Doug Nguyen
Well-Known Member
Yeah same here. I always gravitate towards my combos that go well naturally.I tend to forget all of my options, which sucks because I actually do know far more than I end up using and thus get predictable.
Yeah same here. I always gravitate towards my combos that go well naturally.I tend to forget all of my options, which sucks because I actually do know far more than I end up using and thus get predictable.
No kidding. I'm slowly reintegrating some of her options to extend combos and to increase my options in a yomi situation... but, honestly, some days I even forget I can get in low at mid-range at all, which is simply 1KK or the like. Whoops!Yeah same here. I always gravitate towards my combos that go well naturally.
I can vouch for this one. It's a nice momentum piece because of how quickly they come back up.Just found a guaranteed force tech:
BT 4PK > PP2K It works on NH with no real timing. If you delay the PP2K it will still work on CH.
Helena's sweep positions them close to you when they are forced up, unlike 6P which pushes them away from you.I can vouch for this one. It's a nice momentum piece because of how quickly they come back up.
No just not as bad as you think she is. She is just a bland, sort of okay character. Nothing more nothing less.I'm confused... so she's top tier now¿
YO GUYS I found a combo that does more than 120 Dmg!! Lol she's finally up there with the big dogs now.
>
> BKO
>
(CB!) > BKO
>
>
(136 Dmg) > BKO
(142 Dmg)
Can somebody test this for me? I'm not too familiar with the setup of DOA's training mode.
Great set up. I tried it out and i can say before CB is where most of the damage beats the combos on here. After CB i think its about the same damage that others have posted.YO GUYS I found a combo that does more than 120 Dmg!! Lol she's finally up there with the big dogs now.
>
> BKO
>
(CB!) > BKO
>
>
(136 Dmg) > BKO
(142 Dmg)
Can somebody test this for me? I'm not too familiar with the setup of DOA's training mode.
I used to use 9K 1PPK. But i think 9k is a risky no hit launcher. And i just use 33P4P for her pseudo force tech. I prefer it over her true force techs.Is there a reason people aren't using 9k to 1ppk? I mean, it's only 50ish damage, sure, but seems like it works on everybody even after a stun and it's a rock-solid force tech into BKO 6p/2k/f+p or whatever the fuck you want. Also, I'd strongly consider using 6kk or 4ppkk as enders if you've trained an opponent to tech. Properly timed, you can BKO throw with impunity when they tech it looks like (as in, they can't even attack out of it). This is on top of the BKO 2k/BKO 6p mixup.
Because im so used to pseudo force techs. Also i think the pseudo force techs give me more time to think of my next move and the set ups are more damagingI don't understand why you'd prefer the pseudo if you have a shot at the real thing, unless you're going to drop the pseudo 6p and pressure once they're trained. You have every option in the world after 1ppk, it's a perfect starter for the force tech vortex. 9k works after pretty much any stun where you're in normal stance too.
You understood why I tend to, though; option out a smart player with pseudo if you're position. If they tech and you just time the attack to the inevitable tech rather than wiff the 6P at all. It's a flexibility thing, really.I don't understand why you'd prefer the pseudo if you have a shot at the real thing, unless you're going to drop the pseudo 6p and pressure once they're trained. You have every option in the world after 1ppk, it's a perfect starter for the force tech vortex. 9k works after pretty much any stun where you're in normal stance too.
This really just is not my experience with 1ppk. I've found that the recovery on the K is such that it nullifies some of the tech; add in the dash and often *I* can get thrown rather than my opponent. Or just jabbed out, etc. I do it still, but I find my opponents react much more intelligently to the 1ppk than to the 6p.The difference is 1ppk gives you literally everything on a silver platter. You BKO dash up and it's BKO throw, BKO 2k, or whatever. If 6p hits it's great, but 6p is a pseudo. Your options are much, much more limited afterwards.