Tae Seong Kim Posted May 22, 2013 Posted May 22, 2013 http://www.youtube.com/watch?v=H5IOfLhXPKI Some really high damage combos!
Omex Posted May 22, 2013 Posted May 22, 2013 http://www.youtube.com/watch?v=H5IOfLhXPKI Some really high damage combos! This is genuinely a great video for multiple reasons, showing what you can legitimately do if you stretch kanji to his absolute limit with combos, etc etc etc... and I don't want to be a shit, BUT y'know there are totally a bunch of kanji confirms you could probably find optimal shit for too instead of just combo video stuff '3' Thread is still lacking a buttload
LegendaryRath Posted May 22, 2013 Posted May 22, 2013 I'm tempted to go into challenge mode and beat #30 with that second combo! FC-j.C can get 9k too xD
zankoku Posted May 22, 2013 Posted May 22, 2013 Any chance you can write down the notation for your combos in the future, if it's not too much trouble? I'd be okay with transcribing them myself if not.
Tae Seong Kim Posted May 23, 2013 Posted May 23, 2013 This is genuinely a great video for multiple reasons, showing what you can legitimately do if you stretch kanji to his absolute limit with combos, etc etc etc... and I don't want to be a shit, BUT y'know there are totally a bunch of kanji confirms you could probably find optimal shit for too instead of just combo video stuff '3' Thread is still lacking a buttload I do have optimal FC combos, but they are all over the place in other videos. <_< I'll make one later in one video. @aisight: FC 2C -> 5B -> 2B -> 5C -> OMB -> j.C -> 5A -> 5B -> 2B -> 5C -> 5B -> 2B -> 236B -> 2A -> 5B -> 2B -> 236B~214B -> 236236A/B -> OMC (second hit) -> 214214C/D -> 2147B -> 236A/B FC j.C -> B+D -> j.B -> j.C -> OMB -> 2C -> 5B -> 2B -> 5C -> 236B -> 2A -> 5B -> 2B -> 5C -> 5B -> 2B -> 236B~214B -> 236236A/B -> OMC (second hit) -> 214214C/D -> 2147B -> 236A/B (jump forward when you do the first j.C and the j.B) Just Frame FC 2C -> 2A+B -> OMB -> 2C -> 5B -> 2B -> 5C -> 5B -> 2B -> 236B -> 2A -> 5B -> 2B -> 5C -> 5B -> 2B -> 236B~214B -> 236236A/B -> OMC (second hit) -> 214214C/D -> 2147B -> 236A/B (Doesn't have to be just frame either. You can do it with normal FC 2C. It will just do less damage)
zankoku Posted May 23, 2013 Posted May 23, 2013 http://www.youtube.com/watch?v=imjemnRfOi4 Bunch of casuals with our local Chie, recently returning after a hiatus due to school. :>
Omex Posted May 28, 2013 Posted May 28, 2013 (edited) I do have optimal FC combos, but they are all over the place in other videos. <_< I'll make one later in one video. Oh, I missed the fact you responded. No, not just FC combos. Kanji has tons of normals that you can hit and CH with that we don't have a lot of optimal stuff with! Or probably don't, anyway, since I've done a fair bit of exploring, but I don't look into things like 5C 5B combo path, etc. A lot of it is OMB based, but still. j.b/j.a CH starters with omb, 236AB, 236AB/OMB, 236AB air hits, 5AA CH starter, sweep OMB, 236B starter OMB, air grab/air grab OMB, 5AAA confirm (probably omb as well), AoA D combos, guard cancel, j.C air FC OMB/OMC combos, ground throw/j.214 series into D lightning combos, potential 236D setup grab combos (such as comboing off of 236A chair ender combos), 236236A OMB/OMC combos, high resource stalling combos (to run out sukukaja, orgia meter, etc etc, both with persona and without) and whatnot. I also don't remember if you have too much talking about realistic 5C/2C air hit punishes/FC air hit punishes. Oh, and unburst tech? :V There's also potential with certain no tech combo paths you could explore, like dealing with people who just no tech to try and deal with Kanji setups-Some japanese kanjis go for 2B 5C after catching with 236CD/D because it works on FC and lots of people are too afraid to tech. A good mix of actually important confirms we lack info on, utility combos we're lacking and the occasional combo video potential in there, y'know? More combos for Kanji than just 5C/2C/j.C starters. Edited May 28, 2013 by Omex
Omex Posted June 1, 2013 Posted June 1, 2013 http://www.twitch.tv/ehrikirhe/b/410038746 for anyone interested in american kanji play here's a ft10 set between dsmoove and tsk. supposedly informative commentary from myself on the vid, wish i could say i was linking just so i could plug myself but apparently not a lot of people knew this happened so yea!
