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Everything posted by -Seo
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Actually, that combo is character specific. I forget the exact characters it does and doesn't work on, but I remember it not working on Makoto and Hazama. You're best off removing the [4]6A and doing 2C>5C>6DC>2DA>5DA>3C>6DC>2DB. Or if you like doing the A orb, remove the 2C after [4]6B. 2D~C dropping after 6D~C is a weird height thing from what I can tell, usually comes from if you hit them with 5B>3C while they're airbourne, it won't connect in some strange cases, haven't fully looked into it honestly.
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BBCP: Kagura Ver 1.1 Combos part 2 by hikaru
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BBCP: Kagura Ver1.1 Combos by hikaru
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Eruo Kagura Eruo (KG) vs Miyahi (TS) (BU) vs Eruo (KG) Bob(RC) vs Eruo (KG) Furanken (TS) vs Eruo (KG) Igaruku(TG) vs Eruo (KG)
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Not throwing the orb does still give you the safe jump, but there's nothing really there to threaten them in the case of the A orb mixup, or B orb shutting down most tech options. At that point, it would've just been safer to go with the more damaging and rewarding 2DB>Orb oki route. Granted that isn't bad, it's solid damage and alright oki.
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Aaand some more videos from Astral Heat. I played pretty nervously honestly, so it's kinda sloppy play Astral Heat - DragonLordZ (BA) vs Seo (KA) Astral Heat - Seo (KA) vs Mr.E (JI) Astral Heat - Losers Semis - Seo (KA) vs LordSpectreX (AZ) Astral Heat - Losers Finals - DragonLordZ (BA) vs Seo (KA)
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Yeah. Honestly the biggest problem I have with this, is how telegraphed it is. If you throw A orb, they can react and delay tech. If you throw B orb, they can react and emergency tech. Granted, if they emegerncy tech and use a decently ranged normal, you can still block, and they'll hit the orb. It'll do one hit, with next to no hitstun, and still put you in blockstun, but I just found that a little funny. I'll look more into this over the weekend though, I really think there's something here (even if It may not work come 1.1)
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So, I've been messing around a little more with dealing with delay techs, and I'd like to think I have a small idea that could work, but I'm a little unsure at the second. If you throw a B orb instead, just after they hit the corner, it'll stay closer to you for a longer period of time than an A orb would. You can react to them delay teching or emergency teching. If they delay tech, you can sit in 5D stance, and react to a neutral, forward or back roll. If they roll out of the corner, they roll into the orb, and you can easily 5DC them back into the corner, get a small combo and oki again. If they neutral tech you can meaty 5DA them, which will catch mash and upback, and beat a few supers/reversals (it's good to buffer flash kick during the stance, if 5DA clashes with certain things (Jin's D DP) you can catch him out on that with flash kick). If they roll into the corner, you get a command grab for free. Again, some characters have easy ways out of this, and it's still not quite the best option there is, but it's sorta something!
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Talked about this mix-up a few pages back and I finally got a chance to record it. https://www.youtube.com/watch?v=fdEUHTJtbpM Upon hindsight though, I don't recommend going for this much at all really, delay tech will destroy it, and any half decent player will catch on eventually. Untill I or someone else can find a way to deal with delay tech, this is nothing more than a gimmick. Sorry for the sloppy editing too, I'm much too lazy when it comes to that, haha.
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It doesn't put him too high up from what I remember of the JAEPO trailer, around about a standing character head height (maybe just a little lower). I imagine you might be able to still cancel into 5B on hit despite the air stance nerf, just because of 2DA's huge untech time. I'm hoping you can still orb cancel it on hit, and this airbourne property only goes with going into another stance.
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Not sure what to make of a few of the changes. Air drive cancel nerf is really upsetting, and removing head invuln on 6C is honestly quite baffling and 5C not causing stagger sounds a little weird. Then again with drive startup buff, maybe 5DC will be a slightly more viable anti-air and 2C recovery is a huge buff. Glad they didn't touch stance supers damage and charge supers startup though. RIP 6A>Astral ;_;7
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Oh nice, never even thought about something like that there. Thanks for the tip man.
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Nu, Mu and Izayoi changes are up. http://www.famitsu.com/matome/bbcp/tyousei5.html
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BBCP 8/3/2014 AstralHeat - Dblankz (TA) vs Seo (KA)
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Patch is hitting arcades on the 19th of March. http://www.famitsu.com/news/201403/07049436.html
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Been looking into IOH j.C a little more, and it has 3 different situations that I've found where it can work on a different set of characters Neutral: Relius, Hakumen, Tager, Hazama, Terumi, Jin, Arakune, Carl, Platinum, Valk. 6B Blockstun: Ragna, Hakumen, Tager, Jin, Carl, Valk. B orb Blockstun: Ragna, Mu, Relius, Makoto, Tao, Hakumen, Tager, Amane, Jin, Carl, Valk, Bang, Nu, Kagura. Characters in red are ones that it does work on, but the spacing is much too specific to be practical. Jin is a little strange too, and requires you to hit somewhere around the middle to the end of the sword, it'll whiff near the hilt. If this could get added to the first post/FAQ section, that'd be great!
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A well timed 2C at the right range will beat Az's 5C.
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Sorry, I missed a 3C in the notations, my mistake! Midscreen command throw is very limited combo wise. You can just do 6DC or 2DB for quick damage, or stance super if you want the kill. 5DB>j.2D(6)C>A orb>5BB>5C>6DC>2DB works too I believe, but it's pretty awkward to hit imo. You're honestly better off just doing 2DB>A orb for small oki, or 6DC>2DB>A orb if you're nearing the corner.
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You can do it in neutral against Hakumen, Relius, Tager, Carl, Jin, Platinum. Jin is a little finnicky. Some characters need to be in blockstun, so you can 6B>j.C IOH against Nu, Mu, Valk, Ragna, Hakumen, Tager, Platinum, Carl, Relius and I thiiiiiiiiiiiiink Arakune. Don't think it works on Jin if he's in blockstun, but I could be mistaken.
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Oh I see what you mean. 6DA and 6DB will travel up to a certain distance before the actual attack will come out, because they sort of have a proximity to them based on the distance between you and the opponent, so the further away you do 6DA/B the longer the dash and vice versa. There's no properties to it, and once you've pressed either A or B, you can't change between them. 6DA and 6DB have a very similar animation at the start, so it's mainly just for a silly mixup.
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[CP/EX] Kagura Mutsuki - Player Critique and Self Improvement thread
-Seo replied to MikelAL93's topic in Kagura Mutsuki
DP will beat it, Ixis does it at one point in a match.