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When's Melty on Steam?
ahaha that's no--wait, what?

Topics - frubam

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Satsuki Yumizuka (Yumiduka) / Practicality of this combo?
« on: October 29, 2007, 02:08:12 AM »
I know and have read the other preferable satsu tactics(like Chocolate's guide), but there is a combo i use primarily for corner tech punishing(though i'm not that good[aka button mashing ;\], so for now im using it regardless of place-on-screen :\ ) and i want to know why it isnt a good combo to use(for corner purposes), with people telling me i should oki(still dont quite understand what that is :\ ) by throwing him in the midscreen area after the 214a.

...2C ->214a -> j.C

meaning using 214a on a tripped opponent followed by a jumping C? To further clarify, say i use this combo(it doesnt necessarily have to start with j.C, but gives the highest dmg) in the corner or near the corner(as the enemy will be knocked into the corner anyways):

j.C ->5b ->5c ->236c -> 2c -> slight delayed 5c ->214a -> jc -> j.C

the last j.C is moving fwd if near the corner, or straight up j.C if in the corner

I know that people say it isnt a good combo because that j.C can be teched. But using the j.C seems to give you a few options, though whether you can really exploit them, i cant tell(cause im basically a noob :p )

1. Dont tech: follow up with an otg 5b/2c/214a/5c or whatever you use for her otg, though for all the chars i tested(which was most), 5b WILL work(yes even teh Lynz/Miyako/Ciel/ teh Akihas)
Edit: You can also use her oki game with this option by jumping again after the last j.C.  Not to much different than her airthrow oki game with a couple of exceptions:

     a: You being close, so use normal jumps instead of superjumps(but you can still sj in the corner).
     b: Whether an advantage or disadvantage, the opponent has less time to see your movements.

2. Opponent techs forward/back: land with a 5b -> whatever(ive been using 236a/c, but havent figured anything else yet :[ ) it more or less has a very high chance of hitting the enemy.  May be able to shield it, dont know.

3.Opponent techs neutral: use 2/5a, its been too hard to decipher cornerwise, if a person techs back or neutral. 2/5b can be blocked/shielded(i just use 5b regardless >.>)
Edit: When the opponent techs neutral, 5b can be shielded, so be careful.

so to give an example of what can happen, i put some replays in this post.   I use Len only because its normally impossible to otg grab Len(other than an unteched 236a/623a)

Opponent is in crouch guard in replays since 5b and 2/5a is crouch blockable(showing its a valid tech punish)

Testing this out in real matches, im not quite fast enough to pull it off all the time :( (i always messup even when i land a j.C), I just wanna know if it can be feasble in a real match.

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