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terrybogard

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Everything posted by terrybogard

  1. If you want more reps of kens loop, do less hits before starting the loop or less hits before the CD. Example: You can get more loops in if you do the combo close D, far D, CD, loop combo than doing 2B, 2B, close D, far D, 236 CE, CDE, loop combo. Something I keep in mind when I play: I only do 2-3 reps of ken's loop if I get many hits before CD wallslam hit or before I actually start the loop. Otherwise, you can do up to 5 reps if you manage to sink in a clean CD hit and start the loop after it.
  2. You're welcome lunchbox. You need to hit the opponent as Ken leaves the ground. also, try practicing on large characters first(heart sama), just to get the timing of it.
  3. An addition for the stars section: It seems that the BD throw is not an "exception" to the 3 star limit to a combo. I think it "removes" the 3 star limit in a combo. I'm not 100% sure, but if you look at the thouther dvd combo in youtube http://www.youtube.com/watch?v=1iZVOCqjuBo (starting 0:43), you'll notice that thouther just took off 5 stars using a combo that started with his BD throw. If BD throw is just an exception, then thouther should've just took off 4 stars instead of 5 right? Another assumption would be that thouther's glitches (relaunch, TKed DP A/C, etc) are also exceptions to the 3 star limit. Anyway, just wanted to point those out.
  4. I think because its character dependent. Some characters are easier to hit with IK after 236236A (Rei, Heart). To make the opponent float higher, you need to hit them more after his 236D. I noticed that the opponent bounces higher when you do (Ken's 236D -> IAD -> 236 D combo)sjc. A, B, A, B, A, D instead of sjc.A, B, A, B, C/D.
  5. Must be a different souther then. The souther in this game is small and fast.
  6. H-F Blade: You can combo Ken's CD by boosting it (CDE in the combos posted here), which is easier. If you don't have boost, you can still combo it by doing close D, far D, 2D cancel into CD. The 2D won't actually come out. This one requires some timing and it will only work if you're close enough. So 2B, close D, far D, 2D cancel into CD won't always work outside of corners. You can watch a simple combo vid I made for my friend if you want some reference: http://www.youtube.com/watch?v=v4LvTRO4NwQ If you ask me, the good thing about kenshiro is that you don't actually need a wallslam combo to deal big damage. His jaraiko (236 D) combos alone deals huge damage. Try it, you'll be amazed on how quick the round ends if you hit 2-3 of these combos on your opponent.
  7. Maybe he meant that ABABC after doing 236 D on a floating opponent? Anyway, nice combos. One flaw I see is that most of the combos require considerable amount of boost meter. Not that its bad, but most of Ken's combos do big damage with no boost meter.
  8. I don't know about you, but its helpful for me. I don't have a lot of time to search for Hokuto no Ken game vids on youtube. When I did I search last time, these vids aren't there. Or if its there, it doesn't come up when you seach Hokuto no Ken or Fist of the North star on the search bar (actually a lot of vids don't show up even if you mix or add the character names, you need to go to a related vid to get what you're looking for). Thanks for the vids TY! Just want to let you know that some people appreciate what you do.
  9. Wow, no more SSS toki? Thats nice.
  10. Thanks for uploading the vids TY. NAori and gensetsu seems to be doing the Shin bug. Naori manage to do it vids 2 and 3, but somehow, shin didn't become invincible. What happened?
  11. Looking at the mamiya 100% combo mr. mamation posted on the mamiya thread, it supports my theory. If you look at mamiya vid at around 00:33, she gains large boost increments after hitting rei with an OTG(right after that high jump combo). This is not probably the only way to do it, but I think this is one way of doing it. So how did GX do it?
  12. I'm also not sure, BUT, watching some kenshiro vids, I think it has something to do with OTGs after super jump combos. If you noticed in White's vid, he did a super jump combo then some OTGs. Then after that, the blocked hits equal to big increments on the boost bar. While watching some old ken vids, I noticed that after ken did a super jump combo(usually after his D -> 236 D combo), ken got huge increments on his boost bar with hits on his next set of attacks if he hits a non-super OTG attack after it (like stand A -> qcf C). I'm still not sure though. Anyone willing to try it out? It will be a few days before I could visit my local arcade.
  13. Yeah. Kinda depends on your opponent. I once fought someone who gets stars knocked off trying to go over my thouther's air bakuseiha while attacking and IAD-ing over the ground cross. If you get hit by thouther's grave shoot in the middle of the screen, thats you usually -2 stars for the opponent. In corner, -3 stars(using jump modified moves) and an okiseme of some sort right after (character dependent). As nohoho already mentioned, thouther just suffers from low stamina and having a guard meter all the time. He's also dependent on aura stocks to get pressuring opponents off his back since he doesn't have a reliable/invincible anti air move (like Rei and Ken) to get him out of tight pressure spots when he has no aura stock. But all that just makes palying as him more better IMO. Id on't know bout you guys, but I feel like a cheap bastard when I play toki(and my toki is not even as good as GB's). lol.
