#JP Discussion and Help

1 messages · Page 5 of 1

fluid juniper
#

gotcha

shy vine
#

Cool but not for me

fluid juniper
#

also I saw a lot of CPT jps do hk TC exghosts on block, is this anything?

past panther
#

yea fair

shy vine
#

Oh yea I love doing that

past panther
#

lets you extend pressure and drain more drive

shy vine
#

It's for the drive damage

past panther
#

i do it when they re like one bar and a half, burns em out super fast

#

hk hp xx od ghosts, hk hp xx DI

fluid juniper
#

good to know

past panther
#

you can just loop them too if they re not parrying

fluid juniper
#

is there a DI route optimized for burnout? I need to learn some meter dmg combos

past panther
#

oh btw @shy vine that DI bait leads to 2 or more drive damage on block

#

so it s good at that too

shy vine
#

Yeah but the concern I would have in that situation would be parry I think

past panther
#

But it has to be a huge whiff for that to happen

#

which is not realistic

#

just 5hp xx DI

#

should be the thing i guess

#

or going into sa2 best

fluid juniper
#

I know SA2 has some great burnout routes, I haven't gotten to that section of the doc yet tho

past panther
#

tried labbing something like

#

5hp xx od portals, stmk DRC crhp xx DI, but it almost burns me out for no real improvement

#

to drive damage

#

or any followup

#

so that s useless

fluid juniper
#

Whats the difference between these two combos? Just more dmg for a more difficult follow up with j.mk?

shy vine
#

2nd one looks weird but it should be near the corner only

#

There's also for corner push from lights activate st mk, dash cr hp xx lp portal, dash hk xx hp, jump forward mk, dr f hk xx hp spin

#

I haven't seen the 2nd combo you posted so I'm not sure

fluid juniper
#

"Any combo" here is the blender no?

shy vine
#

Wtf is that stun combo

fluid juniper
#

XD

#

It's in the doc

grim lion
#

This one I can blame someone else since it doesn't use my style :P

shy vine
#

Nah that stinks

fluid juniper
#

Okay doc review finished. Didnt see anything else. Perhaps a section on what to do when you get a stray hit and you have a portal up

past panther
#

never seen that one

fluid juniper
#

also general JP question. if my opponent is plus after od amneisa, and they decide to DI, whats the best response? Depending on the timing counter DI gets funky cause the orbs can flip them out

past panther
past panther
#

or just counter DI and take the damage that you get

fluid juniper
past panther
#

i doubt it

grim lion
#

I'm pretty sure you can't re-amnesia?

fluid juniper
#

also there is nothing in the doc about regular amnesia, which I feel like is a oversight

past panther
#

only really relevant vs DI in burnout

#

so i ll just add that

fluid juniper
#

yeah was going to say exactly that

grim lion
#

There should be a section explaining fuzzies

fluid juniper
#

I feel like regular amensia also works as a punish to some slow moves but have not labbed it

past panther
#

@shy vine for burnout amnesia vs DI, I used to do 2MP xx H portal, manual activation 5HP xx stuff, but now I just do 5HP xx H spin, M ghost, H spike. I find that 2MP xx H portal, 6hk xx poratl activation, H spin, is a good route but it drops so much

grim lion
#

I don't understand fuzzies so I haven't written it

past panther
#

I'll write a section on fuzzies and on safejumps

fluid juniper
#

also for countering a throw with OD amneisa, the combo I always go for is:
cr.mp xx h portal, activate, h spin, m ghost, spike
How does that one compare to the listed combo?

past panther
#

okay i think i added a good description of fuzzy and safejumps

past panther
#

how much damage is that?

#

cr.mp delay H portal, M ghost, H spike, M ghost, H spike deals about 3.6k

fluid juniper
#

cant check atm

#

feel like mine is somewhere around there

past panther
#

ok lemme check

#

your does 3430
the other one does 3740
@fluid juniper

#

so you re losing out on 300 dmg

fluid juniper
#

ah, gotcha. thanks for checking it out

past panther
#

np

grim lion
#

We should include easier/harder to execute options as well, don't want only tournament combos in here

#

Is the lower damage one noticably easier?

fluid juniper
#

It was pretty tricky to learn it ngl. but that was also day 1 for me so idk

#

also I havent done the other one

grim lion
#

if it's worse damage and harder, pointless to include

#

Every combo should have a reason to be used in there, even if the reason is I'm hungover and can't execute

past panther
#

i think hark's is a bit harder cause i keep getting accidental SA2 XD

#

the one we use is weird to get at first but once you understand when you should do the portal it becomes easy and it s also the same recipe as the DI/Command grab combo

grim lion
#

I need a screenshot of the heath bar maxium we can do stun, OD portal, taunt to end a game

#

That's very important to include in the document

#

"emotional damage combo"

past panther
#

which taunt?

grim lion
#

Any taunt works

#

But good pont, we should find out which one lasts the longest

past panther
#

"is something the matter?"
"do you need to take a rest?"
"is this fight not what you wanted"

#

these are the options

#

forward taunt is 400 frames

#

back taunt is 200 frames

grim lion
#

Do you need to take a rest is top tier for this one since the game can't end until the taunt does

past panther
#

normal one is 220 frames

#

so forward taunt

grim lion
#

JP has the best tech

fluid juniper
#

what even is the keybind for taunt?

past panther
#

3p+3k

grim lion
#

PPPKKK

past panther
#

okay so

#

DI plus OD Portals does 1600 damage

#

so 16%

#

for the emotional damage

grim lion
#

Oh it has to be stun

past panther
#

i think that s best

#

like

#

look

grim lion
#

You need time for portals to go up, taunt to start, and they can't get out

#

Technically if they're in burnout super close to chip you could pull it off maybe?

past panther
#

you get to teabag for a bunch of time too

#

im sending a recording

#

the TRUE JP TECH

grim lion
#

We should write it in the document super serious though

past panther
grim lion
#

"Set play round ending stun combo"
"After stun, OD portal, 6PPPKKK"

past panther
#

after stun

#

OD portal

#

teabag

#

taunt

grim lion
#

OD portal, 2, 5, 2, 5, 2, 5, 6PPPKKK

past panther
#

yeah XD

grim lion
#

Can you mute your mic for the recordings? It's not a huge deal but the static noise bugs me

past panther
#

yea i just sent em to show what i meant

#

i can t mute it XD

#

i can mute it if I edit it afterwards

#

but i just sent this one raw

grim lion
#

What are you recording with?

