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valensole
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tnx dude...
You can press block in between the first and second punch, too. I usually do HP, BL(hold), HP, HP, etc. Sometimes I'll mix up HP and LP if I'm looking anti-air. If I'm rushing down, I usually use mostly LP.Konqrr said:No, I press HP first, then HP+Block at the same time and keep holding block from there while I keep the jabs going.
Well this isn't very new, in fact it's very old.. never made public like this though, for overall gameplay I for one think it should have stayed that wayKonqrr said:Even now, the game is evolving. This is a good thing people, it may be very annoying but you can get around it.
I know, I wasn't just referring to this tactic.X820 said:Well this isn't very new, in fact it's very old.. never made public like this though, for overall gameplay I for one think it should have stayed that way
Like other dirty little secrets.
I don't see the harm. No offense to dookie, but it's pretty useless. For aaHP, it works maybe 20% of the time (unless opp. tries a deep JK), versus actually timing a single aaHP, which I can usually land 85% of the time.X820 said:Well this isn't very new, in fact it's very old.. never made public like this though, for overall gameplay I for one think it should have stayed that way
Like other dirty little secrets.
Its extremely useful in high level play. If your opponent jumps at you, golden punches have a higher chance of aaHP then a single aaHP. if you miss a single aaHP attempt, you get punished. there is NO such thing as getting punished by golden punching aaHP, if you miss, you simply get cancelled with a block. I was golden punching aaHP against Konqrrs invisible reptile, you could never effectivly do that by a single aaHP when he is invisible, and if i missed, i block. its 100 times better then regular aaHP, its the ONLY aaHP that is %100 safe. a single NON- golden punch aaHP can get punished. golden punch aaHP cannot be punished in anyway, if you miss you block. %100 fool proof aaHP. and this is how i use them mainly, as a aaHP shield.dudemcrude said:You can press block in between the first and second punch, too. I usually do HP, BL(hold), HP, HP, etc. Sometimes I'll mix up HP and LP if I'm looking anti-air. If I'm rushing down, I usually use mostly LP.
FWIW, standing kara jabs shuts down almost all lobby Scorp turtles. As for Mil, Liu, Jax spammers... find something else. Scorp turtles are nearly helpless against a good Shang/Cage kara jabber and don't do particularly well against Kit or Mil, either. Obviously this tactic doesn't work a well against, say, Kensi and Yung type players. For me, nothing really works against those guys!
I've done it (twice in one session). Just ask Aria..dookiebrain said:you could never effectivly do that by a single aaHP when he is invisible,
QFT^^dookiebrain said:this is no different then the average predicatable tactic, just like anything else, you have to know when and when not to use them.
You cannot do DP if you do a kara jab. The jab is only active for one frame when you do a kara jab so that nullilfies it.ScheissNussen said:I always felt like doing a kara jab for aaHp in mk2 was less likely to connect than one that was committed, and less likely to get maximum dp damage.
That's the Death Punch (DP that we've been referring to)Ththuvhul said:This may or may not qualify as golden punching, but I feel that it's in the vicinity. Why does a single, standing, high punch sometimes result in significant damage? I'm sure you know what I'm talking about. Anyone have an idea on why it occurs?
yeah man wtf is up with that, you guys are doing "death punching" timed and on purpose? how? and wtf causes this? Aria, you are doing that on purpose and everytime? huh?Konqrr said:That's the Death Punch (DP that we've been referring to)
Konqrr said:Yeah, it's on purpose lol
Go into vs mode (or mame with inf health) to practice. Make sub/sco/rep/jax/raiden/liu jump kick you and just practice doing aaHP on them. Don't do the kara jab if you want to get a death punch.
It's a risk/reward situation. If you want DP, then you take the risk of being hit but the trade off is in your favor if you hit because you do like 35% from landing the DP and with some characters like Liu/Scorp/Mil/Jax, you get followup attacks for even more damage.
Actually learning to time your aaHP is helpful because you are expecting to land the punch and can combo accordingly, if you are spamming GP's and you happen to connect an aaHP or two, you have to react to the hit confirm and more often than not, you drop the combo because you weren't expecting to land it.
On the other hand, timing the single aaHP as a kara jab is more effective because it is an option select. You do HP~Block and if it hits you kara the jab (recover faster) and finish the combo you were planning on doing. If the jab doesn't hit, you block the jump attack and the followup move you do after the aaHP doesn't come out because you went into the block animation. You do one move and it works for you in both situations, hit or miss. It's a win/win situation.
Any jab has around 4 active frames where it can hit you. If you connect a jab on the first frame and do not cancel it, the jab will hit once for every active frame. (as long as both players are positioned right)dookiebrain said:aside from golden, how and wtf cause that death punch shit, i have done it by accident during deep aaHP, is that what causes it?
True thatjohn2kx said:I've done it (twice in one session). Just ask Aria..