Well it seems like you were hesitant to tick throw when they were petrified and just held the block button. Free damage is free damage. Also with your movement skills in DOA you should be landing more of those 214P's in respond to those pesky WU kicks. I try to land 5 of those each match but I'm sure you could land more of them.
Haha, I wanted to see how many free cancels I could get away with, but yeah, I picked up the tick-throwing later in the session. Walled 66T TOO GOOD <3! I'm also trying to implement 4T more, because that throw is also great for tick-throwing. The funny thing is that my movement skills suck with Christie but they're amazing with Ayane! Go figure . And yes, 214P is so good when it hits! Trying to find near-guaranteed setups with it.
C'mon Awesmic, we know you haven't been a beginner for about, like, a decade now ! Interesting tip with H+K, though isn't FC 3P unsafe? It is a pretty decent tracking launcher though!Awesmic said:I'm not claiming to be an expert, so take my advice with a grain of salt. But there's some things about the second and third match I felt you should know about.
Around the 2:00 - 2:05 mark you could've opened the opponent up with 66t. But it looks like you caught on to that later. Also, you could've got away with using h+k after the wall throw (or even better, crouching 3p launcher on counter hit), seeing as the opponent was trying to sidestep afterward, thus opening up the defense or getting a free launch. Alternatively to 214p, 8k is another way to deal with wakeup kicks, provided you know the timing to receive damage priority.
On an unrelated note, JAK 6p now wall splats when close to the wall. Unlike JAK 6p+k, this move comes out quick enough to land on heavyweight classes, but the only downside is that you can't wall splat at a distance like the former.
Yeah 6PPP and JAK~6P do wall-splat now on top of 6PPPP or JAK~6PP. JAK~6P+K does more damage if I'm not mistaken, but I'll see how I can implement JAK~6P.
Thanks for the feedback guys!