past panther
#

nvidia geforce thing

grim lion
#

I think you can toggle mic there

#

In the settings

past panther
#

i can bind a key but im lazy

shy vine
#

Forward taunt is ALWAYS the one I use

shy vine
past panther
#

i was all the way in the corner

#

seems you gotta microwalk forward 1-2 frames

#

i was doing it on ryu

shy vine
#

But if you're all the way in the corner the side switch is better anyway

past panther
#

that s the only way it didn t go the otherw ay

shy vine
#

For the positioning

#

Yeah you delay the f hk

past panther
#

oh ok

shy vine
#

If you're all the way in the corner it's very consistent you just need the timing

#

The side switch also has a slight delay

#

B mp xx hp portal, walk forward a little f hk (2 hits) xx snap, dash forward st hp (cross under) xx stuff

#

Not just delay, walk forward while you delay

#

If you walk forward too much they get bounced backwards by the portal

grim lion
#

I just reworked the document's formatting so it's easier to navigate

#

If you have Outline enabled in View, the left column should show the headers

shy vine
#

Side swap on a big unsafe move could be just moved to heavy

#

Or to a side swap section? Which would only have DI I think

#

I guess also amnesias

past panther
#

i think we gotta add the 5HK routes to the heavies thing

#

and maybe list the combo damage in there

#

i might do it if I get the time later today

oblique forum
#

This doc is soon becoming a book

#

I'm almost wanting to do the combo flowchart properly

grim lion
#

The headers will help me out for that

ionic stone
#

@past panther thanks for answering the question on the post level 3 oki, i trust the corner mixup is covered under the Blender section which I'll check out periodically

past panther
#

yes!

#

I ended up recording a video but it was a lot to stitch together cause I lost track of the order I was doing them in, and it seemed unclear without an explanation alongside it, so i dropped it

#

the stuff is in the document and if you don't understand something or how to execute something u can always ask here

grim lion
#

I'm thinking of doing something like this but I'm not sure how to include the reasons you'd choose each branch

past panther
#

looks dope

grim lion
#

it looks horrible

#

I think I need to entirely restructure it based on end goal, resource investment, and reasoning instead of combo structure

grim lion
#

@past panther can you reset into the blender from juggle 5HP xx OD Ghost, Spike?

#

Like 5HP after that spike?

#

My notes list juggle 5HP xx OD Ghost, Spike, Portal is +, why wouldn't you do juggle 5HP xx OD Ghost, Spike, 5HP xx Portal?

keen valve
#

u can’t hp after spike ender after od ghost

grim lion
#

Cool cool

past panther
#

the point of that string is to get a single portal that will allow you to fully rejuggle from a throw

#

if you do 5hp xx portal you can't get anything from the meaty throw except sa1 sometimes

#

also I believe in general spike kills your juggle points. i don't think there's a single case of any normal working after a spike

#

other specials work

grim lion
#

Are you certain the portal spike will juggle the throw after?

#

I'm pretty sure it fires too early

past panther
#

wym?

grim lion
#

I don't think normal portal can ever juggle a throw

past panther
#

it can

#

so

#

it should be the case for juggle 5hp xx OD spike, portal
and for 5hp xx od ghost, spike, portal

grim lion
#

So instant throw will reest?

past panther
#

the meaty throw following those should rejuggle into 5hp

#

yeah it should

#

these routes are not super common cause OD portal is so much better if u wanna use meter but

#

yeah

#

also, it will reset but not with the same juggle points as OD portal throw will. so after normal portal juggle you can only connect 2hp and 5hp, but after OD Portal juggle you can do f.hk xx M spin, 5hp xx stuff

grim lion
#

Ahh

keen valve
grim lion
#

Ok I wrapped up transcribing this section

#

I need reasons for a lot of these routes though

#

Like is xx Spike xx SA3 the same damage as xx M spin xx SA3?

#

If so, then spin is the easier route and we can ignore the spike route

#

If not, then I want to specify ease of execution vs slightly more damage

past panther
#

how do you even get a PC Meaty spike? they sa1?

grim lion
#

For it to be both PC and meaty, it has to be projectile invincible

#

Or maybe a move that moves them into the hitbox?

#

I can't think of any other options

past panther
#

nah i think the options are sa1 or JP Amnesia

#

those routes are mostly used in the mirror

grim lion
#

Meaty means it hits late in the active frames right?

past panther
#

not necessarily. that's one of the definitions

#

a meaty is also just an attack that hits on the opponent's wakeup

#

but in this case the spike is a meaty that hits meaty

#

iirc it's +ob from these setups

grim lion
#

But how is it simultaneously meaty and punish counter?

past panther
#

there's attacks like amnesia that have no startup

#

only active and recovery

#

sa1 will just be CH, so it's just amnesia

#

if i'm not mistaken

#

@keen valve what's a meaty spike setup?

#

i can manually time them pretty consistently but i wouldn't rely on that close range

grim lion
#

Can't meaty spike be +8 on block at best?

#

A good setup for that would be awesome

past panther
#

seemingly

#

that means there's potential for a 5hk trade combo

#

I'll test it out

keen valve
keen valve
#

there’s a juggle sthp > od portals meaty spike setup but i forget it

past panther
#

lemme hop on and see

#

maybe im just confused

keen valve
#

it might be exclusive to when the opponent is in burnout

past panther
#

burnout only changes blockstun though

keen valve
#

oh sorry i annotated wrong the spike isn’t part of the string the spike is the meaty spike the portal is the ender

past panther
#

yeah I got that

grim lion
#

Is it a setup or manually timed?

past panther
#

im just thinking that setup out of 5hp is usually only slightly plus so it sounds like the spike isn t super meaty

#

I'll test it out real quick and be back

#

doesn't seem to be meaty

#

but

#

if you just do raw DR 2hp xx H portal into spike

#

that is almost perfect weirdly

#

nvm it s not

keen valve
past panther
#

i mean, im still getting -2 on block on both of them when they wake up

#

lemme see if i can come up with something

keen valve
#

wrong link

past panther
#

maybe im misunderstanding it

keen valve
past panther
#

yeah so that will trade with a 4f

#

so it s good against burnout when they can t DP i guess

#

but it s not meaty

#

and the numbers check out

#

this leaves you +18

#

and spike is 22f

#

so it trades with 4f naturally

#

ofc trades in your favor since you get the knockdown

#

and to answer my own question

#

st.hk trade combos with 4fs very very well

#

+13 on trade

#

so another 5hk or a 6hk

#

so in theory you can do super meaty spike +8 on block into 5hk which will trade with 4fs into a big combo

