Just remember that if you’re in a walled arena, you gotta be extra careful not to fuck up… that’s all lol. I mean, most of the big wall combos you guys are seeing are in arenas that are ultra small so it’s easy to bring someone to a wall. You almost never see these big combos in say, Lau (only one wall), Eileen, Jacky or Goh’s arenas despited those being walled too. It’s almost always Vanessa, Blaze, Lion and Lei’s stages where the big combos happen.
Case in point! Had a match last night with my Goh against a Jeffry in Blaze’s stage… what happens…?
The Axe kick won’t be as hard to set up as you guys think. I can land the occasional Axe Kick on oki against decent comp, particularly if I have time like a series of matches to set things up. That said, after seeing it’s two different moves, I’m worried a lot less. I don’t use those moves that much outside of oki situations since they’re so slow.
if i understand the system correctly, if the evade were leading into a DM it would have invulnerability frames, but since OMs don’t have invulnerability, if the 6K+G hit on the startup or active frames of the OM it would be Major CH status, while if it hits the recovery it would be Minor CH; i’m unawares of the differences in hit properties of that move in relation to either, though doesnt that move always stagger on guard?
hey tianyuan, what happened to that Lion combo? i wanted to transcribe it, it looked sexy ;_;
is there a reason you weren’t using your best throw? (was it being escaped?) Also were you using 9k+g to jump over low rising kicks on purpose as a setup?
No, the startup frames of OM are simply frames in much you are moving, hitting someone while moving doesn’t result in CH. You only get a CH if you hit someone after they’ve started attacking but hasen’t gone into active frames yet.
It’s faster/easier when you’re dashing forward to do HCB rather than HCF, no? That’s why I was doing that one particular throw most of the time. That and it wasn’t getting broken lol.
And yes the 9K+G was intentional, I was just goofing around and it actually worked.
well i see what you’re saying but i was referring to the P+K+G into an attack off of the actual offensive movement, which for some reason i’m just used to calling an OM, i could have been a little clearer.
you DO however get a major counterhit during startup AND active frames though ( the latter prerequisite being that the move you use beats the other one clean ), or a minor counter hit from catching someone in recovery frames, as indicated by that yellow flash.
Try to learn how to get any throw you want off of dashes and crouchdashes, you can become real annoying to people who have issues breaking throws(what would you normally break if you saw Jeffry crouchdashing at you?).
And anyone that doesn’t know what beating clean means in VF, it’s when your move does a certain amount more damage than what you’re trading with.
Jeffry’s 6K+G just gives you a certain amount of + frames on hit/CH. On CH a dashup throw attempt is guaranteed, so it should be around +12-16 frames(I don’t have a point of reference other than the time it takes to dash, and how hast a throw is).
I knew that was comming, even though that is seriously impractical and can be struggled out of (fairly easy even I think), the wall game needs adjusting.