Ah, I thought that might be the case. I know you get a similar camera effect from the set-up I mentioned, but I have no idea which way the game is registering the attack as hitting, since he’ll hit with the jM and land somewhere around them. I think it might make for really awkward ambiguous cross-ups as he tends to land anywhere around them depending on if you walk back or not/how long you wait to do the jL/M.
Also some more stuff on his stand hcb A( I apologize if this has all been brought up before)… hcb H sucks in the furthest, and if you PCB/Stand rush it they’ll keep getting sucked in. So you can technically hcbH,PC,hcbH to suck them in twice; seems really good against anyone full screen. Since you can cancel crH into stuff now I wanted to see if this could work into his oki any, but if you do it immediately they just get sucked while laying down and nothing really comes from that. I did notice that it seems to delay their wake up if you wait to do the hcb A. Right now I think the best application of this might be to do: knockdown, delayed hcb A, Stand Rush, step back a bit, deep jumping H as it has a tendency to land him on the other side. Again idk how useful this stuff is.
Yeah, I usually use Stand Rush’d hcbA for crossup shenanigans (and an occasional anti-projectile strategy, since the attack hits whether there’s a projectile on screen or not) when the opponent is a bit of a distance away, and one pull would be enough to put them in range of a jump attack. Not sure how useful it would be if you knock them down with a sweep right next to you, at which range you’re much better off going for unblockable Star Finger setups.
I really like Anasui, although I never realized how silly his outfit looks in color. Dude dresses like a elven (female) hooker. But he seems like a pretty solid design so far.
Ice seems pretty good too as long as you never go Stand On. I’m sorry, I wanna give CC2 credit, but his Stand gimmick seems too poor to kill anybody but the most HOPELESS scrubs. You can’t even puttsun those stupid moves. But his Soff mode seems good in spite of all that. More uppercuts!
The more and more I play with Ice, the more I’m realizing just how much of his game revolves around landing that Jump H lead in.
It can cross up, so you do have a little freedom when hitting your opponent on wake up. However, you’re going to have to choose whether or not you want to go for the extra meter/damage on knockdown from Ice’s followup attacks, or apply pressure with a jump in on your opponents wake up.
And everyone knows just how effective normals generally are in this game.
Yea I can’t really come up with anything with regards to wake-up
Yea, the more I mess with it the more I realize hcb A doesn’t really have any solid oki applications. Especially since he has dpA; it might change if he gets a better cross-up attack in 1.04, but who knows. It is nice in the fact you can PC it to make it count as the first hit of a combo so he kind of has a Seth-like way to bring them in for pressure/damage. I do wish I had messed around with him earlier; his wake-up stuff is pretty boss.
Another random thing, he has a pretty easy 2-bar combo on bigger characters( I know it works on Old Joseph and Wham right now), which is just Stand LMH, qcfH, PC, jH, MH, qcfH, Super- does like 430(?).
Sometimes when I do Anasui’s 214 A/B/C in S.Off he plants the trap and the opponent crumples but they aren’t launched. Anybody else having that problem?
imho diavolo is just annoying, you can “manage” to deal with him little by little… Whamoo instead just deals tons of damage with that wake up mix up and freakin overhead T_T and if he wants he’s safe as hell
I think Wham is definitely very good. I also don’t think I’ve seen anyone play what I would call ‘proper’ Wham yet. Dude has like one of the best utility level 1’s in the game and his mode is the best ‘end of round’ useage of the three modes, yet every match I’ve seen of him is just people getting hit by his slow, unsafe overhead 200 times as if it were an actual vortex option. I’ve also yet to see a Wham that truly stops people from jumping, and between his level 1 and DP, he should be a walking no-fly zone. I guess it’s a little whiny of me to complain about that, lol, but I really want to see Wham players step up.
On the topic of Vanilla Ice, for those of you trying to make 22B,A hit OTG post blood drain or throw, be aware that it’s apparently character specific. I have been able to get it to work on Mohammed (lol) and Wham without issue, for example, but can never do it vs Giorno or O. Joesph. I am surprised it didn’t work on OldJoe cause he’s kind of a big dude.
Its not just character specific, it CAN work on more than just those characters. The issue is you have to get the proper spacing and land your opponent into a corner just far enough so that they don’t get pushed to the side and wrap around. That said, just because you can do something, doesn’t mean you should. It’s not a great followup in most cases. I’ve found it way more safe and better results to just use the 3H follow up. Time your run toward the opponent after knockdown and you can get it way more consistently than the 22L.
That said, I hate online play. 3 different randoms all had their L on autofire and basically blew up anything I had whenever I tried to attack by crouching spamming and abusing lag. Online is completely unplayable garbage. The only reason why I haven’t noticed is because I was waiting to play as Ice before really making an effort to getting online, but I’m really just disappointed with most everything at this point.
No people in my area want to play offline though, so I’m screwed. Especially now that BBCP is out.
I was using Wham before Ice. Wham does do a lot of damage, which I love. But I disagree with the usefulness of that DP. It’s very range specific and doesn’t reach out very far in front of him (only about a characters length). It’s also got to be done on reaction which in practice isn’t that easy to nail. It’s really easy to space your jumps and avoid it, and it misses a lot particularly when people jump away. It’ll discourage a person who has to jump in to do damage, but it won’t discourage a keepaway character.
a friend of mine uses just Wham and everytime i tried to jump (only when he has no meter for HHA, which is so freaking op as antiair) he always got me with that shoryuken-windkick. and when i successfully baited it i could only punish it with my HHA or try to dash-throw, a lot of times he could break the throw tho…
it’s not only about his damage, which is really too much imho (he killed my Kars with like 4, almost 5 overheads-low mixups on wake up… couldn’t really stand up lol). and when i manage to “handle” him, he has so much health. damn really.
play keepaway and try someone like mista. use your bullets from long range, jump away a lot and reload your bullets after jumping in the air. the animation for reloading gets cut short and you can gain your bullets anyway. its real easy to get away from wham this way.
Is the recovery upon landing from a jump shorter if you’ve been hit with a reset? It seems like you recover on the ground faster than if you were to jump normally. Maybe I’m just imagining things lol