#

lemme see if i can cook something up

keen valve
past panther
#

i need a +32 KD i think

past panther
#

and we re all learning from each other here

keen valve
#

noted

past panther
keen valve
#

ohh setup that i sent isn’t meaty but in that scenario a meaty spike leading to trade fhk combo is possible

past panther
#

okay so i need a +49 or above knockdown, or a +31 knockdown ideally

past panther
#

i didn t try to convert, seemed too low

keen valve
#

was a question 😅

past panther
#

you re right

#

it does trade combo with fhk

#

that s dope

keen valve
#

nice nice that still serves some sick utility

past panther
#

i notice here only 1 hit of f.hk juggles so 5hp seems like the better pickup

#

to go into the blender again

#

bro i just came up with the whackiest route

#

useless af but fun

keen valve
#

lemme peep

past panther
#

my internet is so bad rn it s not uploading, give it a sec

keen valve
#

keeping this in mind for when i need to be as disrespectful as possible when punishing stun for round win

past panther
#

real as fuck

past panther
#

ok so

#

after 30 mins of trying

#

i got spike to be +7 consistently with various framekills in the corner

#

but it seems impossible for it to be +8

#

it just whiffs

#

ok enough labbing for today

#

only found this

#

so this is if they challenge with a 5f only sadly

#

but obviously the big drawback of 6hk being a stupid bad decision there if they just crouch block

#

@shy vine let me know if you can find a good use for any of these. my mind goes to a setup that leaves me +4 after spike so we can get a b.mp trade combo. iirc that one is +9 on trade

#

that means that we need a +27 KD before spike

#

you too @keen valve you re better connected on twitter and shit lmk if you find anything of the sort

#

if something also sets up a portal which would make the f.hk safe on crouch too by covering it, it would be super good, but that means a knockdown of 50f from the portal + 30f for the spike, and im not sure there s any way outside of sa2 that we can set that up

#

also obligatory

#

@keen valve

#

this one seems weirdly better than the meaty DI bait

#

since you re not giving up a mix

#

ayo? crossup setups

#

crossups

#

ok last one

#

these are too good

#

im sending them here so I can lab them tomorrow

keen valve
keen valve
keen valve
#

lemme dump some tech too

#

https://x.com/makoto4210/status/1748347919865197027?s=46 might have posted in resource hub already but kakeru and acqua make really good use of sa2 from lights to set up kill scenarios using the corner carry

運びコンのダメージと運びがちょっとアップ。

今までのやつ2種→新しいの。

設置を弱設置にして立大P中玉→前ステから大グルが間に合う。

keen valve
#

mann weve all been sleeping on the throw set ups i swear there were like japanese jps with 60 likes on their posts showing those off

keen valve
grim lion
#

Why is twitter the place it's always posted?

fluid juniper
#

One amnesia and she was toasted

grim lion
past panther
#

i def would not go for this

#

giving up better options for a mid reset

past panther
cobalt plume
#

all getting a bit ridiculous now

past panther
#

the double throw whiff is good to know if you don t wanna burn out with that combo

#

or if you wanna do max damage with no more bar

grim lion
past panther
#

just going into blender off of the normal od portal combo

#

a lot of people mash DP or hold parry during combos so i just don t go for these resets a lot anymore

fluid juniper
#

I havent really been paying attention to people's get-up options, and tbh I just always mash back rise myself. What should I be looking for? Like I assume that them back rising me is good cause it creates more space and I am a zoner, but does JP get crazy midscreen pressure if they dont?

past panther
#

mm, not really tbh. doesn't get any oki real oki from throws and shit if you don t backrise, and neither from spin, so I think normal rise is better vs him

#

it matters a lot in MUs like blanka and aki

#

aki to fuck up her midscreen safejump

#

blanka you gotta backrise cause else he gets a bunch of fake setups that he can do on you

#

like, this only works on normal rise:

fluid juniper
#

are there any times when I want to be normal rising though?

past panther
#

versus him? no

fluid juniper
#

I meant in general

grim lion
#

My general thought is back rise vs people who want to get in and normal rise vs people who want to keep you out

fluid juniper
#

so for JP the only char who wants to keep you out is like sim? Maybe luke

past panther
#

not even

#

sim wants to get in too

#

and if you don’t backrise vs sim he gets crazy oki

#

also meterless midscreen throw loops that he can also float shimmy from

fluid juniper
#

so like noone then?

#

also luke gets throw oki midscreen anyway so like normal rise can't be good

past panther
#

@shy vine you ever normal rise midscreen?

grim lion
past panther
#

This is not just a “JP is OP” clip; it’s showing off new tech discovered today that removes damage penalty/proration on Stun combos. Notice how JP jumps just as Manon hits the wall - this counts as an “action” and …

💖 3

▶ Play video
#

so you see how this route deals more damage and goes into 5hp juggle

grim lion
#

Stun
OD Portal, 2HP xx M ghost, whiff throw, whiff throw, 6HK xx H ghost, 5HP xx Blender?

#

Is that correct?

past panther
#

looks like it

#

i discovered it yesterday too

#

yea that’s it

#

M+H portal

fluid juniper
#

Any reason this needs to be L spike? I find it far less consistent then M spike

grim lion
#

What context? PC 5HP xx H spin?

fluid juniper
#

yeah

grim lion
#

That's probably why

#

Try 2MP xx DRC 2HP xx H spin?

#

I'm guessing L spike is consistent in that context

#

But yeah I can add that it should be M spike if the H spin starts further away

fluid juniper
#

Also, it looks like M spike might be a few frames more plus. Not sure if its just me being more familiar with that input though. I was able to get m spike to be +52 and the best I could do with L spike is +49

grim lion
#

Does M spike hit with the drc?

fluid juniper
#

It always hits for me after 236H, even works if you only get 1 hit of 6hk

grim lion
#

Sweet, I'll put that in

fluid juniper
#

do you know if you can extend this in the corner like you can with the 6hk route? I havent been able to get anything yet but I am still learning it

grim lion
#

Dude I can't even input these combos, I'm just the editor :P

fluid juniper
#

F, I'll keep labbing it then

#

It looks like you can't. So if they are going into the corner the fhk version seems way better since you can replace the last spike with m spin and get a blender

past panther
#

midscreen M spike leaves you +44, H spike hits late and leaves u +46 so better

grim lion
#

6HK xx H spike? Are you sure?

past panther
#

nono

#

sorry

#

meant to reply to hark's pic

#

spin, PDR 2MP, 5hp xx H Spike

grim lion
#

That hits?

past panther
#

it does

#

it hits late

#

L spike is never used tbh. only in sa2 combo

grim lion
#

I need to see a clip

past panther
#

I can guarantee it, I labbed it after lemon told me

grim lion
#

I'd think H spike is way too far out

past panther
#

keep in mind spike has 10 active frames

#

hmm, lemme think actually, am I mixin it up?

