-
Posts
917 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by kousaka
-
hmm yeah i've been testing the corner 6d unblockables in matches today and had some success with it... didn't really test it on tager though but i can see it having some problems because he's so tall.. similarly with tao, litchi being kinda short ducking 6a corner resets is nothing new.. but the teleport crossups seem interesting.. seems like it could be CA/reversal safe... normally after a 6a reset when i walk up gold bursts, CA's, reversals get thrown all the time.. and some are harder to punish then others..
-
okay, June 18th tourney confirmed 06-18-Toronto-BBCS-Team-Tourney-XP-Grindfest-Tourney
-
To kick off bbcs2 without our beloved LG arcade this is for the community to have some fun. Format: -2v2 -AvA, BvB, winner on winner tie break -Teams will be random and matches are best of 1 game. Round robin. -Top 4 team bracket Game: No tourney entry or prize BBCS2 on ps3 Equipment: Need ps3's, sticks, and monitors Venue: 10 dollar venue fee The original Toronto guilty gear venue. 150 Alton Towers Circle Scarborough, ON M1V 3C6 Party Room Schedule: June 19th, 2011 11:00AM - Setup 1:00PM - Start 10:00PM - END? Prereg: Can people post up if they plan to come Kousaka Zeero K2 Leo7 roldy unsanctifier x-sapphire archling
-
hey pochp, we're leaving at around 5am tomorrow.. should be there around noon
-
yeah our car's full, and room's already packed.. but like pui said there's alot of individuals finding their own way there so there's lots of people to tag along with~ but i encourage more people to go to Evo this year~ this is the first time we're going as a large group so it'll be a large milestone for us as a community
-
a GGAC board is pretty cheap used, 5-6 hundred we don't plan to stay that long on sunday and we're driving in saturday morning.. soo hopefully everything can finish on saturday night.. we party it up then we get our rest and drive home sunday.. as for ps2 sticks or any other gear let me know and i'll see what I can arrange to bring in.. as long as we have room for it in the mini van
-
yeah sorry brice, i heard from goth1ka that you guys dropped by.. we arrived at AN kinda late at around 11 and then got stuck waiting in the registration lines.. by the time we got to the gaming area the 1st round had already finished.. most of us ended up joining the tourney with all the people that dropped out in the losers bracket but we'll see you at MAT8.. we rented a mini van and 7 of us are going to drive up (leo, zeero, k2, tim, diobrando, sapphire, and I)
-
simply put, against tager keep running away and don't go in unless you can or have curse
-
hey biscuits, I've also been studying eki-chan a bit due to not really having any vids of souji to study. I agree with your observations. Always single loop into reset. In corner it's a 6a(hold AB), delay release 6a, backdash release 6b and get ready to confirm a 5/6cd or jA>j6a>236CD. The key is the delay to the A bug, too early and 6a>6a bug combos, too late it wont' make it in time to catch the roll. As for midscreen I haven't actually seen all the variation he does yet. If you can link me I would like to see. Eki's 6c combo ender. I played around with it, and imo I think it actually does more damage to do his RC combo then to do a single super. I tested the combo a bit but depending on the starter and number of hits you can fit the dive cancel part in. You didn't mention it but I've been playing around with his curse pressure setups. Mid screen its 5aaa>5a bug>214B(hold C)> jC>5c bug>214C(4d bug hit confirm). He'll mix the jC with 2b sometimes. He also has a setup for when the the B bug hits before you get to the mixup part but I need to analyze the scenarios more. In corner it's a simple jC>j3a(6CD bug) during the 6d bug before the pop up. This scenario usually happens after he goes for his corner 6a reset and they dont' roll forward. He seems to go for this no matter what. Haven't seen too much variation on this yet.