  14. Same here. I love using the spear follow up. Even if its really not worth the extra aura meter. I just love how thouther slowly brings out his spear and toss it to the opponent. Reminds me of what he did to shu in the anime. ^_^ Really?! Poor Jagi... getting the short end of the stick most of the time. =( With regards to Juda, IMO one of the reasons why he's really good in this game is that he can lay down traps(comack bomb and dagarl uppercut). Traps that can interrupt his opponents momentum if they are not aware of them. I noticed this in most of White's matches. I fought a good Juda player here. He uses the traps as shield when he gets into a tight situation. Not to mention that Dam super into a charged banishing, That's hard to get out of if you don't have an aura stock available.
  15. I don't know... I kinda like it :grin: . The opponent gets intimidated by thouther's repeatedly shouting nantobakusiha... and especially that laugh after spear move. He laughs hard whether it hits or not. So if you're against someone with a hot temper, chances are he'll screw up because he gets so pissed off. lol. BTW, I got to try something today against mamiya. Yes, you can also hit her straight arrows(both high and low). So if she tosses a helmet bomb and follows it up with a low straight arrow, you can negate it with a 2A or 2B. You'll either negate the arrow or the bomb. In my case, its always the arrow... so the helmet pops up. But thats not really a problem... for now. At least when I negate it, I have an option to follow up with a long range move rather than being stuck in a block animation which will be advantageous to the mamiya player. I have no luck punching those diagonal arrows from the air... >_<;
  16. I wonder where all the great thouther players went. He was on top earlier when the game was released. I'm still hoping someone boosts thouther up the charts. Maybe one reason is because thouther doesn't have 100% combo? Anyway, discovered something today (don't know if this is old news, but I haven't read it here): You can actually weak punch/kick Mamiya's helmet bomb and it will cancel out(you won't get hit). Also, but I'm not 100% sure, I think I also negated mamiya's ground straight arrow(haven't tried punching the air arrows yet) just by weak punching it. I'm gonna try and do some tests if I get the chance.
  17. For the DP, only Rei's DP A is cancellable, and its should be DP A from the ground, or else it won't be cancellable. DP A only hits twice, just cancel it on the 2nd hit. Haven't tried if you can cancel on the first hit... In one of the vids posted here, you can see Rei do: (corner)throw, jump D, 236 C, jump cancel C, land, [close C, DP A, qcf C, jump cancel C, land] x 3, etc... I think you can only do up to 4 or 5 repetitions for this one. Opponent pops up less with each successful repetition(like in GGX series).
  18. If its based on how it is blocked, I'm sure Toki's 2A and 2D aren't low hits. You can Musou tensei/parry it just by doing 6.
  19. Thanks Bruno, I'm gonna try that. So Rei doesn't have a "fake" move after all... I've played a few rounds today. Found out that some of Rei's aerial moves have "brake" or "feint" inputs. These cancels the move's lag part and rei will be able to perform another action. So far, I've only confirmed his air qcf D. With his air qcf D, it needs to hit. I'm not 100% sure about the command now since Bruno posted that its fwd fwd after qcf D, but what worked for me today was I did another qcf D after air qcf D hits. Rei will spin around in the air(and maintains his position) instead of flipping back. You can do anything afterwards the spin(dash, another aerial move or stick out a normal). If the opponent blocks the move, you can't do the fient move. Still trying to learn that close D into banishing combo. I still can't get it right. Speaking of infinites... doesn't rei have that air qcf C infinite? Unless that one has a limit...
  20. So FKO isn't really cancellable... but if you look at this vid: http://www.youtube.com/watch?v=rvYTSPAh-IM you can see there Raoh comboing his FKO after his dwn D. I think the player didn't delay the FKO after the dwn D... unless Raoh has a really wicked zero lag frame after his dwn D... So you need to delay banishing strikes to combo... so thats why I can't seem to connect rei's dwn B, close std D, banishing strike chain. I'll try that when I get to play again this week. Anybody know how rei does his fake air move?
  21. Hi everyone! I'm new here. I'd like to thank everyone who contributed to this thread, esp nohoho for starting this. I've learned a lot just from reading and watching the vids linked here. I'm a rei user, and I'd like to know how rei does his "fake" move in the air. I remember doing it accidentally while I was trying to do another move. I think thats the key in performing that qcf C(air) loop I saw in one of the vids that was linked here. Can anyone help me? Also, I'd like to ask if the FKO moves are really cancellable after normal moves. Funny thing is, when I try to combo it after a cancellable normal(like Rei's close C or dwn D), it doesn't come out(I get a banishing strike instead). But I managed to pull it off a couple of times. Is there some weird timing to it? or its not really comboable and you need to kara cancel it(like FDC in GGX)? Thanks in advance for any info you guys can provide
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