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Nahlásit problém s překladem
However, the mindgame is pressy simple. Power crush beats all of his options except 2 lows.
On hit though most of that ♥♥♥♥ is guaranteed, I've tested against b2->PShift
On block this looks like the worst mixup in the game, lol. Because a simple hopkick beats 4 options. trades with 1, and gets floated by the last 1 which deals very little recoverable damage.
https://www.youtube.com/watch?v=SaZn15QVLrA
glad this post made me lab it.. I'm gonna ♥♥♥♥ on clives in QM and ranked.
- "BUT HE CAN CANCEL AND PUNISH YOUR HOPKICK!!!!1111"
nah, he can't even do that. what a garbage stance is that? xD
https://www.youtube.com/watch?v=krNMBMhF5TM
Phoenix shift 3+4 has homing mid safe on block
Phoenix shift 1 has armor but doesn't track. Still u can delay hit
Thank you
In general, the outcome really depends on frame advantage. From his b2 on hit all that stuff is guaranteed, you can't even block half of the options.. But if he goes PS from jabs vs block, when you're +3, you can counter-hit launch all that ♥♥♥♥ with some fast button, except PS~1 which is a power crush (and the only steppable mid option).
https://www.youtube.com/watch?v=g-k48ZPbEtI
Asuka > FF16
This is really a knowledge check, most of his shifts are jab punishable if he shifts on block because the shift sets him to some negative value, but some set him to +6 instead (like b+2~F on block) and if you try and jab punish those you'll get eaten by his fastest PHX options which are 15 frames.
It doesn't help that the PHX transition is very flashy which makes it feel a lot more dangerous than it actually is.
I was going to say 'hit the lab as Clive' but then I remembered you can't do that if you don't own the DLC so I tested it and wrote a list (first frame value is on block, second is on hit):
Crimson Rush (heat on d/f+1,1~F) -1, +14
Crimson Eruption (heat on d/f+1,1,2~F) -3 +14
Blazing Rush (heat on u+1+2~F) -1, +14
Blazing Eruption (heat on u+1+2,2~F) -3, +14
Double Blow (1,1~F) -3, +6
Assault Burst (2,2~F) -1, +4
Roundabout (4,4~F) +6, +14
Burning Chain (f+2,2~F) -5, +6
Outlaw Burst (d/f+1,2~F) +6, +14
Executioner (b+2) +6, +23 (all PHX followups except PHX 3+4 are a natural combo)
Lunge (f,f,F+2~F) +14, +43 (knocks down on hit, PHX 4 and PHX 3 are guaranteed, but PHX 3 followups are not)
Wild Steel (ws 1~F) -1, +6
Sabaton Smash (ws 4~F) -5, +6
Dia (BHT 1 on hit) varies from +15 at max range to +8 at point blank (only shifts to PHX on hit)
Fastest PHX moves are PHX 2, a mid, and PHX 4, a low, both at 15 frames; Clive has to be +6 when shifting for these to be uninterruptable, and +5 to force trades, anything less can be jab punished. PHX 1 has armor from frame 6 and is 21 frames, so the armor can come into play if Clive is better than -5 (tested this one specifically, PHX 1 loses to jab if Clive is -5). Note that if Clive is +6 and you jab PHX 1, you can still block the actual attack because of armor hitstop, so this is also true for if clive is worse than +6. (Tested this specific interaction too.)
Looking at this, we can see specific moves that we'd like to call out - any option except that is worse than +6 on block can be jab punished (even if Clive tries to do PHX 4 after e.g. 2,2~F on block it will lose to a jab). Be careful about trying to call out f+2,2~F on hit, because PHX 4 afterwards will counterhit your jab and let Clive get ws 1+2 or ws 1,2. If you're feeling gutsy, you could respond to f+2,2~F and 2,2~F on hit with an armor move, which will beat PHX 2 but lose to PHX 4.
If you're confident in your ability to block PHX 3 on reaction (it's 21 frames), you can stand block if you don't want to challenge: PHX 4 only does 15 damage and is -1 on normal hit, and Clive recovers crouching, meaning his fastest option is FC d+2 dickjab or ws 4 at 11 frames; if you have an 11-frame mid or dickjab, you can force him block or else you're going to steal your turn back.
Since we're talking about Clive's kit, we should also talk about Clive's reversal which might be used to cover some other options on block; Clive can throw this out if he's better than -6 (any worse and you counterhit the startup animation). Notable moves where Clive might try for a frametrap reversal are ws 4, GAR 3_4, 1,1, 2, b+2, and d/f+1. These are all moves that are better than -6 but worse than +1 (on block), so you may be tempted to take your turn after them, and if Clive reverses you'll get hit. This is very dangerous if your back is to the wall because Clive can do a full wall combo off reversal 2 for 75+ damage.
If you see that opp is doing this, try and not take your turn on those moves and either throw him (unbreakable if it lands during the reversal frames), or hit him with a launcher of your choice, as Clive's reversal is launch-punishable on whiff after the last balance patch.
But the struggle is real with kazuya. Evenings tho he has good raw Dmg. But is start-up frame is just weird 🤔
Skill issue on my part, I always get smoked by Kazuya because I'm really bad about coping with the hellsweep/axe kick 50/50 wakeup pressure and I'm ♥♥♥♥♥♥♥ at blocking that spinning low punch (I think it's d+2?).
Any of Kazuya's moves that crush high will work pretty well against Clive in other situations because most of Clive's kit is VERY high - stuff like b+2, 1,1, and his fastest safe homing move is d/b+1, which is a high, and 4,4 doesn't jail on block and the second hit is a high so you can duck under it and punish it with ws 1,2 which launches. He's also just generally a very linear character and can get stepped really easily (something Clive himself is bad at doing because his hurtbox is FAT for whatever reason. Must be his huge tits).
You can also take advantage of the stock Clive play of f,f,F+2 wakeup pressure by delaying getup, getting up and sidestepping, or getting up into an armor move to blow through it.