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Everything posted by Kirivon
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I have bad news, good news, and bad news again. Bad news: After j.4D(2) hits you have 33 frames of hitstun remaining. In that time you must: C cancel: 16 frames Dash: 5 frames j.2D: 12 frames. 16+5+12 = 33 So basically, the C cancel must happen on the first frame after j.4D(2) connects, the dash must occur on the first frame after C cancel recovery (frame 17 after C cancel startup), and the j.2D~B must start at the first frame after dash (frame 6 after dash startup). Tao's drives have 6f of hitstop, so afaik if you input the C cancel at any point during the hitstop the cancel should occur on the first frame after hitstop (I haven't actually tested that but I'm fairly sure it's the case). BB CP 1.0/1.1 and CPE have a 3f input buffer, so you input dash at frames 15-17 of C cancel, then immediately follow with j.2D~B at frames 4-6 of airdash startup. If you're dropping it, it's most likely that you're inputting j.2D too slowly. The only link really is the C cancel but for most Tao players the timing for dashing after a C cancel should already be there. So it should look like C -> pause -> 663D. If you do 66 -> wait -> 2D it'll be too late and the combo will drop. The bright side is that once you land j.2D~B you have a bit of leeway with when to input 5C (at least 3-4 frames). It's usually best if you delay the 5C as late as possible (down to 1f remaining of hitstun), but you can get away with it if you do it at 2-3f of hitstun remaining. Good news: This part, even though it sounds ridiculous, isn't actually too bad once you get used to the timing. Bad news part2: Even if you land the j.2D~B landing all 5 hits of cat2 or getting 6C to follow up in the corner isn't a guarantee. It's very dependent on the height you picked them up with j.B(2) -> j.4D(2), the distance to the corner, and the character's hitboxes. While it IS definitely the best near-corner air-to-air, AA 6A, or crouch-confirm normal starter route both in terms of damage and oki, I wouldn't stress too much about learning Japan-optimal stuff right away. Just work on it here and there and add it to your game later as the timing becomes more consistent. A simple normal starter crouch confirm -> 5C -> 6C -> cat3x2 -> 8 -> cat2x5 -> 66 -> sj9 -> j.B -> j.4D(2)~A/C does about 2.5k and is pretty easy on most of the cast. If you're starting from a j.B air-to-air starter you can replace j.4D(2)~C -> 66 -> j.2D~B with j.4(2) ~C -> 66 -> j.B -> j.2D~B. and continue the combo that way. You will have enough hitstun left to connect with 6C. If there's anything added before the j.B, however, the hitstun decay will cause a tech at frame 18 (6C connects at frame 19).
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Kind of feel like he was riding that a little too hard, eventually people are going to figure out that j.2B in a jump loop frame traps and will stop trying to mash out. It's like at the start of CP when you could frametrap people by autopiloting into 6C, but now you try that and that's a DP for free. The ESP matches I was referring to were from the link you posted. As for the Tsujikawa matches, I'll organize these in a video thread this weekend, but for now: http://youtu.be/1e98sEB951M?t=1h26m14s Rejump combos are doing 1.6-2k depending on the starter and proximity to the corner. You can't really do crouch confirm off of S starters, other than comboing into 6C > Cat3 > Encore to do a little bit more damage. Crouch confirming 2A > 2B > 5C > 6C > Cat3 > Encore does 1688 (confirmed) damage. 2A > 2B > 5B > 5C > 2C > Cat1 > Encore should do about 1493 (calculated). 2B > 5B > 5C > 6C > Cat3x2 > Cat2x5 > j.Bx2 > j.D~6 > j.4D(1) does 2692 (confirmed). If you're wondering why nobody is using the shiny Cat2x4 > j.8D > Cat2x4 > j.D > Cat2x5 debuted in the famitsu video: according to my calculations it would only bring the damage in this combo to about 2800. So, until a better option is discovered, people are doing j.B(2) > j.D~6 > j.4D(1)~B to get corner push. As far as I can tell Cat2 is 220 damage per hit, 85 P2 (applied on the first hit only), and 985 damage on the final hit (no minimum damage), but I need to do some more testing. 2B is our best starter for crouch confirms since it is now 85 P1 / 89 P2, where our jump attacks remain at 80 P1. I'm still a little iffy on how Cat2's proration is being calculated, but I'm 99.99% sure on 2B (oh, and did I mention 2B does 460 damage now?). I still need to do a little more testing before I feel comfortable releasing the full numbers, but Tao has received tweaks to Damage/P1/P2 on pretty much every move in her repitoire. I've looked at everything except trick edge, throw, taunt, and 4D so far. Of the moves I've looked at, the only ones that remain unchanged are 5C, 2C, and j.A.
