you know jazu might work really well against kyo because of his excessive range. For instance if they are spamming cr.b I bet you his st.E will at least trade, though I have a feeling it will outrange it and beat it clean since it’s got a ridiculous hit box. Also against HH B you can probably just do the pinwheel move and trade with it, or maybe shoot him down with the gun.
Funny thing is I’ve never tried Jazu against Kyo. I’ve used Silver or Tizoc to deal with Kyo mostly.
EDIT: Jazu fucks up ALOT of in your face style characters. IE: Gato, Clark, Ryo.
Requesting Vanessa strats?
Go back and read the thread again, Dark Geese posted up a good deal of info on Vanessa.
Im thinking Kensou should do well against HHpers. His far standing D is almost shotolike if used correctly. Plus his Dp.B has auto guard so you can probably surprise hyperhop fiends with it on wakeup, In the corner it could lead to QCF,HCB.D QS vanessa death.
Yeah, thats who I use against HHpers, it works pretty good, especially his Fireball A and his f+B.
I cant seem to fully do Kyo’s: s.C > QCF + D,D > QCF + A(delay) > QCF+A, HCB+D > DP+C(1-hit) > QCFx2 + P
after the (QCF+A, HCB+D) i cant seem to connect the (DP+C), the opponent hits the ground right when i do (DP+C).
can somebody help me out with this combo?
You have to delay between QCF+A and HCB+D, don’t do them straight back-to-back or you won’t recover fast enough to hit them with the DP+C.
Has anyone tried backdashing during the Oswald infinite? I kinda think this is a real infinite. The proof is in the landing animation after the stand A, df + A. Just look very close at the dummy characters feet and how close they are to the ground. This means there still airborne and can be juggled. A good example would be with something I found out awhile back with Jenet, while the corner.
I would do her sA, sC, qcf + D (2), d + D, sD (quick shift Oswald), df + A, sA, LDM.
Now quick shifting out with her stand D, you shouldn’t be able to juggle with the tag in character. However, since it’s in the corner and taking Oswald’s corner unblockable into account, this combo was possible. My guess was that since the stand D launched the opponent higher into the air, it gave Oswald enough height to do his unblockable. Same thing can be used for Kula’s sC, qcf + A, qcb + B, f + B, sA (quick shift Oswald), df + A unblockable.
This is why I said that looking at the feet animation while the character is landing is essential. If they are about a PIXEL or two off the ground, then Oswald’s unblockable can connect. This is the main reason why the infinite that Furix came up with is possible. But, I pretty sure most of you knew this stuff, right?
thanks
@kim sue il
yes anything that can give the right timing for the dfA to be UB is useful
and oswald himself have a lot of setups for this to work
the most important thing is that you have to reset and make them land on the UB frames of the dfA
Wow america finds something first for once! Could a DM that leaves the ground trade with said unblockable if you use it on wakup( IE mary’s qcfx2 kick super)?
i dont know what the fuck you are talking about, we discovered 95% of the bullshit in mvc2.
and cvs2, we practically made vega notorious and pioneered v-ryu
Is there anything that is airborn on the first frame? At the very least that would get you out of the unblockable if you can reversal it. Invulnerable until airborn also works.
Just expanding on Mash’s idea.
Edit: And does any of this work when your character is comming in, or is it just for the reset?
I don’t think that there’s anything that is airborn first frame, though I think that you might just need something that has first frame mid/upper invulnerable on wake up. I’m not sure any counters are fast enough either.
As for coming out, I think there’s even less chance of escape since it seems like you’re jumping in. I think that only thing might help you are invulnerable air (super) moves, like Athena’s LDM or Kim’s (L)DMs or Malin’s DM. However, if those are even possible, then they likely have very strict timing and if you screw you, get possibly counter hit on top of potentially being hit with Ace or Joker.
Speaking of Joker, doesn’t anyone know if he can be bs with it like Adelheid can with his LDM?
Speaking of Adelheid, Ouroborus, if you went yesterday (Tuesday), I apologize for not being there. I woke up late yesterday since I got off of work late on Monday and then stayed up late like I am now and thus didn’t get up until afternoon. I still could have gone, but I decided “fuck it” since I had work and I didn’t feel like going through Muni’s BS when I was going to SF later tomorrow–well, today (Wednesday)–anyway.
So I’m likely be there quite a while later on today. I just have to go Isotope first.
Geese stuff for starts
Random tidbit- After listening to the XI soundtrack in my car the best arranged track goes to THE SPY TEAM! Good shit, it literally sounds like a spy movie track!!! :tup: Look out James Bond!!!
