STenSatsu
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So, seems like the key to doing good damage is Tsubaki Install corner combos. Following always let 623d do 3 hits instead of cancelling asap. 1 charge 50% meter: throw>install>623d>j.214d>22d>6cc>hj.c>dj.cc>j.236a>j.214c 4360 5bb>5cc>install>623d>j.214d>22d>6cc>etc 3836 fc 6c>install>623d>j.214d>214d>2cc>5c(w)c>hj.bc>dj.cc>j.236a>j.214c 4408 6a>5c>install>623d>j.214d>22d>6c>j.bc>dj.cc>j.236a>j.214c 3182 2b>5c>install>623d>j.214d>>22d>6cc>etc 3487 2 charge 50%: 22d(charged)>install>623d>j.214d>214d>2cc>5c(w)c>etc 5044 214d>install>623d>j.214d>22d>6cc>etc 5831 throw>install>623d>j.214d>236d>214d>22d>6cc>etc 4898 fc 6c>install>623d>j.214d>236d>214d>22d>2cc>5c(w)c>etc 4928 Should be able to do variations midscreen as long as 623d>214d>236d will connect in the corner. Hope this helps.
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I thinik the main thing I was thinking about was Hazama snake zoning. Since only the head seems to hit people, I was thinking you could 236b through it on reaction to stop him coming in with a blockstring.
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Sorry, been editing my post as I figure some shit out, I think the 623d (3 hits) is pretty massive when you can do 623d>j.214d. Last hit adds like 200-300 damage to combos lol.
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If you have 2 charge and 50% meter in corner with 6c FC do this: FC 6c>214214d>623d(3 hits)>j.214D>236D>214D>22D>2cc>5c(w)c>hj.bc>dj.cc>j.236a>j.214c for 4928 damage. Best I've been able to do with that. Can do it midscreen if you are close enough to corner to get j.214d>236d to connect. Punishment combo in corner with same as above conditions: 214d>2cc>5c(w)c>hj.bc>dj.cc>j.236a>j.214d>land 2cc>236236c 4717 and way easier than above combo. Throw>214214d>236d>214d>22d>6cc>hj.c>dj.cc>j.236a>j.214c adds about 600 damage onto the throw>22d combo if you have 1 charge midscreen. j.c(blocked) delay c(hits)>214d combos. If you do the delayed j.cc hella low you can also do 5a>5bb>5cc>236a>214a>22c. 1 charge 50% midscreen: FC 6c>236d>214d>22d>dash 2cc>5c(w)c>hj.bc>dj.c>j.236a>j.214c does 3700 and is best I could get if you can't get t the corner for fc 6c>623d>j.214d>236d>2cc>5c(w)c>etc which does 3930 or so. EDIT:So apparently if you let 623D hit all 3 times combos do way more damage lol.
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I can bring a copy of CS and GGAC (not +). EDIT: Date is 28th right? And any word on signups time yet? Gotta get in the work requests early ya know. =P
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Eh, 236b looks fairly legit thanks to 1st frame invul. I guess it depends on how long it takes her to move forward and such though.
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Not sure if anyone reads this at all, but here's the BNB corner Fuujin loop + enders vid that I got from Honnou: http://www.megaupload.com/?d=WD2BI397. Shows the fuujin loop combo for all characters as well as enders for it. Also shows tensionless HS fuujin->nagiha corner combos on most if not all. Not sure how much has been written here about 3S kara here, but I figure I'll put in my 2 cents. Its main uses are: allowing you to adjust spacing on ground combos (need them farther? just add more 5S! helps with tensionless midscreen hs fuujin>hop stuff), longer and stronger block strings, and allowing you to combo aba/johnny/pot/robo on a 2S hit by karaing it into 5S>5H>H Fuujin. I still want to know if you can do stuff like 2S>kara>2S but I'm afraid my execution isn't quite that good atm. For midscreen tensionless H Fuujin>hop combos, I believe you generally want to hit them at as max range possible with 5H>236H so that you can hop asap and then get the 5P>sj combo. I know I can get it on Slayer, but it seems impossible on the heavy guys. Not sure bout the light chicks atm. Basically you can just get a hit, then do a bunch of 5S>kara>5S till they are fairly far, then do 5H>236H>Hop>5P/K/S>SJ combo. Keeping momentum during a Super Double Jump. If you jump cancel into a double jump right when you hit the guy with a normal, you'll retain momentum into the double jump instead of going mostly straight up. This is key to his SDJ corner enders as well as letting you get better damage off pretty much any JI into SDJ air combo you do. It's fairly easy once you understand it. Solo Jump Installing 5P. Still working on this myself, but if you can learn how to solo JI his 5P (5P>829>air combo), you can eek out a decent amount more damage when you get those 5P AA hits or a 236H>nagiha>relaunch corner combo. For his Midscreen BNB, you will also want to learn to dash fuujin (2366H). Pretty much have to dash fuujin after a 2D>236S>D starter midscreen. Also may have to do it after some 5H>236H>D combos also depending on distance. Dashing butterfly (2366P or D) is also extremely useful when you On somebody out of the corner. Otherwise, the butterfly will often dissipate without hitting your opponent.
