- Joined
- Jan 4, 2015
- Messages
- 650
- Reaction score
- 199
- Points
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- Location
- Vancouver, B.C
- Steam
- Kyugetsuki
Jan 20, 2015
This will be fun to make. I'm not experienced in the fighting game genre, but I pay pretty good attention to what happens so I'll be recording them here on.
I'm usually floating between a lot of characters and I still am. I played Squigly for awhile and got a few combos down(not very high dmging ones). Though she's totally the cutest character in the cast, I like Fukua's playstyle(semi rush, with projectiles). I've been trying to do the Peacock, Bella team. Mostly been practicing the Midscreen BnB in the general BnB compendium which I've almost got down. The j.MP into delayed j.HK keeps getting me, then right after that the j.LP(mash) is so difficult being right-handed and on keyboard. It seems like the timing for delayed j.HK depends on opponent? It seemed easier when I practiced on Eliza. It's like 7 -9 j.LPs before the j.HP.
While practicing for Cerebella and Fukua BnBs, I'm having difficulties because of alternating between cr. and st in Fukua's first BnB. I've read up on a Fukua Compendium
Ah and the other day while playing online with bella and sucking at hit confirming, whenever my cr.MP is blocked, I use diamond drop almost right after. I believe thats called tick throw? Yea I just searched it up. Pretty cool :)
Man I love Val's EKG Flatliner. Also Beowulf's wolf thing is so COOOL.
Character/Team Goals: Bella/Peacock
Solo Fukua
Dream:Beowulf/Bella
This will be fun to make. I'm not experienced in the fighting game genre, but I pay pretty good attention to what happens so I'll be recording them here on.
I'm usually floating between a lot of characters and I still am. I played Squigly for awhile and got a few combos down(not very high dmging ones). Though she's totally the cutest character in the cast, I like Fukua's playstyle(semi rush, with projectiles). I've been trying to do the Peacock, Bella team. Mostly been practicing the Midscreen BnB in the general BnB compendium which I've almost got down. The j.MP into delayed j.HK keeps getting me, then right after that the j.LP(mash) is so difficult being right-handed and on keyboard. It seems like the timing for delayed j.HK depends on opponent? It seemed easier when I practiced on Eliza. It's like 7 -9 j.LPs before the j.HP.
While practicing for Cerebella and Fukua BnBs, I'm having difficulties because of alternating between cr. and st in Fukua's first BnB. I've read up on a Fukua Compendium
Ah and the other day while playing online with bella and sucking at hit confirming, whenever my cr.MP is blocked, I use diamond drop almost right after. I believe thats called tick throw? Yea I just searched it up. Pretty cool :)
Man I love Val's EKG Flatliner. Also Beowulf's wolf thing is so COOOL.
Character/Team Goals: Bella/Peacock
Solo Fukua
Dream:Beowulf/Bella
Any flight cancel into crossovers.
s.mp->j.mp->crossunder, fake, fly cancel
s.hk(1)->high reset
s.hk(2)->air grab, fake high to low j.mk,
s.hk(3)->cross under. j.mp,j.mk,j.hk /air grab
light nails->j.hp->fc->j.hk
s.hk(3)->flight cancel->j.mk cross over
Corners-
j.hk or j.hp->fc-> grab
s.mp->j.mp->whiff j.mk->fc grab
s.mp->j.mp->crossunder, fake, fly cancel
s.hk(1)->high reset
s.hk(2)->air grab, fake high to low j.mk,
s.hk(3)->cross under. j.mp,j.mk,j.hk /air grab
light nails->j.hp->fc->j.hk
s.hk(3)->flight cancel->j.mk cross over
Corners-
j.hk or j.hp->fc-> grab
s.mp->j.mp->whiff j.mk->fc grab
M shadow
cr.hk crossunder
j.lp,j.mk, j.hk crossover
j.lp,j.mp, cross over
j.mp, j.mk, cross under
cr.hk crossunder
j.lp,j.mk, j.hk crossover
j.lp,j.mp, cross over
j.mp, j.mk, cross under
Significant Normals:
Standing:s.mp
s.mk-This thing amazing +10 frames on hit. Grounds the opponent if the enemy is in the air during combo and knocks them a bit forward.
s.hp- 1 hit of armor = reversal option for people like Parasoul also works as an OS
- Stuffs things like Lock n Load, and brass knuckle
s.hk-Surprise overhead, putting space and giving you a free head
s.lp -You'd think this one isn't very special, but the fact that j.hk lets you maneuver under the opponent means you need to auto correct sometimes.
Crouching: cr.lk-every combo starter. short range but its way better than using cr.lp to hit the opponent
cr.lp- Seen it be used for a burst bait. Those robonekomimis
cr.hk- Gives you head and works as an awkward AA for pesky people that love to hang above you. Not very practical
cr.hp-your launcher is there anything else to say?
cr.mk-this is a sweep, moves you forward. More info later.
Air:
j.lp-short range, hits below, quick. Not really gonna stuff someone in the air with this often. A djc pressure tool
j.lk-Time to stuff those pesky people who are lighter than you and love hanging above you with your foot of justice
j.mp-Your main djc, crossover tool. Don't use this to challenge someone in the air.
j.mk- Justice Crushing Foot v2. Mostly a combo filler but its your only move that reaches that far downwards. Use it like you would use parasoul j.lp. Spam it cuz it looks cool.
j.hp-Can actually crossover, but it requires super specific positioning and timing. After that you can djc j.lp or j.mk to continue the combo which they'd probably get hit by.
