A perfectly blocked Tengu corner trap does about 15-20% chip. If you manage to get some clean hits in and they aren’t able to escape, you’ll easily do 40% or more. I’ve had matches where I did 70-85% damage in total, particularly against an Akuma who messed up his reversal teleport.
You can use EX Yagyou Dama in juggle combos to be fancy, although it’s not worth the meter spent IMO. If you’re quick, you can use it as your opponent gets up dizzy. Or you can chip someone to death with it if you set it up so that they can’t dash away from it; this forces them to parry it all, and if they start to do so you can dash in and do the unparryable command grab.
Thanks for the Ex Yagyou Dama advice. I use it now for those damn unblockables, nice to know a few stylish techniques against those who suck though.
Hey does anyone use that wierd charge technique (charge buffering, or something like that) in regular play? I was wondering what exactly it is and whether or not it is worth learning.
Wait Jiorn, EX Yagyou unblockables? What’s that all about?
One nice way to try and lock someone into blocking or parrying the EX SA2 is to cancell a regular fireball into it.
Of course if I ever find myself with a full stock of SA2 and have dizzied my opponent I’ll always bust out the EX SA2, dash, f+mp, s.mk xx command grab for ricockulous damage. (finishing with chicken combo does like one more point of damage)
EX Yagyou Dama unblockable:
EX Yagyou Dama>Push opponent away from controller/cabinet :lol:
Sorry, what I meant to say was his regular Yagyou unblockables and his EX Sun disk unblockables.
Also, you probably all do this already, I was just kinda happy when I realized it. Let’s say you’re cancelling your disk into the Ex Dama. I would charge back, then do a half circle forward with punch (this shoots the disk and gives you half of the super motion), then a quarter circle with punches to let loose the super. Same goes for the Oniyama into a super. Although it has no use I’m aware of.
I was watching some Japanese Oro footage, they sure make use of that Old Man’s mobility :eek:
Dash in, dash out, cross up. Or dash in dash out dash in throw. Or dash out jump-in, double jump out heavy kick. Or dashing under jumpins and stuff, the old man is pretty nutz. Seems like you could confuse the crap outta somone like that with his small size, fast dashes and good jumps.
Also the player was fond of the Yagyou Dama unblockables as well as using it for cover on approach. Looks like that super is pretty versatile.
Although s. Forward has proven quite helpful, I still have a few things to master.
My meatie/jump-in combo is close forward>hcb+Fierce. If blocked it’s always punished (with sweeps as of late). I’ve just switched it up with a poke string when necessary. Anyone know a safer one to use? maybe c.Forward>Jab Oniyama?
Also, what is the peoples recomendation for punishing a blocked shoto sweep?
If they hit you are a range where c. forward or c. rh won’t reach for retaliation, you’re basically SOL. What I usually do in these situations is play my dash game. Right after a blocked shoto sweep I’ll immediately dash in and try to throw or land a close strong. As for the jump in combo, you should be able to see if the combo is hitting before you commit to the command grab. As far as getting hit with a shoto sweep after a blocked one, there are worse things. The shoto sweep has slow recovery and if you quickstand you can be on your feet and back dash away before they have time to stand over you and start a wakeup game.
I’m no Oro expert or anything, but I think a perfectly blocked Tengu is just a shitload of c.short/short, making it so they can’t move at all. The stones keep chipping while they just sit blocking.
Again, no expert, but I think c.forward/c.fierce snuff shoto c.strong.
I believe there are great examples of both of these in the Oro tutorial.