-
Montreal: Le Thread Generale Pour Weeaboo Fighters
kousaka replied to BladeOfJustice7's topic in International
@pochp Anime North - I will be there and I know some others will be attending the BBCS2 tourney as well on Saturday. -
Montreal: Le Thread Generale Pour Weeaboo Fighters
kousaka replied to BladeOfJustice7's topic in International
hey guys, thanks for offering us a place to crash~ ^_^ we ended up with more interest then we thought.. right now it's looking like 5-8 going to MAT8 from Toronto so we'll search for a hotel a few quick questions though.. there's a GG side tourney right now.. anyone heard any news about maybe an arcana heart or melty blood tourney? -
if you want it on the last hit, you need to start your rekka earlier before they pop up from the D bug, that way you can get through 6c>5c and hold the C a bit before the last rekka hit. Fast and early enough that the C bug won't have recovered before you do the 2nd hit of rekka or even using it on the first hit
-
Skye edit Frequently Asked Questions Q. How does Arakune do that cool thing when he comes downward with an air attack? That is his j.4x moves, when you are in the middle of an air dash, hold 4 and press a, b, c, a+b (Barrier) or b+c (Grab), Arakune will float down and do the performed action. So whenever you see these kinds of notations (j.4b, j.4aa, etc), this is what they do. Q. Arakune's IAD is so hard, how do I do it correctly? Arakune's air dash is very weird, because of his floaty movement and extra animations, buffering his air dash is nigh impossible. The trick to do it is so work it out slowly, jump, then press 66. Make sure you press 66, it's the only way it will work. Once you get the hang of it, try it faster and keep going until you got it. Q. Dive Cancel, wat do? Dive cancelling is an important part of using Arakune to his fullest potential, in CT, it was a staple, nowadays it's an extra tool to get more curse meter. When performing a dive (j.2a/j.2b/j.2c) upon contact with the opponent, you have a 3 frame window to input another dive, when done close to the ground, it cancels and turns into a ground attack, you can then buffer/kara the attack into anything you want, so to do [j.a > j.c > j.2a > DC (Dive Cancel) 5d], once j.2a connects, you tap 2 and press b or c then press d. So it will look like 2/cd. Dive cancelling can go into any ground action/command. Remember that if you used the dive, you can't cancel with that button, for instance if you did j.2b, you cannot DC with b, you must use a or c, provided that you did not use j.2a or j.2c. Q. His curse combos are tricky, how do I work his 6c rekka right? The main trick is to time the 6c early, in a manner that it hits right after the d bug hits them on the way up, from there simply buffer the 5c. After that perform the 3c (not 2c) and tap 5d, this will make the c bug come out right after the rekkas and the d bug will follow. If this method does not work for you, try this. Midscreen: 6C>5C(hold)>3C(release C + tap 5D) - full loop Corner: 6C>5C(hold)>3C(release 6C+ tap 6d) - full loop
-
Skye edit of OP. Episode 1 - Offense Part 0. Pre-curse Pressure & Zoning Arakune's combos work in two separate areas, pre-curse and curse. Obviously, the goal of Arakune is to get his opponent cursed and do massive damage/guard crush/mixup/cross up/win. During pre-curse he really isn't meant to have any real pressure. That said, pressuring with Arakune is difficult and you should never get ahead of yourself. His basic strings can be DP'd through and jumped out of, so it's best to keep many of your strings short and sweet. Arakune's main up point is taking advantage of the opponent's impatience while you zone them with Arakune's many projectiles, however, contact may come eventually and for up close pressure, here are his options and gatlings to go to. For using his gatlings to their fullest potential, refer to the gatling table (Revolver Action Table) in the frame data, looking at the frame data itself is also very helpful. 5a is Arakune's best poke, almost 100% of his pressure will start with a 5a. It's important to understand that Arakune's 5a, 2a and j.a can only be done 3 times in between gatlings. This has existed since CT. If 5a ever comfirms, you have options, one of the easiest options is to go into 6b > j.6d, is must be close up though. 2a is Arakune low and is one of his longest reaching normals. The downside is that it's one of the slower 2a, in fact it's the slowest (10f), do not use this in neutral. 2a strings usually go with 5a (5a > 2a > 5a > 2a). This is a good string to use to see if the opponent thinks an overhead is coming. If 2a ever hits, you can go into 2c > 6d. 5d is a key part of pressure in case you don't want to commit to anything. It adds a bit of curse to your meter and is jump cancellable. With this is mind you can jump back and set up a zoning game or do whatever. If your opponent is conditioned right, you can resume pressure. 