zankoku Posted June 9, 2013 Posted June 9, 2013 Let's make people regret trying to not get grabbed? http://www.youtube.com/watch?v=a8S2GAKji28
Omex Posted June 9, 2013 Posted June 9, 2013 (edited) Let's make people regret trying to not get grabbed? http://www.youtube.com/watch?v=a8S2GAKji28 hrm... I'm 10 seconds in and kind of weirded out at how you're doing this. For one, the way you set up grab --> chair ender (instead of lightning oki, which is SUPER questionable!) into a 5AA which doesn't hit meaty since it catches them in the air, which can easily lead you to getting mashed out by some characters with faster normals/grabs, depending. Hell, not setting it up as meaty can even let them backdash on wakeup, since the no backdash window isn't all that big. Also, I dig the extra damage, but I also don't know why your answer to beating rolls is 'Still don't do meaty 5AA, go for a grab if you THINK they'll roll'. Instead, why not just... meaty 5AA? 214D to beat mashing is also really bad advice-214C has 3 frames of invuln at the same time as 214D! 214D has invuln from frame 2-27ish, 214C has it from 2-5 (the first active frame) so there's really no reason to use that there :x If you time it meaty, it'll also beat Mitsu 5B, raging lion, liz 2b, etc... It's -REALLY- bad advice to put out there. You should never do 214D as oki, tbh. Also, when you advise people to use 2B as a punish vs certain DPs, you should also at least try to get the optimal CH combo (2b --> 5C) ;; Shadow labrys, you didn't even mention doing 5A cancel into super/DP/AoA in order to beat hers on reaction.... Aigis, you should probably be discussing the DP on block j.c punish rather than showing 5C since it'll be safer vs her supercancels and still get 5k easily. Liz, you should show that you're able to 5A her and then jump away on reaction to beat her DP with a j.c, considering it's a much better pressure option and you can even do 5AA5B214214C5AA as an OS on wakeup, you can react to your 5A whiffing and if it blocks and she's still mashing it, your second 5AA will turn into a grab super on whiff, and 5AA 5C on block. Okay, good, you did go into super cancels. I don't know why you said to punish Narukami with 5AA instead of 2B or anti air 5C, both of which will give much better damage, you can space both to be safe against his super cancels with very little effort as well. You also didn't mention narukami's DP into cross slash, which has to be punished with an IB on the DP section, or a microdash sweep... Listing counter FAs as 'safe' from super cancels isn't accurate, since you don't mention being able to beat Chie's DP on reaction to it catching 5A or the fact she can super cancel it on activation to power charge or whatever she damn well pleases.. Beating different supers on wakeup-Labrys can OMC her super early and block the retaliation lightning. She can't punish kanji, but she'll be safe. :x For Labrys, you didn't mention being able to cancel DP into Wheel, which you need to IB the DP in order to beat. For Mitsu's bufudyne, you didn't mention anything about making sure you have the right spacing to dodge Bufudyne D, which can easily hit your roll thanks to the extra startup. Goddess shield, you did not mention the fact she can OMC it on wakeup and block your retaliation lightning, or use the D version to pass through you entirely... And you should probably list what grab punishes you have for the supers that you can roll and get a better punish than 214C with for the unburstable option. For example, naoto doing raid gives you a free 214D/214C without even rolling if you're worried about the punish. I don't know why you listed a situational, awakening only punish for Yukiko's fire pillar super, since it's important to know you have to do a move with FULL invuln in order to punish it properly-214C, 214D, 214214C, normal grab (I think?), TK 214A iirc. 236236A won't work because it loses the invuln on hit. On the Narukami cross slash, as said before, you can punish it a few different ways-Microdash sweep always works, IB 214214C works just fine (and with that superflash it's piss easy to IB), and combinations of microdash and IB basically let you do w/e. For Chie Meteors, you need to mention that meteors D will NOT get punished by 214D, making you look like an idiot for trying :\ And, oh god, okay, you -did- go through IK punishes... Chie God hand cannot be punished by IK, myriad arrows can't be punished on reaction either, maybe the D version, but why the fuck would mitsuru use the B version when she has a 4 frame activation A version that's safer against such things? And during -ALL OF THIS-, You didn't discuss lightning oki