grim lion
#

I can't imagine 5HP xx H spike ever hitting

past panther
#

let me look through lemon's messages

grim lion
#

You might be saying go for M spike instead of L spike which will hit later

#

Hark labbed that one

#

And that one I believe

past panther
#

yeah no it's correct

#

it's H spike

#

+46 midscreen, +44 if they're taken to the corner since it doesn't hit late

grim lion
#

That's insane, I need to see a clip

past panther
#

i'm in bed so I can't, but tomorrow sure

#

it's 7:30 am here I would do better to just pull a white night ngl

past panther
#

cause you're doing PDR 2mp 5hp xx stuff instead of PDR 6hk xx M spin, 5hp xx stuff

#

oh and for the PDR 6hk xx spike one midscreen, def use M spike almost always

grim lion
#

Is it when they get pushed to the corner?

past panther
#

sometimes i go for M ghost cause it's the most damaging but it drops a bunch in weird ways

#

so it's a small risk

grim lion
#

So H spike doesn't go nearly as far?

past panther
#

what do u mean

grim lion
#

The pdr 2mp, 5hp xx h spike

past panther
#

like which one are u reffering to

#

H spike works everywhere

#

from my testing

grim lion
#

That's insane

past panther
#

but it's +46 midscreen and +44 when they hit corner

grim lion
#

I really need to see it

#

I'm goinf to bed too though

past panther
#

we'll look tmrw

fluid juniper
# past panther oh and for the PDR 6hk xx spike one midscreen, def use M spike almost always

Make sense, thats the one I was doing I just saw the sheet had it different.
Also shame about the PDR 2mp route not being able to extend the same way I was hoping PDR 2mp 5hp m spin 5hp worked but it doesnt.
It also looks like the 2mp route is a few frames less plus then the fhk route which would make it worse verse fast characters waking up dr if you decide to spawn a portal after

#

there is a lot to think about now after h spin. I remember feeling like a genius day 1 when I figured out you could get a spike after, not even ghost into spike just spike XD

past panther
fluid juniper
#

the fhk route leaves you +52

grim lion
#

How reliable is 2HP vs Honda headbutt?

oblique forum
#

It isn't?

past panther
#

it s not

#

2mp is sometimes

grim lion
#

I'm thinking it's very active so the window is wider, and headbutt has the hitbox is very inside the hurtbox

#

And if we can reliably stuff headbutt, then you get the forced knockdown combo

past panther
#

ohh

#

u mean buttslam

grim lion
#

No

#

2hp vs buttslam works great (except cross up)

past panther
#

yea just use 2mp

#

horizontal disjoint

grim lion
#

2mp 5hp xx m spike?

#

Or perfect parry of course

fluid juniper
#

You can check headbutt with 2mp? I will have to try that
For buttslam I always go for jump back airthrow or PP

#

you can also go for amnesia but the timing will be tricky

grim lion
#

Is 2mp just the way to check all fast horizontal attacks?

past panther
#

@grim lion you home?

past panther
#

or 5lp

grim lion
#

Nope, at work

past panther
#

can you watch a screen share?

grim lion
#

In a meeting I don't care about but I gotta still pay attention

past panther
#

aight

fluid juniper
#

can you 2mp DI against the ex version or do you need to just block and punish

past panther
#

@grim lion

grim lion
#

That's crazy

#

And it's just flat out better than m spike?

#

Can you 2mp xx h spin on a forced knockdown?

past panther
#

yea it's just 2 frames more plus

past panther
#

vs honda no, he s left pretty far after you check it

grim lion
#

What do you do then?

past panther
#

spike

grim lion
#

M spike?

past panther
#

H spike

#

if he s full screen sthp is a better check

#

you can press it right as he starts flying

#

and it will hit

grim lion
#

H spike also?

past panther
#

yeah

#

or OD spike into H spike

#

or OD ghost into H spike

grim lion
#

You like the newest iteration?

#

It's not quite right but I'm very proud of it

#

It's also very incomplete

#

One third order section lmao

past panther
#

i shared it with 2 other people today fyi

#

you should include your own name there. you're the one who started it after all

grim lion
#

Which document?

#

The miro or the google?

past panther
#

the google

#

the miro is a bit too incomplete rn and im not even sure how to contribute

grim lion
#

It's basically a big decision tree

#

MS paint suggestions are more than welcome though

grim lion
#

The most important thing is what you have to invest and why you would choose to invest that amount, since I don't always have details on that

past panther
#

lemme take a peep actually

grim lion
#

It's just the Blender currently, but having those specifics in the doc are very helpful as a whole

#

Like the double j.MK combo is really cool but I don't know if it's even worth learning

#

Does it do better damage? Is there a more optimal route that includes a reset?

#

No clue

#

We kinda need a baseline for comparing damage off of similar starters

#

Damage, difficulty, confirm windows, etc

grim lion
#

Why?

#

What options are better and by what metric?

past panther
#

true, we gotta set a baseline

#

i think we need damage numbers on all options and combos

#

I can handle that

grim lion
#

Same with the blender 0 bar into SA3, I don't know which route is better

#

You can do 5HP xx Spike xx SA3 or 5HP xx M spin xx SA3

#

Is one more damage? Is one better for building SA3 if you're a pixel away?

#

Hell you could even do ghost xx SA3

past panther
#

M ghost is always the most damage when it comes to those but it s more inconsistent

grim lion
#

And that should probably be noted

#

it's now noted in the miro board

#

but the other two are still just "these options exist"

keen valve
#

maybe i should make a doc for niche/unpractical but cool shit

grim lion
#

Mental damage category

#

Like the OD portal t bag taunt setup

#

I need to make that category

keen valve
#

🤣 there u go

fluid juniper
#

A lot of players shimmy me cause their scared of OD amnesia, I have been checking with cr.mk but you get no reward even on counter hit. Also a lot of ppl are aware to look out for jumping foward on wakeup so stand further back where they can AA and meaty with bigger buttons that still reach/frametrap.
any thoughts? I have been considering waking up with drive rush and have seen a few good JP's use it, but I am a bit annoyed that it doesnt look like we have a good way to check shimmies meterless

shy vine
#

Ive been doing cr lk st lp but obviously doesn't work if they walk back a ton

fluid juniper
#

haha, completely overlooked that option 😅. Makes sense for if they are doing close shimmies.
I also need to be incorporating more light kicks into my block strings too. I get real predictable after j.lk cr.lp cr.lk since they can just walk back and I have no threat. doing a extra cr.lk could be useful. that or shimming right away after the first cr.lp to stuff delay tech, but idk if JP's walk speed is good enough to do that

past panther
#

I'm sweepin' unless i can crlk

#

HAIIIDEE ORPELEU

#

oops wrong chat

grim lion
#

Lord Venom did a double j.MK combo in SFL today

#

The second j.MK replaced the dash forward from the side swap OD amnesia combo

#

It might be super spacing specific though

ionic stone
shy vine
#

Wakeup hk goes crazy lmfao

grim lion
#

I've seen many pros wake up sweep and it works so often

cobalt plume
#

Ive been using it for a while, its really good with ex portal

past panther
#

normal one is only +27 so you re punishable if you do EX portal there

cobalt plume
#

tru

shy vine
#

had the 1st hit cancel

#

i remember you guys were talking about the 1st hit cancel being weird

oblique forum
#

Yeah that's the one

#

At least you were able to deal with it 😄

grim lion
#

First hit cancel is so weird

shy vine
#

my totally unsubstantiated guess would be that if the first active frame of 2nd hit whiffs then it lets you cancel the 1st

fluid juniper
#

https://youtu.be/XVqR3OCWUsw?si=zZd5CaVg043gSmx4&t=138
I actually do not know anything about this character

