Its all about Kensou the HyperHop whore stopper:bgrin:
I’m interested in how this “Kasumi corner-rapes you” works. So any elaboration would be great.
That said, Eiji is pretty much anti-anyone if he can get them in the corner. I’ll take his corner rape over Kasumi’s anyday, especially if the latter involves command throws that I would probably fuck up.
Except that I can beat all of them. I’ve beaten that guys Kyo before; it’s just that I don’t like fighting him because Kyo has such bullshit. At least I can beat Gato and Oswald more regularly and they can’t corner rape me nearly as badly for the most part. I’ve already talked about Clark’s stupidity, and I assure that I too consider him a worse threat than Kyo.
You act like I’m just complaining about HH b all day. If that’s all it was anymore, then I wouldn’t even be worried about Kyo anymore except when the sticks fuck up.
It’s merely that Kyo, like Clark, has stupid air priority on some thing that shouldn’t. Sure, I can beat jump b in the air, but then jump D and E and d+C fuck me over. Jump d+C practically, especially since I’m still mystified how that stupid attack can possibly be used an effective cross-up.
And don’t get me started about why just the sight of Kyo’s crotch should keep me in blockstun when I block the fucking qcf+K,K. That hitbox should be so much smaller.
I’m saying I’m completely flawless, but I just hate the bastard. (Then again, I’ve never really liked Kyo except for CVS2, ironically.)
off topic: AF…you have the Ninja Storm theme?
I hear yah totally The Damned…even though I’ve never played these guys how I teach people to counter character man its based off the fact that once you have seen one Kula, Gato and Oswald they are all the same…
That is unless someone goes out of there way to vary their style a bit from the usual how I do it because I really hate being a cookie cutter copycat…
posted 4 new matchvids from ArcadeMonGoGo in the youtube thread
^must see them then. While I have finally settled on my teams
Ash, Adel (L), Kula/Duo-Lon, Ash, Kula (L)
My question for Duo-Lon is if I connect a qcf + P (blocked) should I stop or continue with next two? Is there any real use for qcb + K in air? And what would be the best follow-up to his command throw?
Qcb+k in the air is practically safe blocked. To command grab either go into his cr. a to launch combo again or if he is your Leader for whatever reason then go into the palm combo into LDM.
Ourobourous FAQ gives you many many options as to what to do in all these situations that you have listed. I’d revisit it again and it’ll help you find what you seek.
okie-day
I think he only corner raped me once. I got lazy and kept getting hit by his overhead or something I think. The combo was:
F+A QCB+PX3 into laucnher then her new command throw.
I really did’nt understand the point of him tacking the command throw on. It does almost NO damage at all. Oh well…once I got outta the corner and moved back out to mid-rangehe could’nt do much except air fireball. Kasumi’s air normals suck ass except for maybe Jump E and D and that’s a big if. Hop E is semi-useful.
Eiji can hang with anybody basicly.
I love Eiji. Mixups off of blocked close st.D, B teleport are sexy.
The command throw with Kasumi looks cool…but as some have noticed if you do it on the end of that combo in the corner you’ve just taken away your wakeup game!!!
Eiji does have his weaknesses though believe me…because many Eijis fall into attack patterns and the sooner you recognize it the unsafer they feel about whoring all that safe Eiji stuff…:lol:
This is true since I was able to just backhop and get outta Kasumi’s range with utter ease.
the damned:
is the p1 side fixed yet?
i swear, that side ALWAYS breaks down, even from day 1. maybe i should just bring my ps2, copy of kofxi and my stick to the campus.
and the damned, i fuckin hear ya. i’ve seen kyo/clark scrubs beat down better players with the retarded shit they do. (whore hyper hop all day)
i’ll say this, kof2k3 had more variety than kofxi. why? because malin went from a runaway yoyo throwing character to a hyper hopping hp whore. same with ash, duo lon and others. ash went from a zoning character to a hyper hopping C,D and E whore. and duo lon, 50% of his offense are based off hyper hops in kofxi. i wont even get started with gato. his hyper hop game kills 60% of the cast for free. nevertheless, kofxi is still more balanced and overall a better game
haha, the faq is a bit outdated in some parts but the teleport mixups still works. i’ll try to update it (especially the B&B and LDM section) when i can but i’m too lazy.
and another thing you can do after the command grab is the phantom wall super. unfortunately, the palm combo doesnt work after the command grab so its not possible to combo into his LDM with that method. however, i’m going to find a way to combo into his LDM after a command grab.
first hit is fairly safe afaik.i dont think i ever gotten retaliated before but it might be unsafe against oswalds joker (infact, almost everything is unsafe vs it. the fucker jokered my blocked qcb+p with eiji)
the 2nd one has the most recovery and easiest to punish but most of the time, your opponent will expect the third one to come out, which then you can do something else like c.lp or hyper hop
third hit is not safe against fast instant supers like (once again) oswalds ldm and gatos punch super.
you can also do f+lk after the first qcf+lp (has to be qcf+lp) and from there:
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go into the palm (qcb+hp) which only if it connects/not blocked and only when at point blank, whiffs completely when blocked or outside of point blank range
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toe kick (dp+lk) 99% safe when blocked and SCable into hp fireball super. (does less than spectacular damage)
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lk teleport for resets and mixups
depending on the distance and how well you read your opponent, the best setup to the command throw is after hyper hopping and qcf+px3 into lk teleport.
both dive kicks comes out fairly slow but has surprisingly good priority. you can use it for
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to runaway in conjunction along with toe kicks (backdash into toe kick, backdash into hyper jump dive kick),
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avoid fireballs. remember that lk dive kick goes in a steeper angle than the hk version
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to mix it up with hyper hops since the dive kick comes out so slow
just remember to followup with the toe kick (OTG) after you knock them down with the dive kicks.
See Cam…good shit eh???
finally, i found a way to combo into duo lons LDM with a command grab.
its sorta hard to do tho.
command grab, qcf+lp, f+lk sc into LDM, hyper hop lk, close hp, teleport, c.lp, [qcf+lp, f+lk, qcb+hp] xn
aight cool thnax
Anybody cop the sbo dvds yet?
ok so ex kyo does but i heard the lil chick does too?
from orcihagny
"hotaru has an infinite, but its really hard to do
stand C (hold), dwnfwd C quickly upfwd D (low jump)
the timing is really hard to grab, but it works"
test this shit out some1:wasted:
care to explain ex kyos “infinite” ?
… -__-
When Shion has her spear u just do continous hyper hops spear twirl against a cornered opponent. Similiar to what Diago does with Jedah in DS3