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koufdell

enkasu tensionless corner loops

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hi everyone , so i play jhonny in ggxxac+r ... i know that many parts of the game like neutral , pressure , defense are critical to good play but i like the flashiness of the combos ( satou is the player i wtch the most) and i always was impressed by these unblockable enkasu setups
i saw these vids http://www.youtube.com/watch?v=eSv8A6tQN08 and 


i then went to the lab and i jsut wanna share these setups principally inspired by the vids above
coin 6k PSD Ensenga works on pot,robo,
coin 6k PD Ensenga works eddie,venom,ky,testament,aba,jhonny,slayer,anji,zappa
faust,justice PSD ensenga
jam,bridget,chipp  KPD ensenga
axl,milia,baiken PKD ensenga
kliff coin 6k D ensenga
sol,Hos 2p,5k,MFlvl2(k)  coin 6k IAD (asap on sol,leniant on OS) SD ensenga 
ino coin 6k IAD SD ensenga
 
basically some setups in corner that can be looped (if you have the consistency) , the benefits are that they are not so hard (maybe the one on sol and hos ) hope you like it i will try to make some presentation vids when i get may capture stuff ... feel free to feedback :) hope we get jhonny in xrd 

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Sol and HOS become much easier to one hit if you can get gravity on your side. You may want to try confirming from 5K c.S 5H, 2P c.S 5H, etc. against them. I don't want to say that more hits is necessarily better, but if you can get 3-4 hits and the right spacing, it's pretty cake. I didn't see you post any combos with 66 IAD either; that makes it much easier to land Mid MF combos from farther distances (useful for calling people out with bare Mist Finers).

 

Since corner enkasu are easy for you, I suggest you go straight in to midscreen enkasu from throws. Learning those will open up a lot of options for you at neutral.

 

Also, I would suggest getting out of the mindset of enkasu oki being "loopable". You should never assume your opponent is just going to sit and take it, because anyone who knows their options on wakeup isn't going to. While there are ways to shut down a lot of options for some characters (Johnny is a prime example), even they can screw with you if they just faultless your meaty. That's when you realize you never practiced landing a combo from that distance, and you end up looking a bit foolish.

 

Johnny will be in Xrd sooner or later. :)

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thx @querty u r reply was very helpful ... i must admit that i have problem getting that 66 IAD but i'm interested in learning enkasu midscreen throw setups if u can give me some , i will apreciate that... and yeah i know that in most cases , i have to frc the baccus in order to make the setup safe so it's not totallt tensionless but i was surprised about the fact that satou doesn't go for these , is there any particular reason i'm not seeing? :)

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I don't have access to the game right now, but basically you're trying to jump cancel a dash after a throw (throw -> 669 -> air combo). KPSDE works on a lot of characters as does PPSDE. The FRC point on throw was added to help assist with this, but be careful as you can end up crossing up in the air.

 

As for opting to go for mist vs other mixups, it's really character and player dependent. Some characters don't have a hard time dealing with "loopable" mist oki (Potemkin, Testament, Robo-Ky, etc.), so against them you're better off trying to catch them off guard some other way. You can bait a high-commitment move they'd do in anticipation of an unblockable Mist Finer, go for a fuzzy guard instead, upcoin proximity block mixup, etc. The factor of what the other player likes to do on defense is important as well, since some people will see that you timed your meaty late and try to FD jump, only to get hit by an airthrow/High Mist Finer anyways.

 

Things like this you can recreate in training mode to give you an idea of what to look out for, but there's really no way to learn how to play oki besides setting these situations up in actual matches (ideally, against strong players who can play the wakeup game).

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When you have a move active and the opponent holds 4 or 1, but your move hasn't connected yet. They'll be blocking but they won't be in blockstun, which means you can throw them.

With the upcoin you can set up this kind of mixup in a lot of situations, namely as oki or when the opponent is trying to escape from the corner. With the right spacing you can bait a jump attempt out of the corner and airthrow it on reaction. Most people will try to avoid the upcoin by jumping under the peak of its arc, but they'll also start blocking as soon as they get the chance.

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Can't watch that video at the moment, but I never said there was anything wrong with unblockable setups. It's just that you have to account for the fact that the opponent has options on wakeup, which means that even under the most ideal of circumstances they're not really "loopable".

 

Anji is a character that has a harder time than most dealing with Johnny okizeme if you ask me, so it would make sense that Satou would go for those, especially if he uses the setups I'm thinking he did.

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Just watched the whole set. I counted two attempts at mist unblockables, one of which was bursted and the other was a mistimed 3H. Again, not that mist setups are bad, but you have to account for the spacing you have after enkasu and the options your opponent has.

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