deadsnake Posted March 6, 2012 Posted March 6, 2012 no, I play offline.... :P ok,I'll be honest, I only mash the bold ones 5B[m] > 2C > 6D > Hatsu Haku Chun > Haku Hatsu > RiichiA > Ippatsu > Tanki Hatsu > 5B > 6C(1) > 4kote > j.B > dj.BCD > falling j.C > slide 6A > (5D Kokushi) 5B[m] > 2C > 6D > Hatsu Haku Chun > Haku Hatsu > RiichiA > Ippatsu > Tanki Hatsu > [5d~] > 236c > staff2 >6d > 3c> 5d >6c >6d > 13O
Rhiya Posted March 6, 2012 Posted March 6, 2012 Would inputting the first Hatsu as TK hatsu make the 6A at the end easier to connect?
Fugu Posted March 8, 2012 Posted March 8, 2012 I doubt it, but you should do it anyway because it makes the combo do more damage.
Djudjo Posted March 9, 2012 Posted March 9, 2012 I'm having trouble against Haku-Men. If I use falling j.C too early, he can emergency tech before mantenbo hits him, if I delay it, it'll whiff. What am I missing? The timing is really strict.
Lord Knight Posted March 10, 2012 Author Posted March 10, 2012 Super jump jB > dj jBCD > falling jC, same goes for Arakune.
Rhiya Posted March 12, 2012 Posted March 12, 2012 For [5B > 6C(1) > 4kote > j.B > dj.BCD > falling j.C > slide 6A > (5D Kokushi)] after 6D, what height is optimal to pick them up with 5B? Is it character specific, or does it matter?
Nakkiel Posted March 12, 2012 Posted March 12, 2012 I've never noticed a specific timing needed, just hit them with 5B as soon as you can.
Rhiya Posted March 12, 2012 Posted March 12, 2012 I'm just really, really awful at connecting the 6A and getting the lowest j.C possible, so I wanted to try to find anything I could that'd help with that.
Shiawase Posted March 19, 2012 Posted March 19, 2012 What do you guys mean by "slide 6A"? I know what 6A is but IDK about the slide part.
Djudjo Posted March 20, 2012 Posted March 20, 2012 Can't land it. It won't land always, it depends on how much you hit the opponent before ending the combo :x Anyway, just dash a little before you touch the ground and then, 6A
Shiawase Posted March 20, 2012 Posted March 20, 2012 Fastest possible dash 6A. Thanks, and what's (5D Kokushi)? is that the same as staff2? I didn't see that in the litchi basics thread
Cobalt Posted March 20, 2012 Posted March 20, 2012 It's one of the oki options. After 6A, set the staff with 5D and immediately go into Kokushi Musou (Thirteen Orphans, 632146D).
Star-Demon Posted March 20, 2012 Posted March 20, 2012 It won't land always, it depends on how much you hit the opponent before ending the combo :x Anyway, just dash a little before you touch the ground and then, 6A Micro Airdash? I am ... What is this? I don't even... Yo - dawg - I do FRCs on my GG Main but you are making me wanna flip a table at this supposedly easier game. T___T Back to learning FRCs... T_T
Djudjo Posted March 20, 2012 Posted March 20, 2012 Lol, you already double jumped, so you'll be just buffering the dash, that's not difficult to notice...
Shiawase Posted March 21, 2012 Posted March 21, 2012 What are some combo options after landing Kokushi in the corner? Am I supposed to let the kokushi go through fully then combo afterwards or should I be doing things while Kokushi hits?
Ril I am Posted March 21, 2012 Posted March 21, 2012 (edited) What are some combo options after landing Kokushi in the corner? Am I supposed to let the kokushi go through fully then combo afterwards or should I be doing things while Kokushi hits? If mixup is successful, do 236c then 5b 6d and combo again after kokushi goes through. This will let you setup another mixup situation in the corner. Edited March 21, 2012 by Ril I am
Djudjo Posted March 21, 2012 Posted March 21, 2012 If mixup is successful, do 236c then 5b 6d and combo again after kokushi goes through. This will let you setup another mixup situation in the corner. TK Chun (2369C) > 6D is the best route
Nakkiel Posted March 22, 2012 Posted March 22, 2012 What are some combo options after landing Kokushi in the corner? Am I supposed to let the kokushi go through fully then combo afterwards or should I be doing things while Kokushi hits? Never hit them after a successful mixup until Kokushi is finished, unless they will die from you mashing buttons on them during the super. Then you just do whatever you want. As Djudo said, TK Chun > 6D is the best possible route after a successful mixup during Kokushi.
mynus Posted March 25, 2012 Posted March 25, 2012 (edited) Check this out.... Midscreen to -3 position. Itsuu B -> forward dash -> 5D -> haku -> hatsu (if at -3 position use chun instead) -> staff 2 -> tk chun -> -> {a} 6B[m] -> 6D[m] -> hatsu -> riichi A -> ippatsu -> tanki hatsu -> 5B -> 6C(1) -> 4 kote -> jB -> djBCD -> falling C -> slide 6A, 3516dmg--50meter OR -> {b} 2C[m] -> 4D -> 5D -> iad jC -> staff2 -> 6D[m] -> 5B -> 6C(1) -> 4 kote -> jB -> djBCD -> falling C -> slide 6A, 3110dmg--47meter *Shounen was using this all weekend. Get that corner carry to kokushi oki anywhere! Edited March 25, 2012 by mynus
Shiawase Posted March 27, 2012 Posted March 27, 2012 (edited) (in corner) 6Throw > 6D[m] > Hatsu > Riichi A > Ippatsu > Tanki Hatsu > 5D > Chun > staff2 > 6D[m] > stuff I'm having problems with the bolded part. They always tech out when I go for the Chun. Any tips? If there is a better standard corner combo starter I should be doing please let me know. Edited March 27, 2012 by Shiawase
deadsnake Posted March 28, 2012 Posted March 28, 2012 hold the 5d for a bit, and then chun what you want to do is chun right after the staff hits the opponent. but in csex, 5d staff launch has more recovery frame so by holding 5d for a bit will launch the staff when you are almost done recovering from the staff launch motion cmiiw
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