Watch this Street Fighter 6 high level matches between Daigo (Ken) and Kakeru (JP)! The shown rank reflects the current day (February 04, 2024)

💥 Ken high level gameplay: https://www.youtube.com/playlist?list=PLPNNpO3sdUCn_E4oNjC-DDWbWho0g4Si6
💥 JP high level gameplay: https://www.youtube.com/playlist?list=PLPNNpO3sdUCl8CKNSdotGWjRKN-tnXEY5 ...

▶ Play video
#

Could someone explain the risk reward of the EX ghost block pressure? It looks really solid but I want to know what it loses to, also what was he doing with the spikes at the end?

#

b.mp after spike should not be good right? cause +2 in burnout and it's 8f start up?

past panther
#

loses to ex dp depending on range iirc

#

i’ve certainly been DP-ed out of it

past panther
past panther
fluid juniper
#

Is b.mp > spike better then a light into spike? Both should be checkable and theoretically have the same followups

#

if lvl 2 was an option that obviously changes things but in this situation I dont understand the choice to go for b.mp

#

It also does look like diago just made a mistake yeah, unless its some giga brained layer1000 counterplay I am not seeing

shy vine
#

He hit cr lp and it whiffed

#

Which is why punish counter

#

Also od ghost pressure can be punished by perfect parry

fluid juniper
fluid juniper
shy vine
#

First hit parry into punish counter right away

fluid juniper
#

ah

shy vine
#

It interrupts the 2nd hit

#

And the ghost disappears

#

I've also been punished on OD ghost midscreen with perfect parry dr

#

Obviously only good players who've labbed it are going to be punishing tho

fluid juniper
#

OD ghost midscreen is pretty weak to a lot of common approach options. I have found it unreliable and it's a bad habit of mine

#

a lot of chars can just DR through it

grim lion
#

That's all ghosts

fluid juniper
#

I'm having a gameplan issue with my JP. I have a pretty strong counter-poke game now and my full screen zoning is not bad, but in the mid range I am super weak to ppl playing patient and whiff-punishing me. Right now i would say a good 80% of my dmg comes from getting a punish counter st.mk into pressure with the rest being chip dmg from projectiles. Very little of my dmg or pressure comes from me starting it myself.
Right now I am working on implementing more aggressive actions like DR and just walking forward but I dont think i am suited to it at all 😅, I need to look into better mix after DR since rn I am very predictable with my only options being DR cr.mk cr.mp spin or DR grab.

#

Better players are now sitting out of my range where all of JP's specials are really committal and just waiting for me to poke

grim lion
#

Walk forward?

fluid juniper
#

I have a feeling thats the option but I really hate doing it XD

#

any suggestions for practice? Or should I just grind games until I can walk foward with confidence?

#

Like i get that they wont press cr.mk unless I show that I will just walk into it's range but with JP's movespeed it feels like I am just walking to my death

grim lion
#

All I can think of is the footsies handbook talking about slower characters

fluid juniper
#

link?

grim lion
#

I don't remember which page the slow walk speed was covered

fluid juniper
#

I need to read up on the basics anyway. thanks for the link 🙂

grim lion
#

Just stepping forward a little and then blocking, and seeing what they do could be something nice to add?

#

If they 2MK every time you get in range you can shimmy and whiff punish it

#

If they walk back you can slowly corner them

#

If they do nothing, you can get yourself in your most comfortable range

fluid juniper
#

What are some options for when we are both blocking in cr.mk range? I have found that everytime I do the walk and block thing I end up there eventually and have no idea what to do? Obviously all specials are a huge risk, and the risk reward on my cr.mk vs theirs is so in their favor so I just turtle or eat a cr.mk while trying to back up

grim lion
#

Eventually you can just walk forward throw and you both feel like an idiot

fluid juniper
#

yeah but if they are just waiting to cr.mk is my only option send a move first?

#

cause even on block they are now plus in my face and on hit i am in the corner

grim lion
#

Faster moves can counterhit of course, but the reality is you're in a complex situation that has no single answer

fluid juniper
#

I'm definitely not comfortable there so I might be overly negative but it just feels so bad for jp specially because his cr.mk leads to so little unless you are in their face. I think the answer is simply walking foward more to get into a better range for me, instead of trying to beat better buttons

#

because if I am in cr.mp range or a range where cr.mk can combo on counter hit it's a lot better for me

grim lion
#

Our 2MK is definitely not nearly as good as other characters, but if we can land basically any combo we have full screen zoning

fluid juniper
#

true, not denying our chars strengths JP is doing just fine, i'm the one who needs to change

grim lion
#

Also if you're super tight on spacing, you can choose to not hold crouch block and that narrows your hurtbox, which could allow you to whiff punish when normally you'd be blocking it

#

if you're wrong you just get hit though

fluid juniper
#

when it comes to actually spacing whiff punishes I am pretty decent but if they are jsut not pressing I explode

past panther
#

JP 2mk is goated

grim lion
#

Very good

#

but like Ken's 2MK?

past panther
#

ken 2mk is only that good cause it's attached to Ken. less people mention juri 2mk even though it's a better button

fluid juniper
#

I want to walk away but ppl can just press and even if I block they are plus in my face

grim lion
#

it does cost 3 bars to be plus

fluid juniper
#

I have been fine just taking the throw in exchange for like 2 bars of drive, but letting people start their pressure for free is not a great outcome for me I think

past panther
#

both are hard ish to check

fluid juniper
#

right now I have been trying to use more DR cr.mk , but without normal walk forward I feel really predictable with it since i will only use it at that range. also on block I have no mix

#

I have seen a lot of b.mp but I honeslty dont use it at all except when I am extending lights

#

also, besides mental dmg and last hit what good does poking with st.mp do? Is it just to make the game feel more scrambly to get the opponent to commit to something risky?

grim lion
#

long range so it can just stuff things

#

but they can't stop you

#

(mostly)

#

It has a huge disjoint and it's his longest range normal, except maybe the forward step 3HP

#

Looking at it through the lens of the footsies handbook, it's basically a good tool to beat other footsies tools. If they're constantly going for max range pokes or trying to catch you whiffing other tools, this one kicks ass

#

Most people don't try to play footsies vs JP though

#

Why do JPs do PDR 2MP?