6a is Arakune's overhead. Only use this if your opponent is conditioned. There are no strings that safely go into Arakune's overhead. If you manage to get it to connect you have options. First, 6a is jump cancellable on block, you can jump and run away, resume pressure or whatever. It gatlings into 5d for curse meter. and it gatlings into 2b to make the string air tight and continue the mix up. 2b is what you'll only use to make 6a safe, but it's +2 on block and gatlings into 2a, which means you can go into the 2a > 5a > 2a gatlings for added mix up. j.b is Arakune's best pressure tool, it's used for an instant overhead, to close in on barrier blocking and to maintain pressure against chicken blocking. The other side of the coin is that the instant overhead is character specific, only combos on CH and is pretty hard to execute correctly. The main idea is from a 5a (or naked if the rising hitbox will hit the crouching character) and jump and j.b during the jump. from there, during any of the 5 hit, you perform j/9 IAD j.4b. That input must be performed very quickly. Do it right and it'll look like this, to add to your options you can "j.c cancel" which basically means performing j.c near the ground to quicken your descent greatly and confuse the opponent. j.a is Arakune's main air to air pressure tool, he can't do much for air to air pressure, the primary option is to back off and start zoning or go into > j.b > j/9 > IAD j.4b. Arakune's pressure game can be down-right scary when implemented right, on the other hand doing it too aggressively will get you DP'd or mashed out. The best quote for this predicament is ~ That said, it's important to find the right moderation between physical pressure and zoning. Zoning, when it comes to Arakune, is very situational and the effectiveness and leniency of it depends on how conditioned/desperate your opponent is, in many cases it's a judgment call, but here is a rundown of zoning tools and their practical applications of them. j.236d is what you're primary zoning goto option is going to be. It's random between a homing cloud, a cloud shield that follows and stays around Arakune, and a cloud that stays above the opponent. It adds 30% on contact and disappears in an opposing grab dispute or if Arakune takes a hit. Each cloud has it's own uses. The homing cloud is the best one for just about every situation, since it actively pursues the opponent, their neutral is compromised and this allows you to take advantage of their plight. The cloud shield is the second best one, it makes your opponent second guess being close to you, it makes them space their attacks well and leave holes in their strings to prevent coming in contact with the cloud. You can threaten your opponent just by moving around them. The least useful one is the anti-air cloud, as it's very slow, so fast characters can outrun it, any character that can IAD can IAD under it, and Tager doesn't really need to be in the air. It usually takes a super jump or a double jump for contact to be made. On the plus side, it discourages jumping when close to Arakune, so many players will resort to anti-airs and ground movement, overall limiting their movement options. Try not to use this move too close to the opponent, it has notable start up and recovery. j.d is the second zoning tool that you'll use in the air, this tool is more of a yomi tool than general neutral, as it can be jumped on reaction and it has it's blind spots with each version you'll use. Close up you can follow up into 100% curse though. For longer ranges, j.d is more of an oki tool that forces neutral tech (after a 5a > 6b > j.6d). It's worth noting that this move can be emergency teched on air hit, but not on ground hit. 2d is a pretty good zoning tool for ground approaches and pressure against barrier blocking, it's very unsafe at any range, so don't get carried away. 6d still retains it's use as a zoning tool, creating a spot in the middle of the battlefield that the opponent has to be careful around. It stymies approach methods and is good for getting Arakune some much need space for further zoning. Use full screen only, it can be punished anywhere else. If you're facing down a zoner, do it as far away from the opponent as the game can allow if you can help it. Most zoners can't punish at maximum character distance. Part 1. Pre-curse CombosArakune's combos work in two separate areas, pre-curse and curse. Obviously, the goal of Arakune is to get his opponent cursed and do massive damage/guard crush/mix up/cross up/win. Look up his frame data if you're curious. http://www.dustloop.com/wiki/index.php?title=Frame_Data_%28Arakune_BBCSE%29 [*c] = close/point blank confirm [*m] = mid range confirm [*f] = long range confirm Most, if not all practical pre-curse attacks end with a d attack, this is the milk of Arakune's gameplay. 