Okay so I got in training mode with Ryu and Zangief as dummies. Here’s what I did:
I set Ryu to spam cr.mk. I then did s.hk when I was close to him, I got hit. Did the same from Ryu’s cr.mk max range, I hit ryu by going over his low.
Same thing happened with his cr.hk. If you’re close, you’ll get hit, if you’re far you’ll hit.
I then set Zangief to spam his 360LK. From up close I got grabbed while doing my s.hk. From max range (Cole’s small step while doing his s.hk taken into account so a bit farther) I hit gief. Same thing with his super and his 360P.
So here are my thoughts:
1)During the startup frames, Cole does a small step forward and is considered on the ground.
2)During active frames, Cole is airborne.
3)During recovery frames, mash raw launcher if you do hit, otherwise you’re dead.
Yeah if you could link something on hit then it would have been an amazing tool. But still good to keep those pesky cr.mk pokes from the cast away! Basically you’ll just scare them with the s.hk and make them think their lows are useless at a certain range. If they know that they can punish you even when you hit them, don’t even try or in that case cross cancel/mash raw launcher and pray.
If you want decent pokes, you’re better using far.mk and cr.hp. You can’t cancel anything but at least you’re safe if you hit and seem pretty safe on block.
I’ve got mad work since my senior thesis is due this Monday, but I expect to get back into SFxT after that and do some more with Cole. I was able to play him against some really skilled players no-lag for the first time at Anime Boston this past weekend. Naturally, I got my ass absolutely handed to me, but I found some key weaknesses in my game that need to be addressed, ones you likely have answers for.
Mostly because they never played Cole, I was able to completely shut down their air game with Lightning Hooks, even people with special airs like Flying Barcelona and Head stomp. Hook really is great. Thing is, once I trained them not to jump, I had no idea what to do. Cole gets beat out in footsies, he has a poor overhead, etc, so I lose my source of damage once Hooks and nades stop hitting. Now my theory, incredibly simple, is just to wait for them to whiff something and then punish them with a normal combo. I even feel risky approaching normally, unless they missed a huge move so I can J.HP or something. Not knowing Cole’s frames is also an issue, though I assume its punches up close and kicks a little farther away (I’m only using kicks like an idiot). I feel like eliminating the air is a huge step for me to play decently with Cole, I just need to fix the rest of his stuff.
Is EX Shockwave useful at all as a reversal, or does it have no invinc frames since it is a Wallbounce EX?
Ex shockwave doesn’t work as a reversal. I would recommend using his alpha counter and when it hits just raw tag.
I would recommend messing around with thunder drop, it has actually a HUGE horizontal range on the ground which can catch your opponents off guard, and if you make it so that only the tip of the hitbox hits the guy on block or hit, you’ll be safe. To counter footsies my best bet is backdash/nade/j.hp/j.mk/cr.hk. Backdash usually works fine and nade will force them to either block, get hit or jump. If you do a LP nade it will have nearly no recovery, meaning that if the guy tries to jump over it you’ll catch him fine with an HP hook. Waiting for them to make a mistake is truly a bad idea because in that case you’ll easily get pressured, and god knows how hard it is to get out of pressure in this game, especially without a shoryuken. Make them do the mistake, do not wait for them to make it. I would recommend punishing with either s.hp into combo with shockwave ender (unless in corner) for maximum spacing or anything into cr.hk for a knockdown.
Also sorry if I won’t be as much as before on the Cole forum but I’m having just too much fun with my new fighting game.
That’s all right. I’m a bit turned off by the macabre in Skullgirls and 8 character roster, but after playing the free demo and it being $15 I plan to give it a try. After Monday of course.
Hey guys, found out some nice tech with grenades for roll happy players. After ending your combos with hook, shock wave, and amp combo. Right now the only one that I can consistently get out is the shock wave variant. Basically all you have to do is be mid screen and end the combo with shock wave if you know they’re probably gonna roll, forward dash and drop a light grenade, hit them with a meaty FwHp and it will push towards the grenade which will allow you to combo after your over head without wasting a bar(best I got was 300 something ending in shock wave again), and even if they block, the meaty, pushes them towards the grenade which will keep them in block stun and allow you to go into to a throw, go for a cross up or just get in for more pressure. I have a video up on my replay channel which shows this setup and some others I’ve been working on, its named Cole Setups WIR(not my best gameplay) and my PSN is KrocoCola. Oh and first post on the forums yay ^_^.
Going to create a Cole mix up/reset thread when possible, probably before May. I feel that Cole has a ton of hidden potential with his special moves and some tricky tech with CADC’ing. I will try to contribute more often to the forum when I have more time with the game, hopefully on the 23rd ill be able to purchase it then just rent it off red box for the third time. Hopefully will get more people to use o’le Lighting Man.
Yo triple post but had to post this [media=youtube]fbH5kiK0kTU[/media]. Turns out Cole can switch cancel from any of his lighting hooks for more combo possibilities at around 5:49.
Actually a small fun thing I found when I was still playing sfxt was to do his basic combo, otg with cr.lp CADC. If you did it fast enough you would end up behind the guy, making it useful to escape corner and start putting your own pressure. Also when someone blocks s.hp and you CADC, you will move really, really fast and a long way forward for some reason, heck the camera even has a hard time to follow you which is pretty awesome. Cole’s forward dash is great imo.
Sweet tech with cr.lp didn’t think it was possible, I always try to incorporate s.hp with CACD but lag kills me trying to do this. Cole’s dash with speed gems is enough reason for me to give up a meter gem, too godlike. Mix up/Reset thread will take a while I actually just purchased the game haha.
News flash, I picked up a bit Cole back on this game and did quite a few matches with a friend, I’ll be recording them and posting them on my youtube channel.
In this video I’ll be showing different teams with Cole where I show a bit the synergy between them (even tho I’ll fail quite a bit lol), it’ll be up this week I promise :).
Cool. Haven’t been playing much because school work on my ass till the 16th. I have not forgotten about Cole and will try to post the Mix up Thread man cause believe me. There is some nasty tech with grenades I have almost found traps for all knockdown states and some pretty damn good block strings(a great one is cmp into Mp grenade and repeat till max distance for overhead). I have beaten Shotos trying to mash Shoryuken’s in between this string its ridiculously safe.
Good to know, I’m not sure if you people knew but when using any versions of the nade in a blockstring with your opponent in the corner, you aren’t actually pushed back :P. You can do some really, reallllyyy nasty stuff like a really damn long blockstring.
Hah, I’m not really playing Cole on ranked anymore tho, he’s not a good anti bullshit character imo (like fighting against dude that do random shit that shouldn’t hit you but still do for some reason) or a good character when lagging, it’s horrible lol.
I get where you;re coming from hes very free to stupid cross ups and that’s really what screws me up :P; screw the Mishimas online(still like them offline). Cole does have in my opinion the best keep away in the game and once I actually learn how to combo after Hooks with Switches, they better think twice about jumping in. Also if you didn’t know Ex Thunder Drop has a couple of Invincibility frames on Startup and you can use that to catch them off guard and get a free combo.
It seems that EX nades got invincibility frames too. I just managed to escape death by doing that by mistake.
If this ex move truly got invincibility then it’s flippin awesome.
That sounds really derp and I will enjoy every second of it. I am gonna start testing today for some set ups and traps then actually post them on here :P.
I’m considering using Cole as second character if this proves true. An instant ex invincible move that’s completely safe AND with a 214 input? Do want.