Fireryda Posted August 2, 2010 Posted August 2, 2010 Same amount of reps, it's just the way your movement changes when you do a TK.
Overheat Posted August 2, 2010 Posted August 2, 2010 Alright, thanks. I'll have to practice the TK loop a lot today. EDIT: After trying both methods, I like the 6A > 2147D version much much better. With the jump buffer during 6A, I found that I kept on doing the TK's too high. I averaged only 2-3 loops with the jump buffer, but now I can get 4-5 reps + the combo ender with the TK7 version. If your opponent is in the corner and they're blocking, or are trapped by 236D, try doing a TK feint into 3C > 214A to set up the loop. You could also go for a throw after the feint.
cola Posted August 16, 2010 Posted August 16, 2010 I was playing the challenge mode and working on Mission 9 which is pretty much what this thread is about. There are more untechable time on the first Crescent Saber. So it is best to perform TK9 (or 6a9214D) on the first saber to shorten the distance. Then, the next 5 sabers can be Tk7. 6a actually hits further horizontally than it looks.
severin Posted August 16, 2010 Posted August 16, 2010 Doing TK9 on the first saber actually makes it whiff against some characters. Ragna and Tsubaki are prime examples.
Andru Posted August 16, 2010 Posted August 16, 2010 Yeah, and due to that, I almost always TK7 first. If the 6A hits and you TK7 you're pretty much guaranteed another 6A, in which you can adjust. VS. Bang in challenge 9 you can TK9 the whole way, but that will drop the ender, I'm pretty sure.
ZONG_one Posted August 16, 2010 Posted August 16, 2010 I saw TK crescent > 2DD ender in a recent matchvid. Vs Ara, of course. Is this new?
Andru Posted August 17, 2010 Posted August 17, 2010 They must have RC between the crescent and the 2DD? I cant see how else a 2DD would land after a TK cresc.. You can do like, TK crescent hit near corner > RC >2DD> 5C 6C loop.
Halcyone3 Posted August 17, 2010 Posted August 17, 2010 I saw TK crescent > 2DD ender in a recent matchvid. Vs Ara, of course. Is this new? That wasn't him messing up the TK loop against Fumo. 2DD hits arakune after TK crescent in the corner. You can actually do 2DD > TK crescent as a loop against him. i have quite a personal liking to highly character specific shennanigans like these
ZONG_one Posted August 17, 2010 Posted August 17, 2010 it was ftw, but yeah. No RC. FATTY ARAKUNEEEE. :] 2DD 6DD 2DD ender. http://www.youtube.com/watch?v=OGRweZAPLY8
Arcade Fire87 Posted August 17, 2010 Posted August 17, 2010 Severin mentioned that it might only be character specific on Arakune, unless I read it or remembered it wrong. Lambda goes into some kinda 2D>TK loop on him Too bad TK loops suck so much online, it blackbeats after the second or third one : / I don't know how some of you guys can do the 6 reps, my fat ass needs to squeeze in a 5B at some point which limits it down to 5 reps. Also, I do 214789 instinctively on the left side but a huge 2147 on the right, shit gets annoying
ZONG_one Posted August 17, 2010 Posted August 17, 2010 It is only ara. Maybe Haku some how. But it's just like midscreen tk crescent dash 2DD 6C on Ara, or however it goes.
NickExtreme1 Posted August 18, 2010 Posted August 18, 2010 Looking through this thread, I notice no video showing the TK Crescent Loop. http://www.youtube.com/watch?v=yO36R8q2L5Y Now, I personally don't main Lambda (or even play her much, for that matter) , but this thread helped me learn to pull off the loop consistently (always reach at least five reps before either droping it or ending it with an ender combo.) Thanks.
ikeTATARI Posted August 18, 2010 Posted August 18, 2010 I really, really wish I could do this combo. I can't get the 9j214D method of tking this to work - I was hopeful because it seemed that being able to alternate 9/7 tks is the most stable method of getting the loop down. Currently though I can't even get the 6A to link after the 2147D. The video is helpful for the timing - and for knowing that it builds enough meter to end with distortion (for a yummy 6k damage) - but any tips on TK9 input as it pertains to Lambda's corner loop or getting the 6A to link? I'm not sure if I'm just not linking it right or what.
zaeris Posted August 18, 2010 Posted August 18, 2010 I really, really wish I could do this combo. I can't get the 9j214D method of tking this to work - I was hopeful because it seemed that being able to alternate 9/7 tks is the most stable method of getting the loop down. Currently though I can't even get the 6A to link after the 2147D. The video is helpful for the timing - and for knowing that it builds enough meter to end with distortion (for a yummy 6k damage) - but any tips on TK9 input as it pertains to Lambda's corner loop or getting the 6A to link? I'm not sure if I'm just not linking it right or what. practise practise practise!! the only thing you need to really look out for is jump cancel off 6a is late, meaning when you input the TK you also do it late because the jc option isn't active on earliest frame. Getting 6A to hit? not sure if anyone can help you with that, for visually cue hit 6a once your character has completely landed, actually watching her animation for recovery helps.
zeech Posted August 18, 2010 Posted August 18, 2010 Can you jump cancel 6A? The challenge mode for this loop wants you to super jump cancel. Are there moves in BBCS where you can Super JC but CANNOT JC?
Antihippy Posted August 18, 2010 Posted August 18, 2010 6A is JCable. That's how her TK crescent loops work. It's just that the jumping frames are late i think, but it's easy to do.
Master Bigode Posted August 18, 2010 Posted August 18, 2010 Can you jump cancel 6A? The challenge mode for this loop wants you to super jump cancel. Are there moves in BBCS where you can Super JC but CANNOT JC? Dude, the moves in ()'s are optional, they let you sj so people who do 2147/8/9 can clear the challenge.
Diveman Posted August 18, 2010 Posted August 18, 2010 after 6A, i usually holde 9 or 8 or 7 and then 214D, if you learn the timing it becomes easy. basically hold one of those directions, wait a sec and then do the crescent.
Arcade Fire87 Posted August 18, 2010 Posted August 18, 2010 I usually do the 6A>TK, dash in with a 6A>TK>5B>6A>TK>dash>6A>TK>buffer dash without dashing 6a>TK, etc It feels good if you buffer the dash after 6A, the TK doesn't whiff from doing it so late You just have to practice, it's not something you'll get in just an hour
ZONG_one Posted August 18, 2010 Posted August 18, 2010 Since this wasn't answered. There are no moves in BB that are sjc and not jc.
SolarMisae Posted August 20, 2010 Posted August 20, 2010 A question. On another forum, someone stated that when doing the loop, the TK9 version alone can do 8 reps and there is no need for micro-dash 66A or 5b anywhere in the loop. Is this true or is it bs? I never heard of anything above 6 reps. o_o;;
SolarMisae Posted August 20, 2010 Posted August 20, 2010 Ah I see. Is it better to always use TK9 then or does it not really matter? Also, is it practical to try and do 8 loops in an actual match?
tuka Posted August 20, 2010 Posted August 20, 2010 Why would it not be practical? It's a loop, two moves repeating themselves, nothing impractical about adding some more if you can.
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