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Could probably just do something like 236x>214b>5b>j.bc>dj.cc>236a>214c instead of the rc. Also, 3c>falling j.c>2cc>hj.c>dj.cc>236a>214c does more than your 3cc combo I think. 3c combos are also good for when you get CH 5b hits.
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The action charge and a bit more no-charge damage is probably all she needs I'd agree. Few mixup things: 2369c whiff is really hot off a JCable move. 3c, j.d, falling j.b is kind of cool. Can also j.d and whiff j.c then go low. If you ever get a good jump in chance, j.c is really good mixup. Once they block j.c you can either do the j.cc hella late or land and go low/throw. Can do 5a/2a->recover->kara throw as a good tick throw. If they catch on I'm pretty sure you can just do 5a/2a->6c to go for the fatal counter combo. Uh, does anyone know if the Tsubaki frame data is up somewhere yet? I don't think it is up in the guides section on DL iirc.
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Seems like Arakune got transformed due to Litchi's research somehow. Or at least it sounded like Litchi was there when Arakune was experimenting on himself while human during Litchi's story. Would explain why she goes so far for him if it was partially her fault he ended up like that. Either that or she decided to research seither flow on living things after he turned.
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You can crossup standing opponents with 2369b in some cases and then go into dive or RC into combo. Haven't been able to get it to land on crouchers though (outside of maybe Tager).
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You can have it demonstrate it by hitting your function 1 button. If it is the one where you do an air combo into 236d->214d, then you have to delay the 214d quite a bit. If it is one of the others you may be doing j.d,dj.cc out of habit when some of the combos won't connect if you do dj.cc instead of dj.c.
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Was having trouble with it too at first. I started doing the jump cancel motion at the second to last hit of 6cc instead of at the last and it helped immensely. Other than that just make sure you get the sj.c out asap once you are off the ground.
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Haku is very strong against stuff like laser oki/daisharin oki/four winds oki in general thanks to reversal counter.
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Gimmicks I want to try: TK 236b. See if it will connect on crouchers. See where it will cross up or not cross up if so. See if you can do a cross up SJ TK 236b and get a correctly faced dive off it. TK 236b->RC->??. TK 236c. Already seen we can use it to combo after sweeps. Good throw setup off a JCable move every now and then, especially if tk 236b ends up feeling legit. CH 214a/b/c. What can you do if you hit with this. Thinking about jumping and then doing a slightly delayed dive to fake a tk 236b/c. Getting secondary normals as combo starters. Only one that has potential off the top of my head is something like a properly spaced 5b->5c(whiff)c(hits) since 5cc seems to have a decently better reach than 5c. If I'm remembering things completely wrong and you can't cancel into the secondary normal on whiff let me know lol.
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NorCal HitConfirm!!! GGAC, MBAA, and BBCS! [10/2/10?][NOR v. SO 5v5?!]
STenSatsu replied to RinHara5aki's topic in Archive
Voted for sept. Sign me up Scottie. -
Millia, black/gold, megurine, eva 1 are my favorites
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I really doubt we could do even a 2-day tourney by 5pm each day. Though when do regular hours start again for the SU?
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This! I'm sure it'd be a huge help since Option Selects are probably one of the more non-intuitive things about many fighting games.
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Figure I'll let Bahamut post his vid here on his own, but it had some cool combos. My personal favorite was the 3c, 2369c whiff, 2b relaunch stuff. Would have preferred less 5 stock combos but still nice. The combo vid is in the BB general vid post. 10 more days till I can finally try all these gimmicks and shit I want to check out lol. =( EDIT: Changed to correct person making vid.
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Well, the Berkeley place sounds like a good bet for the monthlies. If we want to do the Minor and try to get maybe PNW/SoCal into the mix, than we'd be better off using one of those SJSU rooms due to turnout more than likely. (The $230 with club backing one I think was the best bang for buck.) I can bring copies of BBCS and GGXXAC as well as spreading some fliers to the local colleges/game stores.
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Have Rod, aka Professor GG, train you! Also, all this hype definitely makes me want to play more and get to a point that I can take some money from people lol.
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WTB pics. Can't leave me hanging like this.
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ABA can be pretty easy at scrub level because danzai spam wrecks bads, but other than that I'd have to agree with qerty/sh.
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Melty deserved a main spot at least once tbh. AC is pretty much ST status now. Can only hope that Pachi is right and that Arc has something planned. Still praying for AC+ on a next-gen system with BB netcode and maybe a higher res as an interim release though. /pray