Dino Combos: Ancient Enemy of Man

Do they really fall to the ground with those?

Hmmm. May have to rethink my testing.

Ok then, the BEST way to check is to record the computer to do the stun move you're testing and try to shake out of it yourself.

Easy as pie. However easy that is. I mean, it's tasty, but I'd never really describe pie as being "easy."

Actually I guess both of them are shakable because I played against the computer on Edge Master and he shook out of the first 66A CH everytime. Whats the easiest way to shake out of a stun on reaction? I doubt a human opponent will be as fast as a computer controlled opponent at doing that.
 
Half circle usually does the trick. If I'm not mistaken, and it's the same as it's always been, shaking requires 5 directional inputs. Just hold G and do a circle.
 
I doubt a human opponent will be as fast as a computer controlled opponent at doing that.

Not really. CH 66A is one of the easiest stuns to break in terms of avoiding the followups. And that's not even talking about really pro players either.

For me, against better opps, the most reliable things post CH 66A are still BB or throw. But if your opps aren't shaking the stun, then by all means, hit them with the biggest combo you have :)
 
Also, lows are generally extremely good after hitting with a shakeable stun.

When the opponent is concerned with shaking a stun, it usually gives you a few free frames of startup for a low move. What I mean by that is that slower lows seem more likely to hit after a stun than in regular play.
 
nothing after 66A or B+K is guaranteed ... one interesting thing to note though is that after a guarded B+K you have some decent frame advantage and have pushed the opponent away slightly ... what does that mean? ... it's pseudo-frame-trap time!!

u can follow up a blocked B+K with an immediate 6B which is safe if they block ... if they try to attack they will be knocked down from the CH property of 6B and still in range for a 1B or (i think) a 44[K] (which is not guaranteed and only meant to continue pressure and mixups)
 
Play who you want, guy.

And you're from Scranton? I'm from State College. We need to get some games in some time. Any nearby tournies you travel to?

From Scranton, yes. But I live in Virginia and visit Scranton randomly. From what I've seen, a couple Scranton guys are going to the Team Jester Monthly events in Jersey.
 
Can A+B (bounce) be tech rolled out of?

Just curious b/c was using in launcher combo 11B, hold G, A+B, 66K, but A+B didn't bounce.

I do it consistently against CPU single player, but tried online...perhaps timing was a little late?
 
Well that would explain why it wasn't working haha. I'll substitute 6[K] then...was using A+B b/c its easier when I get disoriented don't have to worry about which direction to press.
 
Speaking of 11B, G, 6[K], 44[K[, LCA- is there a cetain trick to always landing the 6[K] after turning around? I am very inconsitant, sometimes I hit and other times I whiff completely. When exaclty should I start my 6[K]?

Like LDeep said, I have much better success using A+B, as a new player of Lizzy, but after seeing youtube vids of Oof hitting that combo all the time, I may never go back to Mitsu again.
 
Just practice it more.

Just hold G until you turn and then do the move. I don't think the timing is really that hard at all.
 
1A, 1B

44A,B CH, 33B:B(hold) LCB, B+K

A+B 33B:B(hold) LC B, B+K this one's tricky

A+B, 66A+B

A+B, 66B+K,A

11B, G, A+B, 3B or 66K

44B, 66A+B

44B, 33A+B

88B, 66B

6K, CH, 3B, 33A+B (stun not shakeable)
 
the follow-up u have there for CH 6K is very dependent on range ... follow-up CH 6K with 44AB, [insert guaranteed damage follow-up here]

the 44AB connects after a CH 6K in a way that guarantees u an extra follow-up more consistently than 3B would've ... even works after a max-range CH 6K! ... plus u'll do more damage

enjoy!
 
vicious ... do u have any tips on how to land 3B: in combos consistently?

i saw you do it at NEC several times and i just don't think i'm understanding the timing required ... especially after launchers like CH 44AB

any pointers?
 
vicious ... do u have any tips on how to land 3B: in combos consistently?

i saw you do it at NEC several times and i just don't think i'm understanding the timing required ... especially after launchers like CH 44AB

any pointers?


practice, after 44ab it's pretty consistent the timing is different on the length it's easyer if it's close up
 
That's what I've found, too.

I don't even bother going for the 33B:B if I don't hit up close. It also works well after close hit A+B.
 
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