#

Is it the disjoint to catch a jab check?

lime gazelle
#

Any tips for the Rashid matchup? Went 0-12 against a Rashid player that just kept mixing me up, getting me to the corner and mixing me up more.

past panther
#

uhh, don t amnesia ever unless you have a read on throw

#

anti air properly

#

jump back when he does enhanced mixer. drive reversal if he does it as a block string to deny the mix

#

punish eagle spike accordingly

#

generally don t be too bent on keeping out and don t commit too much cause his DR f.hk reaches fullscreen super super fast

#

but is relatively easy to check

oblique forum
#

you can almost always punish the fireball with spike, and j.MK is pretty good to get him in the air double jumping.
If you have lvl 3 when they use lvl 2, do 2x qcf and hold kick during his lvl 2 animation and you will punish him for it

lime gazelle
#

I wasn't sure what the best way to shut down the air double jump, I went with cr.HP and that got me some success but at some point he started doing the double jump into a cross up and I'd just whiff and get deleted for it. Guess air to air might be more consistent (I tried it but i struggled with the timing, might have to lab it)

oblique forum
#

yeah, and depending on the height you can go for an air throw, but I usually preferred the juggle, because in some jMK you can do the stHP xx spike juggle

grim lion
#

Any tips for clean spike into SA3, I feel so uncomfortable doing it

grim lion
#

I think it would be more efficient to just AFK in dhalsim matches

#

safe some time

#

same outcome

past panther
#

dd+p df f d df f K

grim lion
#

I generally do dd+p, qcf, qcf, k

#

Blending the downs might make it feel slightly better

oblique forum
#

I also do the qcfx2

#

This is one of the few things i haven't had a problem with

grim lion
#

Kitsune

cobalt plume
#

just tap down forward twice quicky

grim lion
#

You're going to need to be more precise

#

Do you mean 22P 33K?

cobalt plume
grim lion
#

Honestly I think in trying to input it too fast

past panther
#

yeah it's pretty lenient cancel

grim lion
#

Unrelated, when do we use OD spin? I saw a guy using it repeatedly in the mirror but it didn't seem worth it

cobalt plume
#

you dont

grim lion
#

Never ever?

#

There's not an edge case that it'll get slightly more damage to kill?

oblique forum
#

No

#

Most useless move

#

I only use it when I fat finger and press two buttons by accident

cobalt plume
#

yeah

#

Ive never seen a JP player using it except the other day in Plat 2 when I was playing as Ryu

shy vine
#

In the corner, b mp target combo combos into od spin

#

Which gives you a st hp pickup

#

And also any heavy obv

#

So if you have 2 bars and get a light punish with the opponent in the corner

#

I could see going into b mp tc xx od spin, st hp xx spike, od portal for the mix for game

#

Instead of settling for a safe jump or burning yourself out on drc

#

I know what you're thinking, couldn't I just do mp spin and then od portal? And of course yes but it's a bit less plus

#

So none of your mediums would beat a jab

#

Notably though an immediate teleport would still avoid 4f

#

But yeah that's the single use case I'd consider it in

#

Oh also it might do more damage on some level 1 conversions

#

But idk about that

#

You can also in the same situation do od spin into hp xx portal to get a portal corner setup without burning yourself out for the full 3 bars

cobalt plume
#

getting tilted

#

lose to some such shit players

cobalt plume
#

@past panther you're in Germany right?

past panther
#

im romanian but live in italy

cobalt plume
#

Ah ok

#

Was gonna ask if you're gonna go to that event in Frankfurt next month

past panther
#

ah no

shy vine
#

do you get a pickup on this with a higher f HK?

cobalt plume
keen valve
past panther
#

that combo is mad useful getting the corner from midscreen like that

ionic stone
past panther
#

not from midscreen like that

#

gotta be a bit closer

cobalt plume
#

Any you guys entering tourney tonight?

#

I entered one of those battle hub tournaments before and lost to the worst Sim ever. I'd upload the reply but it's absolutely embarassing

ionic stone
#

@past panther I've been looking at my own replays and wondering about how I can adapt my gameplan to suite the new ranked pool I found myself in - mid diamond. Previously I got a lot of mileage out of using my zoning, a counterhit from checking movement, drive rush etc. into fullscreen where I would use a lot of 22MP to keep them out and win that way, checking fullscreen horizontal moving moves like Ryu h.tatsu.
Now I find that this strategy while still good, feels very flowchart-y and restrictive. I watched a couple of replays of some 1200-1500 MR JPs and they play more like I would like to play - more proactive in making things happen, more understanding of the character's kit. Within the next month, I want to be more intentional with understanding his toolkit, his sequences and just be more aware of things like when Cammy has Level 3 and is fullscreen for example, learning how to actually apply strike/throw and being confident in going for a more advanced level gameplan and to take burnout situations into stun.
Is there any insight you can provide into this as to what avenue I should be going down towards?

past panther
#

I'd say 1200-1500MR JP players are no what you should be watching. most of them still do not understand or are not comfortable yet with the fact that JP does not want to sit full screen because you can't mix good players full screen. they will just walk and parry your shit. You have to learn to, especially in some matchups, play up close and personal and leverage spacing and plus frames to secure corner mix, which is your main win condition imo.

#

apart from that, it seems like you know what to work on

keen valve
#

i feel like as u rank up ur jp using his zoning tools midscreen to condition your opponents into spacing themselves where you want them to becomes more important than just running the bullet hell

#

which is still useful in some situations even in higher rank lol

grim lion
#

Top players use portal to walk forward

cobalt plume
#

Kakeru and BananaKen all you need 😉

keen valve
#

mhm and nemo

grim lion
#

And lord venom

keen valve
#

cant believe hes not competing in capcom cup 😢

grim lion
#

Really the opponent needs to prove they can deal with bullet hell. If they can't, why bother exposing yourself?

cobalt plume
cobalt plume
keen valve
cobalt plume
#

I cant do it fast enough

#

also

#

why when I'm blocking and press DI ntohing happens

#

to counter another DI?

keen valve
#

hold forward as u di after u feign ghost

ionic stone
#

Given me a lot of perspective, thank you everyone 🫡

cobalt plume
oblique forum
#

i started doing crLP xx DI go counter di if I'm blocking

#

Because otherwise I don't get it many times

shy vine
#

Input window is much more lenient on a cancel

#

Since you have the hitstop

keen valve
keen valve
grim lion
#

Are there any other viable wallsplat options other than 6HK xx M spin, 5HP xx Blender?

grim lion
#

Built out a new section

shy vine
#

unless it's gonna kill i don't like doing the double od portal combo from the corner PCpersonally

#

i'm a big fan of just the f HK starter

grim lion
#

How much damage does it do?

