what about his kai huricane(28k) i usually combo that of a 2HS counter hit when close to the corner.
Re: Re: Re: 236HS
Yeah, that’s what I was asking, thanks.
I couldn’t do it mid-screen when I tried it, though. I guess I’ll just have to keep trying tomarrow 'till I get it right, because those invulnerability frames are really useful.
I really suck with him. But between Anji and Venom, they are my favs.
I guess I need to stop worrying about damage and go for trap set-ups.
If you’re only doing off of that counterhit it’s fine. But avoid doing it too much, the reason being it’s just like any of the other Kai moves when blocked: Massive Punishment. In the case of me, free pot buster from Gasaraki:rolleyes: . In actuality, it really has minimal use for XX. In #R it’s a completely different thing. If you hit in the corner with it, you can combo into an On afterwards. Beware though, because the priority has basically stayed the same.
in one of our matches, that move clashed with johnny’s super XD
it was great.
Yeah, that was great. I have to have pulsr put those matches up ASAP. I cannot believe those two clashed. That just proves that Tenjikyaku’s priority stayed EXACTLY the same. Wait a sec…now I forgot. Was that when we were playing XX or #R? I mean it wouldn’t matter either way, I just want to know for my FAQ.
I played some #R with friends today, and I had a lot of success with air-throwing out of burst. I would get a knockdown, put out a butterfly, they would burst after the block and I would jump and airthrow. Fucking hilarious to see the reaction when it happens, cuz it basically fucks you. Hooray for Anji!
Good shit, huh? It’s funny because it doesn’t even matter what burst color it is. Baiting bursts are quite fun.
Tenjikyaku clashing with Johnny super has nothing to do with priority.
If any one move hits simulataneously as another one move, it will clash regardless.
In other words, you got really LUCKY when you clashed with that super. :lol:
Woah damn. That seriously sucks then, . I hate to think it was just luck that won that match-up. That was the match decider right there. Anyway…forgive me for mistaking priority for awkward timing. Man, how did I make such a scrubby mistake?:lol:
don’t know if this old or not but if you tiger 62369 the On the Frc you can jump again of air throw or whatever. Right now I’m trying to come up with a combo were you have to FRC On in to air throw setup. If most of my post on GC or here seam to be only about throws it because they are the focus of my game what ever the game is.
The only time I ever get to actually use that FRC is when they try to jump, in hopes of evading the overhead butterfly. Or after a longer-than-usual Kai§, into 5©s, 5(f)s, 623hs(frc), then airgrab. As far as throw steups go with On, that’s all I can think for now Lester. I’ll try out more stuff tonight. This has peaked my interest.:evil:
My uses for FRC On.
1 Crossup.
If you score a knockdown and aren’t in good position for a trap, run towards your opponent. Do the FRC On as they get up and quickly hit HS, as you land combo into 2D, Fujiin.
I.E. 66, 623HS (FRC), j.HS, [land] 2D, 236S.
- OTG airthrow setups in corner.
Got someone in the corner and don’t wanna do a basic knockdown into a 50/50 setup, or don’t have tension for a RC fujinn? When you gatling a 2D into Fujiin, do the hop afterwords and OTG your opponent. I usually use 2P, K, S, or just do 2P, 2P, 2P. If you OTG them the natural response is to tech forward (to escape the corner). So at the end of your OTG string, combo into an FRC ON and airthrow their ass into your normal On setup. It looks hella stylish.
I.E. Gatling, 2D, 236S, K, 2P, 2P, 2P, 623HS (FRC), Airthrow.
I can’t tiger knee DP’s so I never really tried any of the cool setups, this is why I could never play Baiken.
I’m surprised you can’t do Baikens and the Anji one is hard becaues of the FRC, but then again I can’t do Axl’s Doomer becaues I think it is 6932369 or somting gay like that.
I normally do 6239 for a Tked DP. I’d play Baiken, but I just don’t like how she’s so manish. Too masculine for me.:lol:
FRC On is fantastic. The first player that I’ve seen utilize this for good use is KBNova. As Klaige said:
After a knockdown, run up to them, and as soon as they get up, FRC On then Fall HS. Then:
- 5K, 2D, Fujin
- run up and throw (good mind game especially if you use 5K, 2D consecutively)
If they block fall HS, 5K, 2D correctly, just continue the pressure by throwing a butterfly, and make them jump, for anti-air/air throw setup possibilities.
Also, every once in a while I’d actually do FRC On, air D, land throw, lol. Looks very goofy. What happens is this: If you FRC On, then air D, it makes them turn around the other way, but as soon as you land they revert back. Somewhat a nice “trick” that lets you throw them. More of a confusion tactic than anything. Keep in mind that you must do air D right away so that you’re extra low on the ground.
This is somewhat good against people who DPs on wakeup because they’d actually have to reverse their commands, provided you’ve “turned them around” as they’re in the frames to do a wakeup DP. Again, don’t over use. It’s possible to be thrown as you’re landing from air D.
Another use for FRC On is for air throw resets. Here’s my favorite:
Air throw someone, then land and do 5S, On (as always). If you predict they are going to burst after 5S, just FRC your On as you’re inputting back+HS. If they burst, you’ll instantly air throw them again, and their burst animation won’t even come out (even though it shows they’ve wasted their burst). Very cool looking.
I didn’t even realize that the burst ring doesn’t come out after that. It looks so weird. Oh yeah, Ukyo or Klaige or Lester(whoever sees this first), what do you guys typically do after an FRCed Kai(k)? Besides the cross-up I mean. There was only one occasion where I actually used it outside of that, and that was when one of my friends teched forward after Issei Ougi, I FRCed and airgrabed. Any suggestions would help, thanks.
We I have only played reloaded for like an hour but I notice you could do like Butterfly blocked, FRC Kai, then throw but thats all I got really don;t know If thats the same cross up your talking about or what. Sorry
Most common (and practical) uses I can think of or have used for FRC Kai(k).
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Throw games: mixup and use in various throw setups at your leisure. There are more imperfect trap options in #R (at least in my opinion) so a throw is always good.
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Overhead: follow with a quick j.S or 214P for a really oddly setup overhead. 214P may not work on shorter characters, I’m not really sure, but it’s probably worth a shot just for kicks.
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Screw with em: Follow it with an Air dust to throw off timing. This leaves you all kinds of crazy vulnerable if you didn’t start it off with a blocked butterfly, but it probably looks real goofy and makes your opponent think “What is this scrub smokin and where can I get some after I greenbar his punkass”.
Thanks a lot, anymore suggestions are welcome.
air dust then slash also even