (usually S sword because f.S and j.S are really good).
  11. If you're having issues with combos, go look at the specific character forums for that information. When learning combos id recommend starting with something simple, don't worry about finding the most optimal routes now and just get something that does damage and leads to a knockdown. Actually landing hits is also going to require some character specific knowledge; you need to know what the general gameplan of your character is as well as what the best normals/specials are to use in neutral. As for defending against pressure, be more patient. If you're just starting the game, understanding every characters offense will come with experience. If youre getting hit for trying to poke out, block more. If youre getting hit by mixups, block correctly or block less. If theyre constantly resetting their pressure, barrier block a lot and look for the gaps in their strings and jump/poke out. That's the general idea and wont work against every character/situation but its a good starting point.
  12. Knock them down and set swords up so they hit meaty. Her midscreen knockdowns are pretty weak as far as oki goes but in the corner she can do dumb shit. While theyre blocking a sword she can do an overhead, go low or command grab them. In the corner she gets better setups, better damage and can extend pressure by re-setting swords. If a set sword is already close to the opponent when summoned it'll immediately attack instead of having to go through the teleport animation, which is part of what makes her corner oki so good.
  13. Whether they're projectiles or not doesn't matter for YRCs, the opponent just has to not be in block or hit stun. I'm not entirely sure if they're considered projectiles by the game but they probably are if Potemkin can flick them. Kinda surprised the chain that ends with the overhead (KPP) would be +3 on the last hit. Really useful stuff here, thanks for this.
  14. Maadhum

    [P4AU] Tohru Adachi Critique Thread

    Your blockstrings are really weak. I see you sometimes ending with just 5C, which is -9 on block. Try not to go into 5C so much on block because its pretty bad but if you do, go into either gunshot or 2AB xx gunshot. Gunshot is a good blockstring ender but don't forget about SB gunshot. You're sitting on a lot of meter throughout some of these matches where you could be using it to extend/start pressure or extending combos with 2AB xx 214AB on a crouching opponent. SB gunshot is +13 on block so you pretty much get to do whatever afterwards if they block it. I saw you did stuff 5C(2) 236BB xx heat riser 2C a couple times and pulled them out of the corner. Probably not a good idea because doing anything after the second hit of 5C does really bad damage and isn't worth the meter. If you don't hit confirm into heat riser properly and get 5C(2) you'll have to settle for a 236AA ender. Just don't give your opponent a free ride out of the corner unless it kills. You've already mentioned too much jumping as an issue but youre specifically relying on jumping backwards and doing j2D or double jumping and doing j2D way too much. Its good to keep those options in mind but once people start to figure this matchup out, they're going to punish you hard for it. Lastly, if you get 2D/J2D blocked you have enough time to dash up and confirm into a fatal counter combo or start your pressure. If they press a button to break your persona, it might cost you a card but you get a counterhit if you're fast enough. Your use of 5C in neutral is really good. You cant get much off it but its great for controlling space. Hope this helps.
  15. Maadhum

    [P4AU] Tohru Adachi Combo Thread

    In case anyone is having issues replicating these combos, theyre using 236BB not 236AA in these.
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