#

Cus I sure can't hit these

shy vine
#

alright gimme a sec

#

let me boot up

grim lion
#

I was trying to do the side swap combo and never once hit it

#

But I can occasionally now hit the light to medium to sa2 combo

shy vine
#

3980 for the double OD portal

grim lion
#

And if you spend SA3?

shy vine
#

2000 more than that lol

grim lion
#

Yeah I realized right as I asked

shy vine
#

f HK xx MP spin into HP xx OD ghost, spike LP spin does 3650

grim lion
#

What's the optimal low investment if you get PC DI on a cornered opponent?

#

One that doesn't cost you a total of 5 bars

shy vine
#

well that's the thing

#

i'm a f HK xx spin starter

#

but depending on the situation i use different enders

grim lion
#

so just blender status

shy vine
#

yeah

#

if i want to be meterless i'll do hp xx portal or HP xx MP spin for the safe jump

#

so let's use the DI pc starter as a reference point

#

f HK xx spin, HP xx portal does 2720 and there's a portal

#

f HK xx spin, HP xx MP spin does 3120 and you get a safe jump

#

neutral jump HK, slightly delayed f HK xx MP spin, st HP xx portal does 2900, portal oki but it's harder

#

neutral jump HK, slightly delayed f HK xx MP spin, HP xx MP spin does 3220

#

i don't really do those though they actually lower your damage for longer combos

#

but it could be worth it for regular portal

#

f HK xx spin, HP xx OD ghost, spike, portal does 3440 and gives you portal oki

shy vine
#

and of course f HK xx spin, HP xx spike, OD portal does 3120 and you get the OD portal

#

oki

grim lion
#

yeah that's a blender note

#

I have an entire different section for that

shy vine
#

yup

grim lion
#

The problem with the blender is you have so many ways to get into it so the scaling is highly variable and damage numbers aren't consistent

#

Makes documenting it extremely difficult

shy vine
#

yea

#

but it's just about the relative tradeoff

#

you can see the damage numbers are relatively close together within like 600ish

#

and obviously the higher the scaling the more you want to prioritize the oki

grim lion
#

I dunno how to represent that on the board though

shy vine
#

the other day i got a chance to route this way which i've never done before

#

cause it made sense with the specific situation

#

@grim lion you just represent it by where each combo leads to

#

cause they all lead to a different oki situation

#

safe jump, regular portal, OD portal

grim lion
#

I'm the worst person to be building this lol

#

I can't execute half the combos so I can't test it myself

shy vine
#

notably though there are 2 different types of regular portal oki

#

st HP xx portal the portal picks up after throw, but you can only get a super 1 juggle

#

st HP xx od ghost juggle into spike regular portal leave syou plus and you can immediately throw instead of having to delay

#

so you can do throw, portal picks up, st HP

#

which is really nice

grim lion
#

do you just throw st HP xx OD ghost and hope?

shy vine
#

no this is a juggle

grim lion
#

Oh I see

#

already in the blender

shy vine
#

yea

#

oh you have some issues

#

if you do od portal into immediate throw, you can't juggle f hk

#

you need to go straight into HP

grim lion
#

This part?

shy vine
#

yeah

grim lion
#

Just rip the 6hk block?

shy vine
#

it only goes to HP

grim lion
#

Gotcha

shy vine
#

i mean or cr HP reset

#

but you know what i mean

grim lion
#

I do not

shy vine
#

i'm just saying that f HK doesn't juggle, not that nothing hits there

#

cause cr HP basically always hits in any situation st HP would hit in

#

if it's in range

#

it just resets the opponent instead of keeping them in a juggle

#

so usually it's use for a high/low ghost mix or feint ghost into throw to beat parry

grim lion
#

Oh yeah, the line leads back to the start of the blender once I ripped that bit out

#

But you're saying instead of OD portal, throw, 5HP xx blender
It could be OD portal, throw, 2HP xx high/low ghost mix?

shy vine
#

yes

grim lion
#

Where does that go?

shy vine
#

usually a medium

#

you usually see it after a MP spin though

grim lion
#

So like 2MP xx M spin or something out of that?

shy vine
#

yeah but you need to be close

#

so i'm usually using it after like

grim lion
#

if they're cornered

shy vine
#

target combo xx MP spin

#

since it moves forward

grim lion
#

What's the whole situation you're talking about?

shy vine
#

in the corner they get hit by b MP tc into spin

#

then if you're close enough, instead of safe jump oki you can do cr HP into a ghost

#

and doing cr HP xx empty ghost is -2 so you can block any reversal

grim lion
#

does cr HP true combo out of M spin there?

shy vine
#

yes

#

it air resets them

#

in that specific situation it's +11 on regular hit so you can go with a medium or theoretically f HK

grim lion
#

how do you get the bMP starter? Just throw it out and hope?

shy vine
#

looks like this

#

could be a jump in, could be a conversion like a PC jab

grim lion
#

Gonna need a new section really

#

Corner pressure tools

shy vine
#

oh btw

#

you know that weird midscreen level 2 high/low setup

grim lion
#

No

shy vine
#

basically after HP spin, you can do MK ghost into level 2

#

and set up a portal mix

#

but it doesn't work all the time

#

the issue being if they wall bounce too early (for example you do PC st HP as the starter and you're far), they will be too low for level 2 to juggle

#

you can get around this though by using an OD spike to pick up before the level 2

#

but you need to kill 4 more frames (i do cr mk instead of cr MP), but that puts me on the other side of them after an instant overhad so you have to remember to f HK from the other side

#

here you go

#

first it's the regular setup, second is the issue that happens if the opponent is too low, last is the alternate pickup

grim lion
#

I think there are so many fuzzies in JP because that's how my brain feels

shy vine
#

it also works from any full screen OD spike pickup

#

like a ghost or a portal pickup or whatever

#

oh but if they quick rise on this one you don't get a jump HK setup lol

#

rip

#

it works though if you use st MK instead of cr MK frame kill, but that makes it a 6f safe jump instead of 5f

#

nah i'm not satisfied with this

#

it needs a different frame kill

#

getting a nice pickup after a any OD spike into level 2 would be nice

#

but yea st MK+bMP as the grounded frame kills there work for both back roll and quickrise

#

but you're a +41 safe jump instead of +42

#

this also gives you a fuzzy setup on a midscreen PC DI

#

since the wait HP xx HP spin, mK ghost juggles too low to go straight into level 2

#

but you can just od spike pickup

past panther
#

wow you guys worked a bit

#

dope

shy vine
#

alright fellas

#

i've got it

#

full screen OD spike xx level 2, whiff cr MP, empty jump forward, whiff cr HK, HP portal