off of grab WHATSOEVER, which nets you a free and 100% safe 5A, let alone any gimmicks you can potentially set up with all of this. :\ You probably should have asked for outside input before you put all of this effort in. You didn't discuss doing meaty 2A to dodge 50% of the supers in the game while safely meatying, you didn't discuss better oki setups using 236AB or not doing a chair at all to get better frame advantage for better spacings vs certain character's moves... ;; edit: and no discussion of aigis orgia backdash on wakeup and how to CH it? ;; edit2: and no no tech discussion! a pretty big factor in trying to dodge kanji's wakeup mixup, especially after chair enders ;; most people at mid to high level have started noteching certain kanji knockdowns too, since there's only a few people in the us who actually know how to punish that effectively... Edited June 9, 2013 by Omex
zankoku Posted June 9, 2013 Posted June 9, 2013 Quite a bit of stuff that's good for me to learn here, thanks! I'll read through it and look into revisions. Admittedly some of it I ended up skipping over due to just being lazy when training mode recording and my own lack of execution weren't cooperating; I did mention 214D as a non-Awakening punish for Yukiko's supers, for example, I just couldn't be bothered to find a clip of it. Kanji's 214C is valid but less damage :V, and his normal throw is uniquely too slow to punish Maragidyne but that's okay because he has his 214 grabs. And yeah I must've been pretty tired to list God Hand as IK-able lol. Actually neglected Kanji's 214C invuln because I just noticed it's written on his main wiki page but not in his frame data page :x However, I definitely didn't use B Myriad Arrows, and pretty certain you can clear Bufudyne regardless of C or D version as long as you're sufficiently forward, but I'll take another look at that. Things like optimal combos... I'd prefer someone else do those for me and send me video. It's just not within my abilities to execute those.
Omex Posted June 9, 2013 Posted June 9, 2013 (edited) I just couldn't be bothered to find a clip of it. Kanji's 214C is valid but less damage :V, Actually neglected Kanji's 214C invuln because I just noticed it's written on his main wiki page but not in his frame data page :x Things like optimal combos... I'd prefer someone else do those for me and send me video. It's just not within my abilities to execute those. Yeah, if there's an opportunity you can punish with 214D over 214C, of course you should go for it for damage, but in terms of grabbing people on wakeup, that's a really bad excuse. It's a 27fish startup move, and people can react to overheads around the 23-24f startup range, there's really no reason to use it for invuln on peoples' wakeup hoping to grab a DP or whatever else ;; Once I manually tested and found the invuln on 214C, I stopped using 214D 99% of the way since 214C is usable in a lot of the situations 214D guessing seems to be necessary in. The frame data page not being updated is my fault-The mook doesn't list a bunch of frame data for Kanji right, like 214C invuln or j.214A/B/AB throw invuln, but I forgot to edit it into the framedata subpage as well. ;; As for optimal combos, forgive me, I should have specified, 'optimal combos that aren't stupid'-I refuse to go for the 5C 5B 2B stuff, and you can still get more optimal than what you're doing for really low execution. Like 2B CH, you can just go for 2B (ch) 5C > 236B > 2A > 5B > 2B > 236C > 236A for like 3.9k! nothing too bad edit: oh and in general if you make an updated/revised/whatever vid feel free to get in contact with me and we can discuss! I just don't want you to go through all the hard work of putting a cleanly edited tutorial up without it being super accurate for everyone ;; that way you can be like YEA! Edited June 9, 2013 by Omex
zankoku Posted June 9, 2013 Posted June 9, 2013 I usually I do 2B 5[C] 236B 5A 5B 2B 236B~214B 236A for 3.8k (which I did in the Yukiko punish clip), or easy 5AA 236C 236A for 3.6k. Kinda felt like just doing some different stuff in each clip but yeah. If you feel it's more important I can show the higher damage conversions for all example clips. The sentence you quoted, I was just noting that on Yukiko, 214D is guaranteed punish on both of Yukiko's supers. I didn't mean to recommend 214D over 214C in normal situations, if you took it that way, sorry. As far as using it normally, I feel it has some limited guessing-game use against grounded DPs such as Akihiko and S.Lab, though more of its applications seem to be in defense... which I probably won't be able to fit into my video one way or another.
