where can i learn the terms you guys are using for an example ‘‘xx’’ or “DP” . also how to ‘cancel normals’ and what not. please help out a fellow newbie
http://en.m.wiktionary.org/wiki/Appendix:Glossary_of_fighting_games
Welll for those:
Xx: means canceling a move into another, usually a normal into special or super. Canceling is doing a move immediately after another in the way i mentioned, used to extend combos or prevent you from being counterattacked by canceling a safe special from an unsafe move. Not every move can be canceled, of course
DPs are moves like shoryuken and tiger uppercut, good antiairs, often invincible and good on wakeup. Can also mean the directional input for shoryuken, forward/downforward/down/downforward.
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Some quick frame data estimates using training mode to punish and be punished by anything 2 frames or more:
[LIST]
[]Close :lp: is i4.
[]cr.:lp: and close :lk: seem to be i5. Possibly i4, but I couldn’t punish Green Hand ( :lp: ).
[]cr.:lk:, close :mp: and cr.:mp: are i6.
[]cr.:mk: and cr.:hp: seem to be i8.
[]Lightning Screw: :lk: i5, :mk: i6, :hk: i7 and EX is i6.
[]All normal versions of Avalanche Stomp seem to be -4 . EX version is probably -2. I was only able to punish this with Julia’s Super.
[]Avalanche Spike is probably -2. I was only able to punish this with Julia’s Super.
[]All normal versions of Dynamic Entry seems to be -6. EX is probably -3 or -4.
[]Lock & Load seems to be -8.
[]Mjolnir seems to be -9, possibly -10.
[]Double Barrel is -9 or more.
[]Lightning Thrust is extremely punishable; -13 or more. Can punish this with a raw launcher.
[*]His Super is slower than 12 frames.
[/LIST]
It would really help Lars if his cr.MK was a little faster than 8 frames or L&L had more float time. I’ve been practicing the L&L > c.MK link and I can only get it consistently about 50% of the time. Seems to be a 1F link.
Also I think Lars could have a strong okizeme game with his Avalanche setups. The Avalanche flip is useful for scaring them into blocking or creating ambiguous setups on which side you land, and the Avalanche Spike seems to catch backdashes. Not sure if a meaty Avalanche Stomp on wakeup will make it any safer than -3 though.
does anyone have tips on how to get in with lars? against rufus’s ravens’s ogre’s of the game he has a very hard time especially upclose.
How do you guys play lars? I dunno if it’s just me but I get blown up so much online.
or a better question maybe what to do when pressured while using lars i feel like people jump in and im fucked
im going through it now his combo’s are a bit unsafe and for me to win with him i gotta rely on people not understanding how his combo works
I tried playing online and got too pissed off at the netcode but I was just doing footsies mostly. Some Avalanche kicks cause while WE know they’re unsafe but they kinda look safe it got people. That’s not gonna last long. Mixed in the feints. Since Lars’ normals jump him forward it’s pretty easy to stay out of poke range and kinda leap into it. Lightning Screw the jumps. Think like Adon where you wanna keep them just out of far st.hp range and force them to get into your zone. Given a decent connection/offline play you can react to the fireballs with Silent Entries. Up close I just went with AK/Grab/Lightning Screw based on what I felt they were gonna do. I couldn’t really tell but I don’t think we’re gonna be frame trap monsters or anything. I hope they release frame data or something soon. Also really wish AK gave us somewhere between -2 and +2 on block.
The man is pure footsies and frame traps. Don’t do a special ever unless its silent entry to blow through a projectile, LS to AA or specials for combos.
See. You say frame traps but I can’t tell any without frame data or at least a decent online match. Notice any good ones?
Cr.mp seems to be his most frame advantageous normal. So I would build from there. Use that as your foundation and go for a mix-up or another cr.mp when its blocked and hit confirm with cr.mk from there.
Idk if this’ll help, but it’s possible to do blahblah xx qcf +k~k, cr.mp, cr.mp, cr.mk xx blahblah midscreen if you walk forward between the two cr.mp’s.
Edit: Nvm, apparently you can do it without walking forward too, but you’d have to hit the first cr.mp sooner than normal.
What in the name of flying Nancy Higgins Shoffield is a SE Rising Storm?
So a spaced, timed Avalanche Stomp on wakeup is safe against -3 reversals at least. Tested against Ken.
Lmao His kick follow up to silent entry, I didn’t know else to word it >.<
Stupid moment, fixed it
That is awesome. I’ll have to mess around with safe kick setups after work.
This good to know. Will check this out later.
I’ve been hitting up the training room with Lars/Cody, and I’m trying to find out what his best tag combo options are. Working from his BnBs, I find that a lot of the time, the combo is too scaled to warrant a tag cancel beyond safely getting Cody in. Optimally, I think you’d want to safely get your other character in whilst still doing damage that was worth spending the meter on.
The best option I’ve been able to think of is tagging after comboing into LP Dynamic Entry > Mjollnir.
e.g. (jump-in) cr.HP(2), cr.MK xx qcf+LP~d+P B! tag Cody cl.MP, cr.HP xx qcf+MK.
Before LP DE, you can do [cr.MP, cr.MP, cr.MK] or whatever instead. cr.HP(2), cr.MK is his most damaging combo starter, as well as the preferred continuation from a jump-in, like cross-up j.MK or j.MP (which looks like it crosses up, at least in the corner).
Any other ideas?
I don’t know if it has been mentioned, but Avalanche Stomp can be canceled with punches, light punch cancels the attack completely, MP and HP cancel it into a flip with a swipe attack follow up. Not sure if it shows up in the command list or not.