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CP2 Tao doesn't jump as high, perhaps part of the reason cat2 is easier to combo into?
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BBCP 2.0 Basic Combos http://youtu.be/myEsOFUEAYA
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They did, but it was only 1 frame to the overall animation. So, provided the active frames didn't change, it's 10f recovery (up from 9f). Sorry, was a little vague when I mentioned frame advantage rather than recovery. Basically meant to say that 1f recovery shouldn't make any difference when being used as a meaty.
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5B didn't get nerfed though? Unless you know something I don't. Only change I'm aware of is its frame advantage going from -1 to -2, but that doesn't affect its usage as a meaty. If you watch the matches with ESP, he catches a back roll after encore in the corner with 5B and converts it into 3k, granted with no oki afterwards. I'm not sure if you can catch roll techs midscreen the same way, but if you can probably do 5B > 5C > stuff > cat2(5) > dash > cat3(1) into kd. Yeah we're losing midscreen vortex, but I never really felt like that was a good option. If you land a crossup j.C or j.2B midscreen you're only getting 2.2k out of it without meter--even if you go super optimal and do j.2D~B > 2C > H5C > jc > cat2 > j.D~A > j.4D~x. Given that damage output there's no way your opponent isn't just going to mash buttons once you take to the air and once you're up there j.anything will lose to basically every anti-air or anti-air normal in the game. IMO 1.1 Tao's reliance on air-to-ground for damage, in a game with incredibly strong anti-air options, is a large part of the reason she routinely shows up near the bottom of Japanese tier lists. As for the new encore, I'm still kind of on the fence. Watching Isa's play and he never once punishes a roll tech after encore midscreen. If it is possible to autopilot 5B roll punishes midscreen, like Noel's 2B after 22B oki, then new encore might be pretty good. Since once you take away the roll tech, you have the entirety of the 32f neutral tech to prepare a meaty instead of the 4 frames of advantage after 1.1 encore. Either way though, we'll be losing the ability to autopilot oki and j.C crossup in the corner. For the time being I think it's safe to say it's a nerf.
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6B cat2 whiff +1 6B cat2 x 2 +3 Move : Startup : Total : Attack Level : Starter 5A : ±0 : +1 : No Change : No Change 2A : ±0 : ±0 : No Change : No Change 5B : ±0 : +1 : No Change : No Change 2B : +3 : +2 : LV1 > LV3 : S > N 5C : +1 : -5 : No Change : No Change 2C : +5 : +6 : No Change : No Change 6C : ±0 : -1 : ?? : No Change It's hard to tell the impact on frame advantage since we don't know the active frames, but we can fill in some blanks with the frame advantages from his earlier tweet. I think it's safe to assume 5B is -2 at this point, given that it's picked up an extra frame overall. 2A remains as is. As per initial reports, 2C is a lot slower: picking up 5f on startup and 6f overall. Whether that extra frame is recovery or active remains to be seen. 5A, 5C, and 6C are puzzling. 5A retains the same startup and frame advantage, but picks up an extra frame. A possible upgrade from 2 -> 3 active frames? 5C picks up a frame on startup, but loses 5 overall. Maybe we'll see a frame advantage increase of -10 -> -4? 6C also loses a frame overall but I don't see why they'd bother just changing from 29f > 28f recovery (frame advantage -13 -> -12 ). One can only hope they didn't further reduce the active frames. And then there's 2B. The ridiculous range that 2B now covers didn't come for free; it gains 3f and is now a 10f startup. Even still I like this change, since I feel the current Tao has a bit of a dead zone in the midrange. There was basically nothing between 6C and 2B spacing wise. 5C had marginally more range than 2B, but it certainly wasn't a good poke to be using. While 2B did have more range than 2A I felt their usage overlapped in a lot of instances. And.. LV3 and normal starter?! I guess that explains this corner combo: 2B>5C>3C>2B>6A>6C>cat jump>J2DB>C>cat2(5)>6C>cat3(1)>encore 3261 Side note, here's a chart showing our rejump options from EGO's twitter: https://twitter.com/egokaka/status/522423156921753600/photo/1 ラグナ - Ragna ジン - Jin ノエル - Noel レイチェル - Rachel タオカカ - Taokaka テイガー - Tager ライチ - Litchi アラクネ - Arakune バング - Bang カルル - Carl ハクメン - Hakumen v & Λ - Nu & Lambda ツバキ - Tsubaki ハザマ&テルミ - Hazama & Terumi μ - Mu マコト - Makoto ヴァルケン - Valkenhayn プラチナ - Platinum レリアス - Relius イザヨイ - Izayoi アマネ - Amane バレット - Bullet アズラエル - Azrael カグラ - Kagura ココノエ - Kokonoe セリカ - Celica