#

that's the +42 safe jump that works on both quickrise and backroll

past panther
#

the tech lord

past panther
#

doesn't work on just OD spike xx sa2 i figure

shy vine
#

No

#

It works on raw od spike too

past panther
#

PC too? I know they're elevated more

shy vine
#

Pc too

past panther
#

interesting how it doesn't change

shy vine
#

Yeah

#

@past panther you know what's weird

#

When I was testinf

#

Doing whiff cr hk first instead of cr mp

#

Makes it not work on regular rise???

past panther
#

weird, cause they should be interchangable no? but I suppose it matters since how close you are to your opponent when they are being juggled by sa2 changes the juggle

shy vine
#

Yeah that's why it was so annoying

#

To find a frame kill that works

past panther
#

yeah sounds like it

shy vine
#

The other one I posted is +41

#

But it's much closer to the other setup

#

Just replace the cr mp whiff before portal with st mk

shy vine
#

i really like this one cause it works on any od spike

#

juggle, PC, grounded hit

#

look it works exactly the same on PC and regular hit

#

replaced the video with one that shows a low juggle too

#

the sa2 after ghost setup not working with a low juggle is why i was looking for this in the first place

shy vine
#

found a meterless fuzzy setup on activation with portal up

#

this is pretty deep down the rabbit hole but it's cool

past panther
#

sick bro

cobalt plume
#

Guess that's a bit easier where you wiff about 3 things ha

oblique forum
#

It's so fun playing as cammy against the low ranked JPs knowing what I know haha

#

They all one and doned me though🥲

cobalt plume
#

This guy doing some JP tech

cobalt plume
#

@grim lion are you watching?

grim lion
#

No

#

I'm working

#

@cobalt plume anything of note you saw?

cobalt plume
#

Think he's trying to workout what buttons get him closest to the corner for the wall splat

shy vine
#

if you want to get closer to the corner starting with dr hk/cr mp before the tc would give you some for free

#

depends on how much pushback you need i guess

#

i mean drive damage

cobalt plume
cobalt plume
#

Why have I only just discovered OD Amnesia combo is better with f.HK instead of cr.MP? Autotimed with the former

oblique forum
#

Doesn't work on throws right? It works for DI!

shy vine
#

yeah it's only for massively negative moves

#

like DI or command grab

grim lion
#

They need a move that is 28f of recovery or more for it to work

grim lion
#

Man punk vs vxbao looked so cruel

#

Punk was just perfectly spaced to whiff punish and was right like 90% of his guesses

#

Clean set to watch JP get dismantled

cobalt plume
#

Watching Problem X dismantle punk in the Grand Finals was even better

#

I wanted Kakeru to win but after that Problem X so I'm happy

cobalt plume
cobalt plume
#

Looks like OD Amnesia getting a big nerf

#

Less active frames and big damage scaling

past panther
#

hell yeah

#

can't wait

grim lion
#

Valmaster played JP yesterday? Wild

#

Got destroyed and went back to Chun lmao

cobalt plume
#

yeah he sucked

grim lion
#

Honestly capcom cup is making JP look pretty mid

#

Rashid and Blanka looking great

cobalt plume
#

Yep

#

JP is overblown

grim lion
#

I think he's still very good but he's not #1 best character that a lot of people were hating on, and amnesia isn't nearly as good as people claimed

past panther
#

yea val played like shit on jp ngl

#

his chun was nice but also lost

grim lion
#

He also played Kimberly

#

3 characters in 2 sets makes me think he's not feeling confident

past panther
#

yea

#

kim worked tho

cobalt plume
#

All the JPs in the tournament are shit

#

BananaKen, Nemo and Kakeru died for this

grim lion
#

At the same time, those three couldn't even make it in

shy vine
#

if kakeru moved to india i think he would be in capcom cup rn

oblique forum
#

Kim match was nice to see

#

I felt sorry for the other guy

grim lion
#

This is going further and further off topic but the grey blanka skin looks like he's always in burnout and that's a problem

#

Mena was running it

past panther
#

how about the DJ level 2 removing the burnout color lol

past panther
#

we're closing in on 5000 messages here wow

grim lion
#

How does the SA2, 5HP xx H Portal, 2MP xx DI, DI work?

#

I can't get it to connect

#

second DI always dropps

past panther
#

wait wut

#

in the combo trial?

#

or what

#

@grim lion

grim lion
#

Yes, also in the notes

past panther
#

there's a manual delay there

#

that route sucks

grim lion
#

Where's the manual delay?

#

And what's the optimal route?

past panther
#

idk about optimal optimal but the one most peeps including lemon go for for consistency is

#

sa2 5hp dash 5hp xx portal, walk back a bit 5hp xx DI, DR 5hp xx DI

#

in the corner you just do another DI at the end and ditch DR 5hp

shy vine
#

you can also do a f HK juggle if they're in the corner

#

after the first one

grim lion
#

For completing the combo trial though, when's the delay?

shy vine
#

idk

past panther
#

idk either das a dumb one

#

look at the replay

#

and try time it the same way

#

iirc

#

you don't cancel the 2mp into DI

#

or you delay it or something

grim lion
#

I ggave up

past panther
#

time waster anyways

grim lion
#

When do you use light ghost full screen?

#

I just watched Ryusei do it 5 times in a row

grim lion
#

I genuinely think he doesn't know the other ghosts are high/low

#

I'm seeing 5HP xx L ghost on block

shy vine
#

that's the ghost i usually use on block too

#

light ghost is faster

grim lion
#

Full screen?

#

On block, 5HP xx M or H ghost lets you force a reaction check and potentially set up for fake ghost into PDR throw or just command grab if they consistently parry
Full screen, same deal but relies on teleport instead for bad parry usage

#

^ my thought process

#

So why would you want to give up those options and just spam L ghost?

shy vine
#

Because it's faster

#

That's the reason

#

Since it doesn't take as long for hitbox to activate it's harder to get through

cobalt plume
#

havent seen this route before

#

but you do you get it off DI or Stun?

#

7210 in CA and only 3.5 bars

shy vine
#

just because you have practice mode set to refill your bars doesn't mean the 2 refilled bars don't count lul

#

i think this does about the same as the regular double OD portal combo but costs 2 more bars

past panther
grim lion
#

Is feint the same duration for all ghost types?

past panther
#

yes

#

tho i always use L

cobalt plume
#

Well RIP Amnesia

past panther
#

thank god i can actually shit on jp players now

oblique forum
#

GGs No more anti airing as JP

#

😭

past panther
#

welcome to dhalsim gameplay

grim lion
#

The changes seem well designed

#

Didn't break combos but made low effort high value moves more available for punish