But seriously, this doesn't have too much stun, but it stops people from just running at you.
j.hk-It does many things
-sets up resets
-Gives you one of the highest vertical heights
-can crossover
Snapbacks
Head
No Head
Resets: 1. cr.hp-> j.lp->j.mp(all hits)
2. s.mp->cr.mk-> assist->m.danger requires a certain height also unsafe
2.1 s.mp->cr.mk crossunder hit (requires specific height),
3. Assist call mid combo->neutral dj above heads->j.mp
Facts: Did you know? you can link/chain all your ground moves from s.mp and s.mk
Standing:s.mp
s.mk-This thing amazing +10 frames on hit. Grounds the opponent if the enemy is in the air during combo and knocks them a bit forward.
s.hp- 1 hit of armor = reversal option for people like Parasoul also works as an OS
- Stuffs things like Lock n Load, and brass knuckle
s.hk-Surprise overhead, putting space and giving you a free head
s.lp -You'd think this one isn't very special, but the fact that j.hk lets you maneuver under the opponent means you need to auto correct sometimes.
Crouching: cr.lk-every combo starter. short range but its way better than using cr.lp to hit the opponent
cr.lp- Seen it be used for a burst bait. Those robonekomimis
cr.hk- Gives you head and works as an awkward AA for pesky people that love to hang above you. Not very practical
cr.hp-your launcher is there anything else to say?
cr.mk-this is a sweep, moves you forward. More info later.
Air:
j.lp-short range, hits below, quick. Not really gonna stuff someone in the air with this often. A djc pressure tool
j.lk-Time to stuff those pesky people who are lighter than you and love hanging above you with your foot of justice
j.mp-Your main djc, crossover tool. Don't use this to challenge someone in the air.
j.mk- Justice Crushing Foot v2. Mostly a combo filler but its your only move that reaches that far downwards. Use it like you would use parasoul j.lp. Spam it cuz it looks cool.
j.hp-Can actually crossover, but it requires super specific positioning and timing. After that you can djc j.lp or j.mk to continue the combo which they'd probably get hit by.
But seriously, this doesn't have too much stun, but it stops people from just running at you.
j.hk-It does many things
-sets up resets
-Gives you one of the highest vertical heights
-can crossover
Snapbacks
Head
No Head
Resets: 1. cr.hp-> j.lp->j.mp(all hits)
2. s.mp->cr.mk-> assist->m.danger requires a certain height also unsafe
2.1 s.mp->cr.mk crossunder hit (requires specific height),
3. Assist call mid combo->neutral dj above heads->j.mp
Facts: Did you know? you can link/chain all your ground moves from s.mp and s.mk
General
-stop dropping combos (practice them more)
-learn less complicated burst baits and put them in practice
-learn to DHC and judge DHC dmg to kill
-learn to pushblock more (I don't really panic)
-learn to call assist for pressure while they haven't push blocked yet
-learn to use meter cuz I really suck at that. I just reset all day with beo.
-learn to decide when to reset, also practice putting an opponent in a loop till death in training room because I really cant do it T_T
Robo Fortune
-I know one universal BnB that is pretty easy
-Work on air game with super jumps
-Work on converting without j.mp(it scales too much)
-Work on utilizing headrones and L danger (using it at least once and properly)
-execute more types of resets
-do different things in neutral game
-use s.hp more and cancel it into lasers
-start match with s.hp if it seems favorable
-use mines more and position to push block enemy into them
-use s.hp up back
-djc pressure
-know enemy air moves that last nearly forever for magnet super
Beowulf
-learn a less complicated burst bait
-learn another BnB because the current one I drop a lot like 50% of the time- jokes I dont
-learn more things to do in chairless beo
-put the things I have wrote down into practice to see if they actually work.
-also learn a combo that works on heavier characters
-safe hop
-when j.hp meets enemy in air, cancel into L wulf blitzer
Squigly -Pretty much EVERYTHING
-practice some more resets
-Calm down and just SBO for pressure
-D-D-D-D-D DOUBLE JUMP
-Confirm off of j.hp with SBO
-Stancel like Hancel
-Control the air
-use more dmging combos when you can punish obviously
-use j.lk
Big Band
-Finish learning BnB
-practice resets in training and in matches
-
-stop dropping combos (practice them more)
-learn less complicated burst baits and put them in practice
-learn to DHC and judge DHC dmg to kill
-learn to pushblock more (I don't really panic)
-learn to call assist for pressure while they haven't push blocked yet
-learn to use meter cuz I really suck at that. I just reset all day with beo.
-learn to decide when to reset, also practice putting an opponent in a loop till death in training room because I really cant do it T_T
Robo Fortune
-I know one universal BnB that is pretty easy
-Work on air game with super jumps
-Work on converting without j.mp(it scales too much)
-Work on utilizing headrones and L danger (using it at least once and properly)
-execute more types of resets
-do different things in neutral game
-use s.hp more and cancel it into lasers
-start match with s.hp if it seems favorable
-use mines more and position to push block enemy into them
-use s.hp up back
-djc pressure
-know enemy air moves that last nearly forever for magnet super
Beowulf
-learn a less complicated burst bait
-learn another BnB because the current one I drop a lot like 50% of the time- jokes I dont
-learn more things to do in chairless beo
-put the things I have wrote down into practice to see if they actually work.
-also learn a combo that works on heavier characters
-safe hop
-when j.hp meets enemy in air, cancel into L wulf blitzer
Squigly -Pretty much EVERYTHING
-practice some more resets
-Calm down and just SBO for pressure
-D-D-D-D-D DOUBLE JUMP
-Confirm off of j.hp with SBO
-Stancel like Hancel
-Control the air
-use more dmging combos when you can punish obviously
-use j.lk
Big Band
-Finish learning BnB
-practice resets in training and in matches
-
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