Phaelog

Phaelog

Phaelog

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This is the final part of the tutorial.

Testing a Wolf frigate with a hull/armor d-mod on the market and on-hand stock at the station I'm at.

None

j. C, cr. C (1) x f. A xx MM, run, cr. C x f. A x qcf A x hcb A fx qcb D, dp A fx qcb~hcf A

Lexicon:
A = Light Punch
B = Light Kick
C = Heavy Punch
D = Heavy Kick
P = any punch
K = any kick
(X) = X hit/s
(2x) = perform the preceding input twice in succession
MM = Max Mode cancel
~ = used for legibility
f. = forward
ff. = forward, forward (i.e.: double tap)
b. = back
bb. = back,back (i.e.: double tap)
b~f. = back to forward
b~dp. = back to dragon punch
qcb~hcf = quarter circle back to half circle forward
j. = jump
cl. = close
u. = up
d. = down
x = cancel
fx = free cancel
xx = super/climax/duper cancel
hcf = half circle forward
hcb = half circle back
dp = "Dragon Punch" i.e.: forward, down, down & forward
rdp = Reverse Dragon Punch

Only tested on about a half dozen of the more prevalent characters so it could work on more. Kasumi is definitely a prevalent character.

I don't think any of the recent combos I've learned and posted (an old Yashiro video I posted years ago uses them) have any free cancels so I will explain. When in max mode certain characters have certain moves that can be cancelled at certain times when a cancel would otherwise not be possible. This will cause your character to flash and will use a fraction of your max mode meter. What these are and when they can be made are not well documented. Sometimes these free cancels are possible on whiff. Just have to get the timing right to free cancel into qcb D. The reward for the intermediate execution barrier is a 2-bar combo that needs minimal positioning and does good damage.

Max Mode activated & corner: cr. A, f. B xx qcf2x BD

Lexicon:
A = Light Punch
B = Light Kick
C = Heavy Punch
D = Heavy Kick
P = any punch
K = any kick
(X) = X hit/s
(2x) = perform the preceding input twice in succession
MM = Max Mode cancel
~ = used for legibility
f. = forward
ff. = forward, forward (i.e.: double tap)
b. = back
bb. = back,back (i.e.: double tap)
b~f. = back to forward
b~dp. = back to dragon punch
cl. = close
u. = up
d. = down
x = cancel
xx = super/climax/duper cancel
hcf = half circle forward
hcb = half circle back
dp = "Dragon Punch" i.e.: forward, down, down & forward
rdp = Reverse Dragon Punch

Practicing these combos have shown me that; 1.) I have not been doing enough due diligence in maintaining my input speed and accuracy; 2.) It's about damn time to learn a new team. Jhun has a lot of things I like or respect: he's a stance character, his strength seems to be a neutral game that is comfortable at just beyond the range of most opposing neutral game, my impression is he has a lot of tools with which to normal the opponent to death (childhood favorite way of winning) and that it will take time to learn his rhythm. I'm sold. Just need two more.

cl. D x f. B (1) xx MM, run, A x b~f. B (1) x d. A x ff. A xx b~dp AC
~51% damage against Kyo (Krizalid has boss health)

Lexicon:
A = Light Punch
B = Light Kick
C = Heavy Punch
D = Heavy Kick
P = any punch
K = any kick
(X) = X hit/s
MM = Max Mode cancel
~ = used for legibility
f. = forward
ff. = forward, forward (i.e.: double tap)
b. = back
bb. = back,back (i.e.: double tap)
b~f. = back to forward
b~dp. = back to dragon punch
cl. = close
u. = up
d. = down
x = cancel
xx = super/climax/duper cancel
hcf = half circle forward
hcb = half circle back
dp = "Dragon Punch" i.e.: forward, down, down & forward
rdp = Reverse Dragon Punch

My favorite KOF of the series. 2k2UM is why I only focused Street Fighter 4 for a few weeks (decent game; too slow for my preferences; command interpreter is booty sweat; dislike one or two system mechanics). All this Angel practice in KOF14 got me to check her out here. Me gusta.

Notes: In addition to stricter timing the command interpreter in 2k2UM is exacting. Cultivating good execution in this game is like uphill cardio; in games that aren't as tight you will see the difference. Unfortunately, in my experience, too much time with only games that are much more generous in interpreting your inputs will have an effect on execution here. With this combo, the Max Mode cancel is performed the moment the 1st hit of f. B connects. Unlike KOF14, a Max Mode cancel here does not automatically put you into a run. This leave two options for execution for this combo. If you're fast, you have the time to return the stick to neutral after the cancel and input the command to run and then link the st. A. The second option I just thought of and tested a few minutes ago. You can hold forward on the f. B, input your Max Mode cancel while still holding forward, and you have enough hitstun to walk into the range you need to complete the combo. I would encourage practicing the execution the fast way or with input buffering the run. That being said this version with a walk instead of a run can let you at least use the combo in a match while learning it the way it is executed in the video. Lastly, I make no optimization claims here; I was just trying to convert the combo I knew worked in 14 into its 2k2UM equivalent.

Addendum: Combo requires 3-bars. If you perform the Max SDM at the end as an SDM you get ~40% for 2-bars.

cr. B, cr. B, cl. B, B (on screen; replace with your starter of circumstance) xx MM, cl. D x f. K (1) x rdp BD, run, b~f. B (1) x f. K, u. P x ff. P, b~dp AC

Lexicon:
A = Light Punch
B = Light Kick
C = Heavy Punch
D = Heavy Kick
P = any punch
K = any kick
(X) = X hit/s
MM = Max Mode cancel
~ = used for legibility
f. = forward
ff. = forward, forward (i.e.: double tap)
b. = back
bb. = back,back (i.e.: double tap)
b~f. = back, forward
cl. = close
u. = up
x = cancel
xx = super/climax/duper cancel
hcf = half circle forward
hcb = half circle back
dp = "Dragon Punch" i.e.: forward, down, down & forward
rdp = Reverse Dragon Punch

CD x hcf K, cr. C x hcf K, f. K, u. P x hcf K, u. K x hcf K, f. K, ff. P, hcb K

Lexicon:
A = Light Punch
B = Light Kick
C = Heavy Punch
D = Heavy Kick
P = any punch
K = any kick
(X) = X hit/s
MM = Max Mode cancel
~ = used for legibility
f. = forward
ff. = forward, forward (i.e.: double tap)
b. = back
bb. = back,back (i.e.: double tap)
b~f. = back, forward
cl. = close
u. = up
x = cancel
xx = super/climax/duper cancel
hcf = half circle forward
hcb = half circle back
dp = "Dragon Punch" i.e.: forward, down, down & forward
rdp = Reverse Dragon Punch

Notes: The first f. K unchain should be performed as quickly as possible; it's the easiest part of the combo to have the tightest execution on and will give you some small leeway with the rest of the series.

The setup distance is off the 4CD throw with latest timed slash

One of this summer's obsessions

Gotta test with something

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Created 4 months ago.

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CategoryGaming