5d = 40% on hit 17% on block 6d = 40% on hit 17% on block j.d = 30% on hit 15% on block 2d = 12.5% per hit, on hit 8.3% per hit, on block j.236d = 30% on contact f.g (j.214214d) = 100% on hit 0% on block Note that if you have meter, any combo that ends with or includes j.d (or j.2d/j.6d/etc) can be replaced with f.g for instant 100% curse. Basic Combos. 5a > 6b > j.6d Adds 30% curse 2a > 5b > 5d Adds 40% curse 6a > 5d Adds 40% curse 6a > 6b > j.6d Adds 30% curse 5c > sj.a > j.c > j.d Adds 30% curse j.b+c > j/9 > j.c > j.d Adds 30% curse [*c] 5a > 2a > 5b > 5d Adds 40% curse [*m] 5c > j.a > j.b (2 hits) > j.c > j.d Adds 30% curse [*f] (5a) 2a > 2c > 6d Adds 40% curse 5a > 6b > (lowest possible) j.6d > 6b > IAD j.d > 5d Corner Only, Adds 100% curse Not Basic Combos. 6a > 5d > IAD j.4aa > 2a > 5b > 5d > IAD j.4aa > 6b > j.6d Adds 100% curse 5c > j.aa > j.c > j.2a > DC 5d > sj.a > j.c > j.d Adds 70% curse 5c > j.aa > j.c > j.2a > DC 5d > sj.a > j.c > j.2a > DC 2c > 6d Adds 80% curse 2c > delay RC 5d > sj.a > j.c > j.2a > DC 5d > sj.a > j.c > j.d Adds 100% curse 5a > 6b > IAD j.6d > 6b > IAD j.6d > 5d Corner only, Adds 100% curse j.b+c > j/9 > j.c > [j.2a or j.2b] DC 5d > j.a > j.c > j.2a > DC 2c > 6d Adds 80% curse 5a > 6b > IAD > J.2a > DC 6b > IAD j.d > 5d > J.a > J.c > J.d Near corner, Adds 100% curse 5c FC > 5d > sj.a > j.b (2 hits) > [j.4c > j.2a or j.c > j.3b] > DC 5d > sj.aa > j.b (2 hits) > j.c > j.d Adds 100% curse a+b+c+d (Gold Burst) > walk forward > 5d > sj.a > j.c > j.1a > DC 5d > sj.a > j.c > j.d Adds 100% curse Part 2. Curse Combos Curse is an entirely different dimension for Arakune, it turns his low attack levels, slow moves, and mediocre static difference into horrifying mix up, unblockable resets and of course, ridiculous damage, this is the meat of Arakune's gameplay. Once the curse gauge reaches 100% it will go down, this is the time to summon bugs and put your "deal with it" shades on, but be warned, the curse gauge goes out after approx. 14 seconds and the opponent can do a long combo to drain out the timer. Try not to get hit when your opponent is cursed. A bug: A small bug that flies over Arakune's head at medium speed, disappears on contact with an opponent or a rival projectile. Decent hit and blockstun. B Bug: A not-so-small bug that also flies over Arakune's head. Fast, fastest bug Arakune can summon, 3 hits, hard knock down, oki tool. Good for pressure and resets. C bug: That notorious blue bug that comes out of the ground and bites you, the slowest bug Arakune can summon, but enormous hit and blockstun, combo staple. D bug: The pink larva that dives from the sky and flies up as a beautiful and deadly moth, combo stable, last hit before submerging in the ground gives untechable knockdown. Moth is air unblockable and launches. All bugs vanish if Arakune is taking damage, Arakune cannot summon if he is down, taking damage or in blockstun (however you can summon bugs in the few frames in between blockstrings in which you are not in blockstun). Although you can be creative and do whatever you want, this is the most standard, most used and most practical curse combo you can do. [j.236[cd] > delay release 6cd > 6c bug > 6d bug] > [6c > 5c > 3c > tap d > 6c bug > d bug] > [j.2acd > a bug > c bug > d bug] > [*6a > 5c > j.a > j.c > j.d] Brackets 1-3 can be done in any order. [j.236[cd] > delay release 6cd > 6c bug > walk backwards > 6d bug] > [6c > 5c > 3c > tap 6d > 6c bug > 6d bug] > [j.3acd > 6a bug > 6c bug > 6d bug] > [*6a > 5c > j.a > j.c > j.d] Corner Version, Brackets 1-3 can be done in any order *This is the combo finisher and it can consist of whatever you want, if you want to replenish you curse gauge, here is a good time to do so, but if the combo consisted of bugs while curse was active, then the gauge caps at 50%. If a combo starts because bugs hit after curse became inactive, there is no cap. If their health is low, you can finish the combo with 6a > 5c > 236236c > 236236c. Part 3. Curse Set Ups Before you lay the smackdown of their candy asses, you need to mix them up and confirm into a curse combo. Since CS1, Negative Edging is not as important to Arakune's gameplay as it was in CT, most set ups can be done with little to no NE'ing, but there will be times when it might be necessary, either to zone, do a combo or to do a set up. Whenever you see [brackets] in the notation, that means to NE the bug. If you see ]reverse brackets[ in the notation, that is telling you to do a different command (4/5/6) and press the given button (or release it if you're NE'ing) while the recovery of a different attack is taking place (Ex. 4b > ]5cd[ ). Once you hop in training mode, you'll get the timing of NE and releasing down. The time when the bug hits will be indicated directly in the notations for instance, take the first combo. [6a > 5cd > c bug > d bug 1/2] You would have to press D during 5c, even though nothing happens immediately, you are actually summoning the d bug, which hits later in the combos, since the d bug has two individual times of connecting with the opponent, it's broken down to "d bug 1", when the d bug if descending, and "d bug 2", when it takes flight. When you see "d bug" without numbers, that assumes that the entire d bug does it's thing without anything in between. To understand mix ups to their fullest potential, refer to the gatling table (Revolver Action Table) in the frame data. Attacks/Strings marked in red are attacks that are expected to be blocked, for lock down purposes. Basic Set Ups 6a > 6a bug > 5cd > c bug > d bug 3aa > 6a bug > 5cd > c bug > d bug 2b > b bug > 5cd > c bug > d bug 4b > ]5cd[ > b bug > c bug > d bug 2[c] > ]6cd[ > 6c bug > 6d bug Won't work max range. Close/mid range only. 3aa > 6a bug > 2[c] > ]6cd[ > 6c bug > 6d bug 6acd > walk forward > delay 2c Corner Only 6acd > walk forward > delay j.c > j.1b Corner Only [3aa > walk forward] > 3aa > [5d] > walk forward > j.c > j.2c/j.214c First Bracket can be performed infinitely as long as curse meter is active. Second bracket must be done during 2a recovery. [3aa > walk forward] > 3aa > [4d] > walk forward > j/9 > small delay j.c > j.2c First Bracket can be performed infinitely as long as curse meter is active. Second bracket must be done during 2a recovery. For combo stability, use the 6c rekka. 6a > 214bcd > b bug > j.c > j.2c 6a > 214bcd > b bug > 2b 6a > 214bcd > b bug > [4b] > j.c Bracket can be on block or hit 3a > 214cd > 6a bug > c bug > d bug Cross up, good for anti-mash and a round/match ender More on set ups Part 4. Resets and Etc Resets are a prime part of Arakune's curse game. Usually when a combo is started with a low proration starter, oftentimes, to maximize damage, a reset is in order. There are two types of resets for two types of opponents. We will categorize them as the IR opponent (Instant Response, who is trying to tech out at all costs) and the DR opponent (Delayed response, who attempts to late tech or not tech at all to throw off the timing or get caught in a low damage blue beat combo). IR Resets *coming soon* DR Resets After D bug 2 236b > b bug > delay* 214a > a bug > 2c > 6cd bug Catches back rolls, forward rolls, late, quick and emergency techs. Perform 214a as soon as the last hit of b bug happens. A bug catches forward rolls. 2c catches everything else. Not a 50/50. Unblockables *coming soon* Re-curse If you have 100 heat, you can also perform a recurse. Re-curse is very difficult, you end the combo with 6b > j.214214d > RC j.b (all hits). The scaling on j.b forces them to get out of the stagger early, but due to the properties of f.g, being unblockable once it hits, it resets the combo counter and does 100% curse. Surprisingly not 100% practical. Episode 2 - Defense Part 1. Movement All, the pokes and zoning doesn't mean anything if you can't control Arakune correctly. Proper movement is key to Arakune, you have to know when and where you're moving. Arakune has a variety of movement options to choose from, his iconic j.4a+b, his backdash, his forward dash, his command teleports and his j.6x moves. All these are useful and very effective when used in the right circumstance. j.4a+b is Arakune's main way of getting around the place. It's very important to know where you're going to land, because it affects your opponent's position too in many cases, especially when they are pursuing you. Backdash is Arakune "get away" tool. It has frame 1 full invul, so it's good for IBing and wakeup to get out of pressure. It's also useful in baiting DPs and creating confusing curse mix up by making your opponent guess which dash you performed. When using it defensively, be careful, it can be baited and punished. Forward dash is a high risk, okay reward tool for Arakune, in many cases, often in between staggers involving slow start up attacks it boldly returns the fight to neutral (and gets you out of the corner). Just like backdash, it good for cross ups (and fake cross ups) during curse pressure. His command teleports are a pure situational thing as your opponent responds to it differently and sometimes, you could be better off not using it at all. Practical uses include evasion (j.44 at a wall) and curse cross ups/pressure. Using it in neutral or to gain an approach, you have to pay close attention to your opponent's habits and make a call. These moves have start up and recovery and the invincibility they get (during the teleport) at times isn't