AlphaKEG
[10] Knight
^Hahahahahahaha that guy! Hahahaha omg. Good shit dude.
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when i do JG, i either go for punishment(usually a 3B or b6) or ill go for a grab or a stance mixup, depending on how much advantage i have, how much meter i have, the tendancies of my opponent, ect.So when you guys JG......what do you do? Lol.
Did you spell his name wrong on purpose? -.-
You do 3B? Lol. My 3B's whiff when I JG T~T. If I have meter, I'll use 66[K],BE. If I don't, B6 is my best friend lol.when i do JG, i either go for punishment(usually a 3B or b6) or ill go for a grab or a stance mixup, depending on how much advantage i have, how much meter i have, the tendancies of my opponent, ect.
depends on what move you JG. some moves 3B will whiff. others it wont. thats why we follow the motto of KNOW YOUR WHIFFSYou do 3B? Lol. My 3B's whiff when I JG T~T. If I have meter, I'll use 66[K],BE. If I don't, B6 is my best friend lol.
So when you guys JG......what do you do? Lol.
snip
Good to know.If they try to re-GI, it usually impales.
Don't ask us, ask this genius...
It's all about those reverse mix ups when you have frame advantage...
Ok seriously. I usually don't bother with it unless it's a slow move I know I'll get some half decent damage from.
Solo your a hater. Your opinion is not fact man. Grow up. Being able to jG adds another layer of mix-ups. And yes it does help some characters more than others, but its certainly not a game breaker if your character isn't the one most benefited from it.Don't ask us, ask this genius...
It's all about those reverse mix ups when you have frame advantage...
Ok seriously. I usually don't bother with it unless it's a slow move I know I'll get some half decent damage from.
Take a hint from this guy. He actually knows what he is talking about.when i do JG, i either go for punishment(usually a 3B or b6) or ill go for a grab or a stance mixup, depending on how much advantage i have, how much meter i have, the tendancies of my opponent, ect.
I like 66K BE post JG as well, although against pyrrhas 66B BE i would rather just step or 66B instead of JG.I suggest 66K BE post JG as Siegfried when 3B isn't fast enough. Ex: Pyrrha's 66B BE.
I guess 4B -> CE would work too.
can you both please take this somewhere else? JG is both a positive and a negative thing - a double edged sword. in one direction it allows you to continue your offensive momentum at a relatively low risk, which for some characters can be very very powerful, and can even decide the outcome of a match. on the other hand it can essentially take away frame traps at little risk(if the opponent guess that you'll JG, and they guess right, they still dont get damage from it either way unless they force grab mixup and you guess wrong)which in short makes having advantage meaningless, because the game becomes nothing more than a constant slew of mixup - this can be very bad for certain characters who rely on locking their opponent down or controlling their movement, and it essentially skews those characters risk/reward games right up. and not to mention, it gets to the point where characters are essentially being PUNISHED AT ADVANTAGE, which is well...if you think thats a good thing, good for you, thats your opinion and your view of soul calibur. some people dont particularly like it, and thats their opinion, their view.Solo your a hater. Your opinion is not fact man. Grow up. Being able to jG adds another layer of mix-ups. And yes it does help some characters more than others, but its certainly not a game breaker if your character isn't the one most benefited from it.
Even if you play a character that gets nothing guaranteed post jG it is scary as hell to face you when you can correctly predict or react to your enemy and jG their shit.
If you see an enemy predicting or reacting to your stuff and jG'ing than its no one else's but your fault if you dont adapt and mix it up.
Take a hint from this guy. He actually knows what he is talking about.
2A+B is supposed to combo after 3A, though not without fail. I think that's why most people do it, though. I'm trying to do different ground attacks though it's hard to override my instincts when I learned to do 2A+B so much when I was first learning Siegfried.So this question is bothering me for a while now, what is the best follow-up after 3A? I see as much high lvl players go for 2A+B as there are those who go for dash 3B. 2A+B kinda has a wonky hitbox while dash 3B can be a little bit strict on the timing to prevent teching but gives kinda better oki.
So all in all, which one is better?
I personally do 2A+B unless I hit with 3A at tip range. Following up with 2(A+B) also allows for some stance dancing shenanigans because people are scared of SBH kBE. You can do 2/8B+K SCH B to make them block it and continue to apply pressure or you can force a SRSH mix up since people actually like to tech after getting hit by this move due to the chance of SBH kBE tracking their rolling. If I do with with 3A at tip I try to do dash 3B if I remember to since 2A+B won't connect. It also spaces you back out. What move you follow up with just depends on if you want to apply pressure/SRSH mix up or space them back out so they deal with the spacing game getting back in.Snip.
SRSH K doesn't hit grounded, it will go over them if they decide to stay down. If they tech and you're in SRSH chances are they'll block the K just because they had bad memories from SCIV. I honestly wouldn't use SRSH K for anything. I'd rather take my 3A, 2(A+B), 2/8B+K, SCH B(force block). If I am to do the SRSH mix up 75% chance I'm going to do the B.What about 6B+K into SRSH K while they're down? Anyone had any luck with that? I've been looking for a more reliable low knock-down attack to throw out there against opponents jumping back up as quickly as they can to defend an anticipated 66B or SBH kBE.