banshee
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If you guys mean "air throw cancelled into Tsubaki", I don't get that "Air throw > 63214C" notation, otherwise pretty good work there with those combos
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so has his air throw range been increased as it was stated in several loketests?
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CS1 Back Throw > RC, especially when cornered
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Are you talking about 214B -> 236B? You'll get used to it, it's actually a buff.
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Hm, in general I like your idea. Regarding your list, though - let's say I want to find out what to do after a CH 3C... where would I find that information? On another note, here's a little something: (0) 2D > 2C > jc. > j.2A > ad > j.2A > j.C (1996) (0) 6D > j.2C > 2C > j.2A > ad > j.2A > j.C (2410) - might need to walk forward a bit or jump cancel a hop, needs confirmation Corner: (0) Throw > 2C > sjc. > j.2A > j.2C > 2C > jc. > j.2A > j.2A > ad > j.2A > j.C > 5C > 3C (3130) - skip 3C for better Oki
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This. Numbers collide with the directions for the moves. I'd prefer something like this. Nice idea though, let's get started with the brainstorming for CS2.
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I think I've seen 3 loops only in CH combos. They got really dangerous in CS2...
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Hm, correct my if I'm wrong but I think 2B > 623AA connects in CS2
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That's correct, from what I've seen so far you're too high to hit with the second j.2A. Most of those Hakus just use 5D > 2C > j.2A and then air dash into j.2C to continue with the pressure.
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shirushi (jin) vs. zayasu B (haku) that guy played really well and the match itself is outstanding...
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http://www.nicovideo.jp/watch/sm13276093 15:44 - Kanimiso vs. Lambda sorry, too busy to put it on YT, but it's definitely worth the watch. That guy is sick...
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Now that's something I don't understand when I'm watching those videos. IIRC 5A > j.2A now connects. So in theory, shouldn't j.2C > land > 5A > jc. > j.2A > ad > j.2A > j.C be the better combo, i. e. making staircase obsolete? I'm too lazy to do the proration math but it carries your opponent much further and you have a stable knockdown if you reach the corner. What am I missing here?
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Try to do hop 214B for practice. If you get - a blank renka, your dash input was incorrect; - a B attack, both your dash and 214 input were incorrect; - dash into renka, you're too slow; - dash into B attack, your 214 input was incorrect; - dash into nothing: dude, did you even press a button? - nothing: uninstall BBCS
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Doing the move during the animation won't work. If you have issues with the correct AD: - check your inputs via trainings mode options - instead of trying to do the move as fast as possible try to do it as slow as possible (i. e. wait a looong time after your first j.2A). The next j.2A will whiff, so reduce your delay in your next try just a slight bit. Rinse and repeat
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Thanks for all the information you've given us so far. j.C > 6C seems to be awkwardly hard to connect now that j.C's untech time has been reduced. I guess it's character/height specific?