very helpful, but it all depends on the type of teleport you chose. Just be careful, you could eat a lot of damage, lose momentum, round or a match if the wrong call is made. But the reward could be great too. j.6x is the bird move you see at times, it good for confusing the opponent and throwing off their positioning, it's also good to change where you land, in case your current landing spot is unfavorable, it's the move that makes sure that (to an extent) you don't have to commit to where you chose to dash. It's also good for making quick forward momentum in the air, whenever you may need it. Part 2. Wake-up Arakune lacks viable wake-up tools that makes the opponent second guess themselves. He has a few tools, but most of them come at an exhaustible cost, remember that there is no excuse to make up for bad defense. Learn to block and break throws, at times this will be your best wake-up option. Feel free to practice and discuss resets and more combo routes, if I missed anything, let me know. [*]Backdash is the option you'll resort to the most and it's the one you can do whenever you want. On one hand it gets out of your opponent's oki midscreen and allows you a safe retreat. On the other hand it's useless in the corner and can be baited and punished anywhere by every character. Even Tager. Backdash wisely. [*]Gold Burst is probably your best option in any circumstance. It's invincible on start up, combos into 100% curse and is advantageous on block. Just watch out for when it whiffs and be prepared to not have that burst anymore. [*]f inverse (236236c) is another good option, combos into 70% curse on hit and kills meaties. Be mindful that it costs 50 heat and unless you have 100 heat to RC, you're committing, this means you're in it for hit, block and whiff. Long recovery too. [*]Mashing is always an option (though obviously effectiveness will vary). It's good to use if you notice your opponent take too long with their oki with a long start up or in general miss their timing with a meaty. Be wary of frame traps however. [*]Forward dash is a ballsy trick to try when your opponent is trying a badly timed aerial approach. Good in the corner as well.
-
Skye edit
-
only skimmed through it but: 5a>6b in corner you can squeeze out much more then just j6d for curse jB CH air to air can be followed up 6a anti air>5D>dive combo (100%) after JB: you have a habit of doing 5a>6a everytime - need to mix it up eg/ JB > straight into 6a, or JB >2A>, JB>5a>2a, JB>5b>5d, etc
-
random training notes: quick super easy 100% curse from 6a that i stole from jp wiki 6a>5d>iad JA>j4b>5b>5d>iad J4a>ja>5a>6b>j6d spent some time in the lab and it seems that you can get 100% curse off anything almost now... starter notes: 2a>5b>5d> requires super jump 5a>2a>5b>5d if close enough JB>5b>5d works great mid parts: iad J4A>JA(>2A)>5b>5d -quite often the 2a can be omitted and first IAD requires superjump sometimes ender iad j4A>JA(>5A)>6b>j6D -5a can be omitted usually also corner bnb curse combos: (JB)>6b>IAD jD>6b>IAD JD>5D As for dive combos... starter>B dive cancel>5D>HJA(>JA)>JC>JD seems to be most consistent across the board the really high air throw combo is more strict imo now: high air throw>delay air dash JC>B dive cancel>5D>HJA>JC>JD -the required delay varies with height and character but across the board the delay is much longer then it used to be.. the JC (due to it's thinner hitbox) is much more likely to whiff now =(
-
hey russell contact me when your free.. we already have a venue in mind
-
hey guys, im looking into organizing a BBCS2 tourney june 18th.. how's that day for most people?
-
Montreal: Le Thread Generale Pour Weeaboo Fighters
kousaka replied to BladeOfJustice7's topic in International
hey guys, right now it looks like toronto is planning to go to MAT8 and making arrangements.. not sure if we're driving, bussing or taking train.. also is anyone generous enough to let 2-3 of us crash for a night or two? edit: wrong mat tourney lol -
yeah depends on the hitbox.. before certain characters like tsubaki the combo was unstable because at the end 5a>6b>j6d part.. the 6b would whiff but quite a few characters are more stable because you can omit 5a and just do 6b now
-
he probably means 6/5d... mid screen you use 5d, corner you use 6d the timing i use is 6c>5c(hold)(tap 5D)>2c.. and similarly in corner.. 6c>3c(hold)(tap 3D)>3c don't delay the rekkas too much.. and try and tap D pretty much right away.. the timing of the C bug kinda depends on the height you catch them coming up after D bug up with 6c rekka hit
-
right now i am
-
you can actually patch games without psn.. the patch servers are separate from psn
-
if you think about it that way... every game LG gets is a bad investment and you can't make money back from them... yet it still lives on