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辻川 @tujikarori I mean, let's keep in mind that Tao never really had either corner carry or real oki prior to CP 1.0. Pretty sure that arcsys immediately decided that giving Tao those tools was a mistake. Honestly, at this point, I'm kind of glad they're blowing Tao's gameplay up completely. Right now 1.1 Tao plays exactly like 1.0 Tao, with the exception of being notably worse. On paper the changes didn't seem too bad but the more 1.1 I play the more apparent it is that the current iteration of Tao is a shell of the former. Doing 2-3k off of air-to-air j.whatevers, 6A, and 6B doesn't particularly make for a viable character when those are your go-to damage sources. And the risk:reward on 6C took a huge hit. I didn't think the 6 -> 3 active frame reduction would really make much of a difference, but there are a lot of situations where it whiffs now where I felt like it should have connected. Add in the 29f recovery and those whiffs are pretty much game over. Granted Tao can still do damage in the corner, but she's now even more reliant on getting the corner carry. The cat2 -> j.D~A -> j.4D link got tighter and the j.2D~B -> 2C -> H5C -> jc -> cat2 -> j.D~A -> j.4D route is way more height/character dependent than the 1.0 tk cat2 route and does less damage. New Tao can combo off of either normal or CH 6C and do 4.1k. In the video whistler posted he did 2.9k off of 6B before unison, and 3.9k after unison. Presumably you can add another cat2 in there to get 3.3k. 6A is at 3k and throw damage is about the same as it is now. For now it seems promising but nobody can really say for sure until we actually see match footage or get our hands on her. Small changes to hitboxes, hurtboxes, and invuln can make a bigger difference than any of these listed changes. And speaking of invuln changes: Looks like 6B is losing its 1f F invuln? But, in exchange, 6A's H invuln starts quite early.
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Tsujikawa is back to Tao. He's been posting combos and info to his twitter. Also it seems 5B is -2 now. 6B->cat2 cancel->5B is +1. 6B -> cat2x2 is +3.
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https://www.youtube.com/watch?v=crP3IhLR3q8 From whistler's twitter.
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Welp.. Looks like all the loketest changes were final.. plus more. From the jBBS: My nihongo isn't quite up to par for this but here's what I got, stuff where I'm particularly unsure in italics. If someone else could translate that'd be great. 6A - first hit jc gatling (among others?) not possible. 2B - moves forward a lot 5C/2C - no longer charegeable. 5B -> 2C no longer combos. 6C - slower? something about 6A>6C??? 3C final hit .. set tech not possible?? Also, cancel not possible. JA - Has become huge? From in front of Ragna the fastest rising JA connects. 5D - No longer ground slides. 2D trajectory change. 2DB, stuff like side change is slow. JD SMP and untech time short J4D - 2nd hit has tailspin blowback? It is hard to use for carry? Cat1 - knockback reduced and faster. ????? Something about encore. https://www.youtube.com/watch?v=crP3IhLR3q8 6C -> Cat3 combos 6C no longer has pushback. 6D can be used after cat3(2) as combo filler midscreen Final hit of cat2 wallbounces Also no source but I hear 5B -> 2B -> 5B is possible.
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Just... for style's sake? (I'm assuming you know taunt has a p2 of.. 20) Pretty much airborne juggle -> j.D~B -> taunt -> Astral works. Taunt has a ton of untechable time if used against an airborne opponent. As demonstrated here: http://www.nicovideo.jp/watch/sm23818248 The guy makes it look really easy / match usable, but in actuality astral must be inputted immediately after taunt and it's very corner distance dependent.
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Oki. Always. For 6C -> cat jump, encore, and 5D~X midscreen enders, cat2 is a non-factor because if you're using these enders there was no way to get to 236CC in the combo. Aka, 5B -> 2C -> H5C -> 6C -> cat jump -> 5D~B / 66. If it's a crouch confirm (6A*1 -> 236CC -> etc) or air-to-air, the corner carry options do as much or more damage as ending midscreen with cat2, with the added benefit of carrying to the corner+oki. In the corner, Tao is very dangerous because her overall damage output goes up significantly. The nominal amount of damage you gain from ending in cat2 is not worth giving up the corner and potentially becoming cornered yourself, which given Tao's lack of HP and defensive options is pretty much the worst case scenario. The only time that I feel cat2 is justified is either to finish a round, or some very specific confirms. Aka, some airgrab combos, some max height 6A confirms (CSE style combos, 6A -> air drive shenanigans -> cat2). Tao is very mobile but I feel like her neutral is average. Yes, she can outspeed opponents with 2A but you're not going to win matches 1.3k at a time. Other than j.B and 22C, which both have nominally disjointed hitboxes, most of Tao's moves are very prone to being CH due to the hurtbox extending with the hitbox. And, with 9.5k hp and medium damage output, every trade is a loss. Risk-reward is usually not in your favor and cat3 is the only blockstring ender that's not minus. You really, really need oki to bring that risk-reward back into your favor. Doing 2.5k and ending a combo back to neutral is not going to get you anywhere. Doing 2k into corner oki and another 3k combo will. Tao Pittan is just sticky kitty, everything the translation blurb listed as "new" was stuff it already did. What's (potentially) new is sticky kitty becoming a follow up from trick edge with j.D input. If this does turn out to be the case it might have some interesting implications for corner sticky kitty crossup gimmicks.
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That's.. kind of broad question. You can confirm off of basically anything except for 22C, cat1, and cat 2. Damage will depend on starter, number of low P2 moves before getting to 2C, whether it's corner, near corner, midscreen, type of ender, meter, OD.. etc. Then there's corner carry vs damage, how optimal you want to get vs match usable... I guess in a really vague sense: ~1.3k midscreen meterless ~2k crouch confirm (this includes 6B) ~2-2.5k near corner ~2.5k~3k midscreen air-to-air / 6A ~2.5k-3.5k midscreen w/ meter ~3.5k 2D CH ~3.5k-4k midscreen w/ OD ~2.9k midscreen grab ~3.5k-4.5k 6C/2C CH In the corner.. ~2-3k off of most of your moves ~3-3.5k off of grab depending on character ~4-4.5k off of 2C/6C Basically.. starting from 5D~A in the corner: Cat3 -> Encore adds ~200 damage Ending in Cat2 adds ~500 damage Spending meter adds ~800-1000 damage Overdrive + meter adds ~1500-2000 damage As far as meter usage, encore -> RC is your only way to extend a grounded non-crouching opponent midscreen. From there you can either end in cat2 or unison drive depending on meter. You need CT to extend a midscreen 2C CH into the corner. You can add CT to shorten your corner combos to do more damage off of cat2/unison. Hexaedge is a decent reversal and imma beat the crap out of you can be used to situationally punish. Adding super at the end is a good way to close out rounds.
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Sooo.. just got back from Japan and getting wrecked in arcades. I left 2 days after 1.1 came out so I haven't had a chance to optimize. Aside from being completely outclassed as a player, it was hard to be relevant doing 2-2.5k off of jump normals and 1-1.5k on the ground midscreen when most players could turn midscreen neutral into 3-4k meterless. I remembered this guy doing 2.6k off of j.B so I just sat down with it... This is 1.0. The routes are 1.1 compatible, but the damage shown in the video reflects 1.0 jump move proration. The j.B route he shows at 3:40 that does 2649 actually only does 2127. You're better off using the old 1.0 jc -> cat 2 -> j.D~A -> j.4D~A route, which does 2317. Trick edge. Tsujikawa, Matoi, et all used it pretty heavily before everyone left for Kokonoe.
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Rachel and Amane stuff applied to 1.0 as well. On the topic of stuff that doesn't work on certain characters, though, 6C -> 236CC -> 2D~x and 5BC -> cat2 -> j.D~6 -> j.4D~A now both work on Kokonoe in the corner. 236CC -> 2D is kind of moot though with the unison/cat2/j.D nerfs though.. His j.D CH route does 300 more than the 1.0 route and is easier to boot. Looks like the goal in general in 1.1 is to either avoid j.D all together or stick it as late in the combo as possible. I'll have to compare his other carry route though. Doesn't j.4D's first hit have a 72 P2? I was experimenting with j.B -> jc9 -> j.4D~6 -> j.2D~B -> 2C -> H5C but gave it up since j.4D's first hit connecting absolutely neutered the damage potential. Also 5BC -> j.2D~B -> (H5C) -> 6C -> etc is looking like the best corner grab route so far, but doesn't work on all the cast. 5BC -> (cat2) -> j.D~C -> j.2D~A -> (H5C) -> 6C is kind of not worth it anymore as it only does marginally more damage than cat2 -> j.D~6. Sent from my iPhone using Tapatalk
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No. I abandoned the 236CC route in 1.0 for this reason, but it never occurred to me you could omit 6C and have enough untech time left. Stuff -> 6C -> cat 1 -> 5D~A -> cat 3 -> encore triggers SMP but doesn't give them an opportunity to tech out. I haven't checked in 1.1 yet but in 1.0 even though SMP is triggered, encore retains its + on hit (+4 iirc but don't quote me on that). It does, however, limit OD options somewhat. Doing the 236CC and just sticking OD hexaedge at the end does almost as much damage as j.D~C -> j.2D~A -> 1.0 corner OD routes. I guess there's always OD -> 6C -> 6C -> jc -> cat2 -> unison but that route doesn't work on the entire cast iirc. Sent from my iPhone using Tapatalk
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Thank you much! I was checking this thread at every break at work today hoping for a solution. Unfortunately TK'ing cat2 will always count as a superjump so I have to relearn the input as 8236 rather than 2369. Like you said in the vid description, in combos that use (j.D~B -> 5C) x N you can modulate the final 5C to catch them very low to the ground in order to allow TK Cat2 to work. But just switching to 8236B works better, is easier, and is more consistent. Did a quick video with inputs, comparing my old (no longer valid) input to the new one: http://youtu.be/b5ZjQK8fHNo As XDest mentioned damage is pitiful but as long as the carry/oki is still there I'm happy.
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Are you able to do it without changing your timing, and is it as reliable for you as 1.0? I do my cat2 pickups fairly high off the ground and I am going under with j.4D unless it's in the corner. I'm finding combos that use j.2D~B regulate the height to a level that works with j.4D though. At this point I'm not sure if the link got tighter or if the timing has just changed, or both.
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All jump starters took a 10% hit to the P1 iirc. Damage wise the j.D~C -> j.2D~A route is obsolete to be sure, as it does 10-12% less than the easier 236CC route, but I still think it has utility in near corner situations. The timing seems to be unaffected and the j.D~C -> j.2D~A route still does 3097 damage off of j.C -> 2C. I feel like that route is still more robust in max-distance situations. Whatever (-> 2C -> H5C -> 6C -> cat jump -> 66 -> j.2D~B -> 2C -> 5C -> j.B(2) -> j.D~A -> 6C -> 4D6~B -> 6C ) works but consumes more untech time and depending on how much stuff is in between your starter and 2C you'll have to omit the 2nd 6C or the 4D6~B if you want to get to OD. I couldn't get (stuff -> cat jump -> 66 -> j.C -> cat2 -> j.2D~B) to work in max-distance situations but that could just be a matter of me needing to learn the timing, although I didn't have any trouble doing it without the extra dash after cat jump. I'm having 5C -> TK Cat2 -> j.D~A -> j.4D~x drop at j.4D on most my BnBs. The 2nd hit of j.4D seems to have had its hitbox reduced significantly as unless the character is very low to the ground you pass under without connecting. Haven't been able to get CH 6C -> cat jump -> j.D~B -> 5C -> j.D~B -> 5C -> TK Cat2 -> j.D~A -> j.4D~x to work. Also can't get CH j.D~B -> 66 -> j.C -> jc -> j.B -> 5C -> TK Cat 2 -> j.D~A -> j.4D~x to work either. But, j.B(2) -> j.2D~B -> 5C -> j.D~B -> 5C -> TK Cat2 -> j.D~A -> j.4D works? I think this was a stealth nerf to Tao's corner carry because j.D~A -> j.4D~x works as it did before with no change at all to the timing in the corner, but will often drop midscreen. Maybe it's just me though? I wasn't able to get your 6C combo to work unless they were close enough to the corner that they'd make contact with the wall after cat2 -> j.D~A. Cat jump nerf requires a slight change in timing for j.C crossups, but seems unnoticeable in combos. Also, due to the increased recovery CH 6C -> 66 -> 5C is no longer possible as an alternative to CH 6C -> cat jump, not that I ever really used that option but nevertheless.. I was really hoping that there wouldn't need to be a complete rework of my routes but that's what it's looking like. Ironically, I was most worried about j.D~C -> j.2D~A not working anymore (I was aware of the damage nerf), that the TK cat2 route might break wasn't even on my mind. In the interim I guess I'll just have to use (j.D~B -> 5C) x n -> j.B(2) -> j.D~A -> 5D~A for all my carry applications. It's kind of funny to be going back to that route, in addition to using the 236CC route in the corner, because I was using both routes back in December since I couldn't yet do j.D~C -> j.2D~A or TK Cat 2.. Kind of makes me wish I had stuck with those rather than spending so much time learning the more optimal routes. Edit: It looks like the j.D~C -> j.2D~A route + OD cat2 + unison barely does more damage than just a straight OD -> hexa edge in the 236CC route due to proration and cat2/unison nerfs.
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Is there something explicitly stating that the move properties of OD hexaedge are going to be changed, or are we just assuming? Because, keep in mind that OD hexaedge animation is just the normal version doubled, wheras the OD unison drive animation adds Torakaka. I'm wondering if it might just be a new animation featuring Torakaka. The wallbounce change is certainly a nerf to corner oki with unison drive. I don't get the C charge change, but I hold C until after the move comes out anyway so hopefully it won't affect my combo timing. 6C nerf is justified and honestly kind of a non-factor. It already loses to active moves with extended or disjointed hitboxes (*cough*kokonoe6a*cough*), and the fact that it currently has less recovery frames than 5C/2C is kind of silly. 6C with 3 active frames and 24-26f of recovery would be pretty reasonable and wouldn't change my usage of it too much, if at all. If it's worse than that then I'll just have just to be a little more judicious with max range 6C's. The 3C OD change seems to be a nonfactor, albeit a buff of a nonfactor. Maybe someone will come up with something cool with it. I somehow doubt any of Tao's aerial moves will be receiving an increased P1, but that'd be a pretty decent buff it turned out to be the case. All in all it's looking like we might escape this patch with basically no changes and our combo routes and playstyle in tact. Edit: Just noticed that the non OD version of Unison Drive also features Torakaka. So disregard my earlier comments :v
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There's no setup, it's just basic Tao oki. The whiff 5A itself doesn't do anything, it's just a placeholder to make timing meaty attacks easier. A whiff 5A -> 2C after 5D~A oki will punish roll techs, but will whiff neutral techs. Eating a corner 2C is a pretty heavy price to pay for tech rolling and since you can't punish it off of a neutral tech the risk:reward is good. Doing empty jumps is generally a good idea against Hakumen due to the possibility of wake up counters. Also, you can empty jump most Hakumens without giving up your pressure. So empty cat jump, cat jump -> grab, 5A -> 2C are all just safe things you can autopilot off of oki.
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Add a j.236B before the j.D~B. Works on everyone except Hazama, Hakumen, Tager, Terumi, Azrael, Valkenhayn, or Bang.
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11/29/13 Tachikawa 3on3 Yuuto (TK) vs Kuresu (IZ) Yuuto (TK) vs Kawata (HZ) Yuuto (TK) vs H&K (PT) Yuuto (TK) vs Worey (HZ) Yuuto (TK) vs Anzu (NO) ONLINE GODSGARDEN 3 B4 Mucchi (KK) vs Sabi (TK)
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11/30/2013 Mix Up Night#15 Up To Top 16 Jin vs Taokaka Kinji (TK) vs Roze (JN) (2) Kinji (TK) vs Dogura (AZ) (2) Matoi (TK) vs Mayasan (KK) Matoi (TK) vs GO1 (KK) 11/30/2013 Mix Up Night#15 Beginner's Tournament Tabun (VK) vs Eve (TK) (2) Aoka (KK) vs Eve (TK)