I have some example videos the japanese players made showing how it works. I’ll upload those in a bit.
Edit: Here are 2 videos showing how you would do it and how to escape it.
[media=youtube]kM4GYdifZbY[/media]
[media=youtube]r6vZyUuQi3E[/media]
I have some example videos the japanese players made showing how it works. I’ll upload those in a bit.
Edit: Here are 2 videos showing how you would do it and how to escape it.
[media=youtube]kM4GYdifZbY[/media]
[media=youtube]r6vZyUuQi3E[/media]
Wow that looks pretty tight to escape.
Thanks
Don’t abuse the unblockable supers. If you watch some of my match vids(mainly Grant, Gato and Kevin)I do it a lot. If you miss time it, the opponent can JD and punish you.
*Shakes fist at Nocturnal
I am just now getting into Garou. I had a question: Do you think for tourneys it would be wise to adjust the handicap for lower tier chars vs higher ones to put them on a more level playing field?
There’s no reason to adjust the handicap bar.
You shouldn’t adjust any of the handicaps at all. Just leave them at default. Changing them would break the rule on the arcade settings which doesn’t let you change the handicaps.
Thanks for the info on the black screen bug. I always wondered why people didn’t just roll against Wain when he used the ball super; that explains a lot.
Got it!
Why is Hoku rated soo low on the tier lists? Is it because he has weaker combos?
I’m not muct of a tier list guy but I believe Hoku is very solid and has the tools to play both keep away or in your face. I wouldn’t say his combos are weak well at least outside of the corner. Mid screen his combos aren’t as deadly but in the corner his combo potential goes up by a lot. Not to mention his mixup game as well in the corner can be nasty, if you read the opponent right. Though for the most part most of the cast have the better combos in the corner.
If I was to rate Hoku I would probably say he is upper mid at best. Reason because his keep away game can be anoying and yet very effective at high levels. You can play keep away with poking here and there along with mind games to win matches. It all just comes down to how well you know the opponent and what Hoku can do in all situations.
Haha cool
Just saw your 0 Frame Super vids Nocturnal and I have a question; in a lot of cases, mainly with Gato, you seem to be able to combo your super without the combo-counter registering it. Is it possible to backdash these non-combo supers or are there occasions that you can’t escape it no matter what? I’m thinking mostly of Gato’s f+A into super that doesn’t combo but it does anyway, can you backdash that?
The reason :r: + :snka: works is because of the black screen situation along with the hit stun as well. It isn’t possible to back dash it because it’s not the same type situation as the landing 0 frame stuff. It is possible to time a super before Gato’s super connects, but has to be done quickly before his super hits. I’ll post of a video of that as well. You can do :r: + :snka: meaty as they get up so the last few frames of :r: + :snka: make contact then super so it registers as combo. Again it has to be timed just right as they are geting up but either way they can just block it high, so be careful.
Edit:
Here is the video showing how to punish his :r: + :snka: :
[media=youtube]u9YdIw-iOP4[/media]
And I suppose you have to counter with another 0 frame super like Kevin’s? Great job with the videos btw.
Edit: Also, I remeber you started to write explanations to the new tier-list but never really finished. What happened to that? Don’t want to be a dick about it but just curious I suppose.
The new tier lists it still being worked on by Koba (Japanese Howard Arean player) atm and I have to translate it correcly also. I’ll update that as soon as I can again. Also it’s a strength tier list not overall tier list so it’s different.
So after 4 years, I’ve almost completely abandoned Rock for B. Jenet and I feel just as competitive with her if not slightly better after spending the last month working on her. With Rock I had a horrible time going against just about any Bird players… now I have a problem against Hotaru players… is it just me and my style of play or is it a back match up for B?
Giby
Crap shooters > Marck Mosier :wgrin:
I think that match up goes in favor of Jenet mainly because of he dive kick lockdowns and mixups. Hotaru does have tools to give Jenet some problems mainly her head stomp :d: + :snkb: but besides that Jenet has better tools. Hotaru also has a command grab which can mix things up real good but Jenet can always just backdash away from her on wake up and then go into dive kick. Both have good air throws but one in the corner Jenet has hte better options overall. Hotaru has to play either keep away or be very offensive but careful at the same time.
Cool info
Any more goodies on Hotaru? Kain just isn’t working for me well on my current stick
Goodies with Hotaru jump, (:d: + :snkb:, :snkc: + :snkd:, repeat), it isn’t really new but some people have a hard time blocking it correctly. Another useful anti air punish with her is run/walk under as they try jumping in, do stand :snka: so it hits them, then do :qcf:x2 + :snkb:/:snkd:. The super should connect because they are still in hit stun from the stand :snka:, just make sure you time it correctly.
So I just had the computer block B’s third super… booooooo :mad: