Just a question about the computer AI I have been practicing against it on Hell difficulty trying to learn Hakumen and I notice that certain moves in the air work better against certain character like for example when I fight the cat girl Tak my jumping B seems to work a heck of a lot better than the C but when I fight Litchi the C attack seems to be the one to use in the air
does this carry over when you fight people online?
also when you have 2 Magatama and you want to use his dp move to launch somebody if you can’t start the combo with a C slash what should you do once you have them launched? I can do that combo they show in the training video but if I don’t start it with a C for some reason I can’t do anything after that
I should note that I think his parry doesn’t counter ALL supers. I’ve tried to air parry Jin’s ice wave super and I actaully got hit, so unless I just messed up, it’s possible that there are a few unparryable supers(excluding the obvious, grabs)
I know… this are simple ideas/combos BUT they let you take the oportunities and transform them into HUGE damage… every one of those combos let you take almost and in some more than 50% of the opponents life bar…
iirc all the forward throw combos can work off a backthrow, but will be less damage. You always want the forward/neutral throw, unless you are trying to throw them to the corner.
I usually jump-in against non-dp non-awesome anti-air people… Like staffless Litchi :3
It works most of the time… I’m betting it’s not the best thing to do though… like… REALLY not the best thing to do.
I think well place 2C’s aren’t bad in this matchup. you can kill a cloud and hit arakune AA if he does his downwards lunge at you at the wrong time. Superjump Forward and Block to get close. Pray you find an opening.
if you time it right you can do a lil hop over the low ground bug then use 236A to get you in close, They always block so either follow up with a throw,low hit or over head hit From this point most of the Arakune Ive played try to get behind you with the underground teleport which is easy to low hit as they come up
I tend to conserve mags rather than go for larger combos, so with back throw I typically just do 623AA, sj.2c, airdash j.2c. The timing is a little odd for it. It can be tricky to hit the 623AA because you have to do it very quickly after the second hit of the throw (which is the only one that does damage). However, after the 623AA, you have to delay the sj.2c. A lot. You superjump immediately after the hit and then just kind of have a midair staredown with them for about half a second before doing j.2c, then immediately airdash and 2c again. Otherwise, you end up too high to hit with the second j.2c.
It doesn’t work on V-13 though – 623AA whiffs every time. What’s worse is that you definitely don’t want to just let the backthrow go through – you want to stay in her face, and backthrow sends them across the screen. Probably the only matchup I’d cancel the throw into 41236C prior to second hit.
I try to avoid backthrow as much as I can though, because it does 300 less damage than frontthrow and has awful proration.
Whoa… I just noticed. Is Jin’s shoryuken thing really THAT spammable? I just fought a jin that was spamming it like crazy while next to me and i was doing 2c a few times and it just didn’t land.of course i mis-timed it probably but… holy crap. I thought DP’s were supposed to have long recovery…
depends on which one he does as they all work differently. Also, why in the world are you using 2C outside of a combo on a grounded opponent? Did you mean 3C?