About anti-Kyo, Yes Kensou has proven to be very good at stopping Kyo…serious, the dp+b is very good and his slow fireball makes Kyo slow down his HH b madness. Matter of fact any shoto is good for stopping Kyo!!! Kensou is very good at it though!!! Clark can stop Kyo well too…it becomes a battle of Air Priority…which character is in the air FIRST wins practically…:lol:
Okay here is some Geese stuff for starts and as being Nightmare Geese myself I gotta play Geese :badboy: -
If you’ve played NGBC you know the deal for the most part with Geese- His far. st. D is cancelable into either his specials, counters, OR command grab, which the command grab connects ala RB2, something that breaks the karacanceling theory making it a TRUE KARATHROW FOR GEESE. In RB2 this is what made Geese guys, you could St. D into reppuken, Zan Ei Ken, or his 360+p Command Grab which was a Super and did ridiculous damage…it is why Geese is top tier in RB2…
But when they try to mimic him in both NGBC and XI they failed (Seems intentional by toning his RB2 self down). Now XI Geese is better than NGBC Geese surely, but I’ll take RB2 Geese anyday.
I’m even starting to believe that 2k2 Geese is better than XI Geese because 2k2 PS2 Geese is SVC Geese in the KOF engine. :badboy:
Now his Super Grab is a 720 like it is in NGBC, making you Hugo Kara-720 players having something good to do.
With Geese know that his Zan Ei Ken with A Blocked is very safe. (Know that you can AB Roll to punish of course)
A Good thing to HH with Geese in this game is HH C. This is old school based off his 96 entrance because in 96 in Maxmode HH C with Geese led to an infinite combo. HH D and B are good also for spacing. (HH b is his crossover as it is for like 90% of the Kof cast)
Karacancels with Geese:
a.Cr.C
b.FF Special Old School Sweep Cancel with D (Which many use off this block string-cr.ax2 into sweepxxreppuken/double reppuken, or interchange with Zan eiken for pressure, and if they anticipate the reppuken after the sweep you can omit it/delay it to get them to roll)
c. St. E.
D. Fat St. D
The Far St. D Mixup-
Watered down as it is (Compared to RB2) from Far St. D with Geese you can go into:
1.reppuken/double reppuken
2. Zan-ei-ken (with a guys its pretty damn safe blocked good for battery!!! one of his top moves has to be!!)
3. Counter
4. hcb+f P Command Grab -Once again an exception to other SNK Karacancel rules, yielding Geese a true KaraThrow!!!
5. Holy Gates Command Grab Super
6. Raging Storm/LDM Ragin Storm
7. Deadly Rave
Now I say the Far St. D is weak because it can easily be interrupted so don’t go abusing it…in RB2 it had much longer travelling distance and could not be interrupted so easily.
AA’s- Cr. C (not super good but effective at times, trades a lot if not directly above the opponent)
Counter (High)- Okay with the counters as a whole I could go into a debate about how useful the mid counters are because with Geese you mostly see people using his high and low counters and the high ones for AA’s and for attack supers (It will catch attack supers)…but that’s a whole different can of worms.
Combos:
.5- (For kicks) Zan Eiken, face grab (df+C) when they land. Can someone test if they can tech after the Zan ei ken? Because if they can then I have some sick ideas to corner traps!!! :badboy:
#1-HH C, St. Cxxzan eiken (cancel first hit)xxHoly GatesxxDCxxLDM Ragin Storm…run in face grab upon landing. Props to Oscar for discovering it first!
#2- Cr.a/b? (not sure right now its early lol)xxzaneiken into the above!
#**Note,after Holy Gates you can DC into Deadly Rave as well, but for what I know SNK did not allow time for Geese to cancel the DR at anytime or interrupt it with your own combos (you guys know what I’m talking about) so many just do the whole thing all the way to the finisher…(:sad: Dammit if I want an auto combo with Geese I will play my boy Young Geese with Deadly Rave and rape!!! :nunchuck:)
This is enough for now…it’s too early…
-DG
It’s already been known to work on a character coming in (unblockable df+A) and doing the df+A unblockable on an incoming character has been banned for months now.
The Damned:
All juggle-anywhere moves can be used as unblockables against an incoming opponent if you hit them before they land IIRC. So yeah Oswald’s Joker can be used for sure, just takes timing and such.
ok, let’s talk about serius stuffs
i’ve noticed that in the latest vids most of the tag combo show a tag out from a dm or a special and the incoming chara is teleported on the other side and start a low combo from behind
how this work?
^^^funny you should mention this. I had this happen to me a handful of times yesterday when i was practicing with Kula and Ralf. The set up I had was like Kula BS into qcb+B, f+D, qcb+A, QS to Ralf. I wanted Ralf to fly in and do his Unblock (dp+A), but a few times i got him to come in from the other side, and Unblock the wrong way. I don’t know if this is the same thing, but it might be in the same vein.