Omex Posted June 19, 2013 Posted June 19, 2013 So, with a local bro having bought an avermerdia live gamer... pro... thing, I'm PROBABLY going to finally jump the hurdle of video editing and make some informative content for Kanji gameplay! Rather than starting with the simple stuff, I'm going to do my best to cover material that most kanjis either don't know, or aren't demonstrating very well, most likely starting with notech punishing and proper meaties. From there, if I can keep it up, I'll probably be covering Kanji's oki options heavily off of every knockdown option (normal chair, grab chair, normal EX chair, grab EX chair, each individual knockdown and their differences, good and bad lightning oki setups, and 236236A knockdowns.) From there, a proper lightning mixup video, in depth oki mixup if the knockdown video doesn't cover everything, high level blockstring theory, underused tools... well, there's a huge amount of information that most people are sleeping on, and I'll likely be totally willing to start covering it in video form and do writeups if I can't. Anyone have specific requests for me to cover content? Either things I have not listed already or what I did list (because you want something covered faster than other things lol)
A.X.I.S. Posted June 19, 2013 Author Posted June 19, 2013 Safer tech trap setups, things that doesn't put you in a really bad spot if your opponent guesses right. (more so than usual)
Omex Posted July 30, 2013 Posted July 30, 2013 (edited) http://youtu.be/mIPSEWDhsz4 And now, a guide on Kanji's 214C! Will either post elsewhere or edit this post later today to have a big list of extra examples of things that it can be used for, most likely. Edit: http://pastebin.com/Bjtf81bp Short listing of what I had off the top of my head that 214C will go through. Edited July 31, 2013 by Omex
TokuToku Posted August 7, 2013 Posted August 7, 2013 Nice appreciate the work, and really like the way you designed the vid.
Omex Posted August 11, 2013 Posted August 11, 2013 (edited) http://www.youtube.com/watch?v=qYaLxRJA_jM And now, tickgrab guide! Edited August 11, 2013 by Omex
Giggles454 Posted August 18, 2013 Posted August 18, 2013 Great vids, Omex. I think a video on resets would be handy and maybe one for baiting DPs.
Omex Posted August 18, 2013 Posted August 18, 2013 Great vids, Omex. I think a video on resets would be handy and maybe one for baiting DPs. The best advice I can give for baiting DPs is really just going to be watch for patterns and the like, not much I can do in the video. I -am- going to do an okizeme tutorial sooner than later that'll detail how to pressure on wakeup the best, and it'll go over 2a meaties, which can dodge a lot of wakeup supers and whatnot... but yea! :<
Omex Posted August 29, 2013 Posted August 29, 2013 http://www.youtube.com/watch?v=g1T6gVCe00c clearly the game is trying to tell me i need to stop playing. probably more vids soon! with the new cap card i can put out a bunch of new oki mixups and whatnot as needed. probably. only once i'm convinced i like the stuff i'm finding lol
Omex Posted August 30, 2013 Posted August 30, 2013 (edited) http://www.youtube.com/watch?v=y9PuGNaukQ4 Domi (Akihiko) vs Pet (Kanji) http://www.youtube.com/watch?v=3IfA8ZVPpRk Shikki (Narukami) vs Pet (Kanji) http://www.youtube.com/watch?v=wCZ4Klbw_oA Shikki (narukami) vs Nakiri (Kanji) http://www.youtube.com/watch?v=ReHY1TINC5k Pet (Kanji) VS Men Taichou (Mitsuru) Edited August 30, 2013 by Omex
Omex Posted October 2, 2013 Posted October 2, 2013 http://www.youtube.com/watch?v=X6jHSxEIQdM clash cancel video, has details on setting up silly clash OS into throw for Kanji http://www.youtube.com/watch?v=GfyjoTW4db8 air throw safejump http://www.youtube.com/watch?v=VYnTSGXkorY ...lol thing
Omex Posted October 4, 2013 Posted October 4, 2013 http://www.youtube.com/watch?v=KuwfK2eOXUo first part of a three or four part tutorial thing! i talk about a lot so i can get all the info out at once ;;
A.X.I.S. Posted October 5, 2013 Author Posted October 5, 2013 Hi I made a couple of videos recently have fun: http://www.youtube.com/watch?v=u27FKOkMDA0 http://www.youtube.com/watch?v=Qsr233vjLCo
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