View Full Version : Leader for this/these team/teams?
Venom Scrub
11-10-2005, 02:37 PM
I typically use
Robert
Gato
King
Sometimes Jhun and or Kyo will go in for someone(s)
I was wondering what a good leader would be? I figure when Kyo is on my team I should use him but what happens when he isn't?
Circular
11-10-2005, 02:53 PM
You're right to use Kyo when he's on your team; the Mushiki so completely destroys your opponent's game that it's worth having. Be prepared to throw a lot, since pretty much the only logical response to the Mushiki is to turtle up.
Otherwise, I'd use Robert. You won't get a lot of chances to use his LDM, but I think you're more likely to land it than the others.
Cool avatar :P
For those three I would probably suggest Gato, since it's pretty easy to cancel his off of his moves.
King's is good, but I think a lot of people will block it on reaction now, if you can use it to interrupt something, that's cool, but overall I think you'll get more use out of Gato's.
Jhun's seems to be really good as well, but as far as those three are concerned, Gato.
Spooty Whiteboy
11-10-2005, 04:19 PM
Umm...you can combo into King's for around half a bar of damage. So either her's or Kyo's. Robert's isn't that good...too situational.
A side question. Could you give me a detailed explanation of how you play Gato? I know that's kinda weird to ask...but I have no idea how he's played; was just wondering what he's capable of.
He's a totally mixup based character.
Basically he has two command hops, and when you press ABC or D afterwards, different stuff comes out: a grab, a counter, an overhead kick, a dash, a slide, a fake slide, a ground blast, and a regular kick. The thing is, some of those options, namely the overhead kick, grab, and counter are really good. The counter beats out a whole lot of stuff, the kick has little recovery, and the grab is very quick.
So if you cancel the overhead kick hop off of a ground attack like close D or low a you get a pretty easy pressure game going, that you can easily branch into a throw, or bait with a counter afterwards.
Circular
11-10-2005, 10:47 PM
I've found that when I hop all the time, I start getting AA'ed. I kind of like the way I've seen Gato played in videos, which uses the hop mixup less and j.D more; it's surprisingly quick. s.D seems like it should be slow and awful, but it also works pretty well. I think it's because it hits so high that it can stop some jumping stuff that it seems like it shouldn't.
Most importantly, qcb + B, C can be used as an instant overhead. It links into qcf x2 + A. This makes Gato about a billion times more dangerous, because any time the opponent guesses wrong and gets hit by the instant overhead, they eat the super. This is where the mixup comes back in, since you want to get the opponent to block low.
Once they're in the corner, wait for a chance to use the kick super.
The problems with this strategy are that (a) it eats meter fast and (b) it takes good execution to pull off the instant overhead, super combo. I can't do it consistently enough yet to use Gato seriously...
loffter
11-10-2005, 11:26 PM
i prefer gato as a poke/pressure charecter. Cr C is too good. and NOTHING can beat gato's
J D simply because of its arch.it goes around from his head, then down to about 160 degrees. its fast, and it hurts. it will make oponents stay down. qcf X2 kick is a good AA or wakeup move, but i prefer qcf X2 P for comboability, plus you can follow it with his hop command throw and there isnt a damn thing they can do about it but wakeup super... and it had beter be a super like Gato's .
right, as for a leader, id go with king because of her combos and stuff
Venom Scrub
11-11-2005, 12:19 PM
right, as for a leader, id go with king because of her combos and stuff
Now do you say that because (iirc) leaders get a slight boost in attack and defense, therefore making her combos more damaging? Or does leader give another boost that I'm not aware of?
loffter
11-11-2005, 07:13 PM
Now do you say that because (iirc) leaders get a slight boost in attack and defense, therefore making her combos more damaging? Or does leader give another boost that I'm not aware of?
yeah, her LDM. punishs fireballs spammers from full screen, combos off her B&B, plus they do get a slight attack boost iirc.
SaffronsGhost
11-11-2005, 07:16 PM
If you use it to punish fireball spam it doesn't get it's full effect though.
loffter
11-11-2005, 07:21 PM
If you use it to punish fireball spam it doesn't get it's full effect though.
why not? it has fireball priority. most fireballs trade with eachother (like yuri fireballs vs ryo super fireball), but king's blows through everything, even ash's super fireball. unfortunatly, its got no invis, so melee owns it.
SaffronsGhost
11-11-2005, 07:36 PM
Oh? They don't cancel each other?
I thought you would miss a fireball or two of her LDM.
loffter
11-11-2005, 07:49 PM
Oh? They don't cancel each other?
I thought you would miss a fireball or two of her LDM.
nope, goes through like knife through butta
Thoth
11-12-2005, 12:56 AM
nope, goes through like knife through butta
I've played his King enough to know he's telling the truth. King's LDM will go through a Ryo super fireball like it wasn't even there.
Saotome Kaneda
11-20-2005, 05:05 PM
Learn to TK Robert's LDMs, punish limbs and shit with it.
SaffronsGhost
11-20-2005, 06:38 PM
Learn to TK Robert's LDMs, punish limbs and shit with it.
Yeah. Hitting Robs LDM is really way too easy, it pwns. :clap:
Nice av, btw.
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