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About HlDEKI
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Rank
Teh! Teh! Teh!
- Birthday 08/08/1987
Other Info
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Location
Madrid (SPAIN)
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Why would you start all the combos with 5K?
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c.S, 6P, HS, jc.D, j.D > Fafnir > BB > dash c.S, jc.D, Break > 6P, HS, BR [228 dmg] Much easier and lenient than a double dloop rep. It's working really consistently for me.
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https://www.youtube.com/watch?v=Z2B47DZHsQo&t=36m48s What the hell just happened there?
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An alternative WT combo into DI. Deals more damage and uses P.B.B. as a safe ender: WT > (DI activation) > c.S, 2HS, jc.S, jc.S, j.HS (1 hit), Break > BB > GF > sj.D, Break > TR > dash j.K, j.S, j.D, P.B.B. [227 dmg] The transition into DI from 6HS is really cool, but not very practical. You can shave 270 easily without spending meter from a CH 6HS anyway, and confirming into DI mid-match doesn't look very reliable. As for corner carry in DI, Ground Viper is the way to go (the following combo starts with your back right against the corner): (DI activation) > c.S, HS, GV (no extra hits), c.S, HS, iad.P, j.HS (1 hit), Break > dash HS, TR > iad.S, j.K, j.D, P.B.B. [276 dmg] PS: Welcome to the forum.
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You can get a 5D > 6HS on everybody (I'm pretty sure) after a backdash. Doing the basic corner 5D combo the game teaches you in the challenges nets you the same damage and is somewhat easier though.
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Depends on the character's weight and hitbox, plus the juggle that you used to start the combo. Against average weight characters (Sol, Axl, Slayer, etc) you shouldn't delay the HS after the 6P, otherwise they float to high for the Fafnir to land consistently after the DL rep. Depending on the situation, you also have to delay the Fafnir as much as possible after the last j.D to catch them as low as possible. On heavier characters (Potemkin, Bedman) it's much more lenient and consistent. Try different juggles (c.S, 6P / K, c.S, 6P / iad.S, j.K, c.S, 6P) and experiment what adjustments are necessary depending on the character's weight/hitbox.
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You looked kinda nervous during the first two matches. Like you mention, your oki was never too threatening, and in most cases it put you at a disadvantage. Your combos were not looking too crispy, dropping a couple of bnbs. But what I think was killing you the most was your meter management. You might want to use it more on oki for GF (YRC), and depend less on it for the neutral game, where Sol's pokes should shine both in range and speed. From the other player's perspective, I don't think he was doing nothing too spectacular. He was just hanging out, waiting for you to burn your meter and put the noose around your own neck. Once you slowed down the pace on the third round, you quickly gained control of the match. I think he realized you were unfamiliar with Eddie being able to spawn from his drills, so he kept catching you trying to regain momentum after a blocked drill. Fighting Zato is a pain in the ass anyways, but I hope this helps you in the matchup. Unfortunately they don't have a detailed matchup section on the Zato sub-forum, so we can't analyze the matchup from their perspective. =(
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If you are doing DL reps, unless fighting light characters, you are doing something wrong. The more you avoid j.D, and 6P, the more damage you are going to squeeze out of your combos.
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Although it's an interesting option, for the same price you can net a little extra damage with a different combo: K (1 hit), c.S, HS, jump install GV (RC), air backdash > Bandit Bringer > Fafnir > c.S, HS, HSVV > TO [208 dmg on Slayer, so it'll probably do a tiny bit more on Sol]
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I find this to be the most reliable source of damage. Against heavy characters: CH 6P, GF > iad.K, j.S, j.D > Fafnir > dash 6P, HS, jc.D > Break > HSVV > TO Against light characters: CH 6P, GF > iad.K, j.S, j.D > dash j.K, j.D, jc.D > Break > HSVV > TO
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They are pretty character specific. I haven't had the time to mess around with the whole cast, just throwing some ideas out there. DL is the way to go as far as the beginning of the learning curve goes, but on the long run you are giving away free damage on most of the cast.
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You are losing potential damage on both those combos, at least against heavy characters. After some time in the lab, this are the combos I'm using now: · Fafnir > 6P, Gunflame > 2HS, jc.D, j.D > Fafnir > dash > K (1 hit), 6P, 6HS, HSVV > TO [136 dmg on Potemkin] · CH Fafnir > dash > Gunflame > 2HS, jc.D, j.D > Fafnir > dash > K (1 hit), 6P, 6HS, HSVV > TO [146 dmg on Potemkin] If you land a non-CH Fafnir midscreen, your best choice IMO is to dash and K on their recovery. At this point, if they don't tech you can confirm into a DL combo for some minor damage. If they recover with FD, you get free pressure in the corner. If they tech, but don't FD on the air, they are eating a reset for beefy damage: · Fafnir > recovery > K, 2HS, jc.D, jc.D, j.D > j.D, j.D > Fafnir > 6P, HS, jc.D, Kudakero > 6P, 6HS, HSVV > TO [46 + 197 dmg on Potemkin]