Just unlocked her, just posting the couple observations I got while messing around in her mission mode, so that I stop wasting time in here and get around to finishing the missions and getting to training mode and actual testing.
First, you can land a hit after Chireitou midscreen without any help. When the recovery wears off, super jump and press a button. I wonder why no one seems to have tried this yet.
Skipping the :h: in the aircombo seems to make it easier to perform, and the scaling from multiple hits probably isn’t worth it regardless.
Should be possible to get more useful stuff from that, will test later. But for now, you can cancel the normal into gong for free damage.
Second, since this hasn’t been noted yet, jumping and :s: have cross-up hitboxes. is better. If you can airdash right above the opponent’s head, it’s quite ambiguous, and if you chain to another it’ll still hit behind you and link into a ground combo. Against taller characters I’m guessing you could space out the 2 hits and leave a gap if you wanted.
Third, technically you can combo info M pendulum in the corner. It’s probably not worth it damage-wise compared to gong loops, unless it creates other possibilities.
Sorry but what does s.H(3) mean? does it mean do s.H 3 times? I just started playing today and didn’t think to try anything like 3 standing hard attacks.
@ Arc-rail I got a followup on Chireitou once but I don’t quite know how late I can super jump.
I usually use (#) to denote multi-hit moves and how many hits you should be using. Like Felicia’s 4C hits twice, and some combos require you to do only one hit of it.
It means “3 hits”, and is used because 5H can be canceled out of at more than one point. For the combo to work, exactly 3 hits of 5H must connect. I do find it interesting to see a mix of international / numerical and standard capcom notation though
Huh. I didn’t even notice I did that. Heck, now that I think about it, I don’t think I’ve seen the shorthand for reverse DP. I’m far too used to BB and AH notations.
Using the recording dummy actually strongly disagrees with the idea that the projectiles are determined based on the time since the last one was used. If that were the case then it wouldn’t always throw the same item even when you playback at different intervals.
It would seem to suggest that the projectile is based only on your recent input, since that’s the only thing that stays constant.
Whats the current best way to get Dark force up and get hsien ko the fuck out off point? Thanks in advance. I really need a good anti air for chris. Not really sure which anti air is best yet.
yeah but if you dhc it doesn’t put her into the 3rd spot does it? i like to keep her in the third spot and just dhc or air tag between my main characters (since you can air tag and it will swap positions 1 and 2 and then finish the combo with a super and a dhc which will just swap them out again, leaving hsien ko in the 3rd spot)
so to those of you using her alot recently, what do you think are the primary weaknesses to her zoning game? Air coverage? Ground coverage? Supers? Teleports? General rushdown? other DFP users? What exactly is putting the nail in hsienko’s coffin right now?
Still stuck theorycrafting since i STILL dont have the game.
Rushing down with her is kinda hard. I thought her forward dash (both air and ground) were great but it’s too slow even if you have long lasting assists like Amaterasu’s Cold Star/Akuma’s Tatsu and it will leave her OPEN most of the time. Defensively, her normals are decent, good AA although it’s still lacking… a DP assist helps big time against rush downs/flyers. Overall, my current impression on her is that she’s just average on everything / good at nothing. I haven’t given up yet though so I’m still looking for a better way to build her.
I’m definitely using her as an assist, so I figured I’d try to learn how to play her.
Although you can’t cancel her forward dash with crouch, you can cancel with an attack.
At the right distance, it’s pretty deceptive since depending on when you cancel, you either end up on the same side, or cross your opponent up. I tried combining with Doom rocks for some decent results.
You can cancel her forward dash with crouch, if you do she’ll teleport half the distance away. Wait until she disappears and then press down, depending on how fast you do it is the distance she will teleport. She can also wave back dash if you suddenly need to GTFO.