What? Fuck no! This isn’t Marvel! That would be OP!
How come you didn’t know this? It’s an essential part to Ken’s Kara DP. Actually you need it to Kara. Balancing out the down input and the DP input on the way down is what makes the double DP so hard, not the Kara itself. You need to cancel your landing recovery to be able to get the DP off in time. No, this does not mean that your DPs are safe. You can still be punished by a margin of (I believe) 7fr, but it’s of no use to you to not cancel the landing recovery by holding down-back, you know?
I see, my bad. I don’t really get the point of “too much hitstun,” since newer games are often very different from older ones. It’s just a factor to consider. Personally I don’t like it, but hey, I don’t play new games.
As for any new iterations of the tournament, whether or not all of you would rather have brackets or just some streamed lounges, that’s entirely on you.
The good thing about streamed (or recorded) lobbies is that we actually get to watch the replays, this is why I was so insistent on it.
It’s really important to do something to record matches so we can review them and lab stuff.
30th has a pathetic training mode as is, if we don’t even get replays to study, it’s going to be pretty hard to improve.
Eh? Don’t overthink it! It’s exactly as I said. Just hold a downward direction when you hit the ground and boom… no landing recovery. The ones in the DP suffice. My advice is the same Shodokan gave me. On the way down, tap forward, then just before you land, go from down-back to down-forward. That fulfills the DP motion. then piano MK~LP, and make sure to hold down-foward.
How tf do super jumps work? So many times I was downbacking in the corner, SJ out, but get a normal jump and land right into Perth’s loving embrace. I can’t seem to SJ reliably even in training mode. Is there a charge time? Is neutral stick part of the motion?
also can Yun chip out someone with Genei Jin normals or should I not be afraid of that?
Just remember that GJ means Glow Job and you won’t be able to take it seriously.
In all seriousness though, I did try to pay a bit of attention to it on yesterday’s stream, and just trying to block it out doesn’t really work because you can’t just hold downback against Yun.
Ideally, you want Yun to botch the activation, to make him waste time trying to open you up and even get to you if he does it in neutral. (Careful with the dash punch from downtown tho. Saw that a lot on that stream.)
If you have to block, I’d try to actually wait out the overhead and try to interrupt it with something quick into a KD.
A KD is pretty much a Glow Job neutralized, I managed to get it on Perth the one time we played out of luck, swept him as he tried to approach.
Trying to hold down back will likely get you killed.
Of course, take all of this with a grain of salt, first because I literally got one match vs Perth’s half-baked Yun and a late-night stream. That’s all my experience in this MU.
Second because… really, taking advice from me is a terrible idea in general.
FUCK no. It beats out everything, even EXDPs. Block it. Bad idea to challenge it. You will get bodied, and at best, will spend an entire stock of meter just to trade with it anyway. And he’ll still be at the advantage. Block it out.
Nah it’s usually the safest option. That means you can react to overheads, or force a Zenpou, with scales GJ combos heavily. Just block it out and take the throw. Seriously. Do not challenge GJ. This is not advice from me, it’s from good players.
I’m talking about yours, get the f*** out of the way as soon as that kid goes Super Saiyan Blue man.
Just don’t get duffed in the process.
Fug, even EX DP?
I’ll be honest, every time I tried that against Perth he just went for the overhead and I felt like a dummy.
You know me though, I’ll block at every time except when I’m actually under pressure. You can bet your ass I’ll be churning my analog to get that EX Fireball out as soon as I see this brat glowing.