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hedgeshot

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About hedgeshot

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  1. hedgeshot

    Ky Beginner Guide

    Same. FRC then IAD.
  2. hedgeshot

    Simple QA Thread. Post simple questions here!

    Alright, thanks a bunch. I wasn't sure whether the greater hitstun of the HS version was better than the earlier frc point on the S SE.
  3. hedgeshot

    Simple QA Thread. Post simple questions here!

    I'm trying to do some ground stun edge frc combos. dash in, S, 6P, HS, 6K, SE (frc), dash in, S, HS, 6K, SE... etc. Q1) Does s,6p,h,6k put you too far away to dash in and combo? Q2) Should I be using S or HS stun edge?
  4. hedgeshot

    Simple QA Thread. Post simple questions here!

    The stun dipper FRC seems pretty good for getting a throw in. I could probably make better use of it though and get the guard bar even higher.
  5. hedgeshot

    Simple QA Thread. Post simple questions here!

    Since there was some talk about block strings earlier. Is it bad to use a lot of 6HS in block strings? I like to try and crank the gaurd meter. Here are some block strings I use : 6HS > S > 6P > 6HS > 6K > SE 6P > 6HS > S > 6P > 6HS > S > SE 5K > 6P > 6HS > S > 6P > 6HS > 6K > SE 2P x n > 2K > 2S > 2D > SE I don't always end on SE but I like having the option to RC and dash in, but you can also stop those strings and do 2S > SE and so on. Are the gaps in those block strings too big?
  6. hedgeshot

    Simple QA Thread. Post simple questions here!

    Are TKed VTs useful(practical) in combos? Can you give some combo examples?
  7. hedgeshot

    Post up your arcade stick.

    My first attempt at a art/mod on my HRAP. I think it turned out alright. There is a clear edge around the picture. I'm thinking about just taking a black permanent marker just on the edge to see if it will reduce the visibility.
  8. 545 with regular ky. Seems like the AI never blocks ky's 5K after a knockdown.
  9. Thanks. Yeah, I think all this time I've just been inputting the airdash too quickly while the kick is still in it's active/recovery frames.
  10. Question : I've seen players air dash or double jump after already doing an attack in the air, how is this done? As an example of what I mean: the Ky player did something like 9, K, 44 (back air dash), 236 HS. Why didn't he drop after the K? (this is not part of a combo, the player was just doing this for zoning) edit: Well, tried doing it with punch and managed to get it to work. Just did the punch really quickly after the inputting the jump. What is this property called? Is that all there is to it? Does the kick just have stricter timing? double edit: Looks like I just have to wait for the recovery of the air move to finish :-/
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