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Everything posted by kousaka
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SH, on lambda and litchi, give it a try with just j214c, and skip the jC altogether
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try without superjump, the C bug is catching them before D bug starts to hit right?
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Yeah on mu D bug up does not hit her off the ground. So in your starter you have to do ones that don't hit them off the ground. In your curse loops use ones that catch with C bug and don't hit off the ground. If you do you'll have to 2b(1b) them off the ground. And yeah that JC loop from that vid is just trolling. Starting from 2C almost anything you do will be at least 9k
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No Zong hit it on the mark. JC>214C is unstable on characters that have weird ground hitboxes so it's not used as much as the others which are more stable in general. As for why dive loops aren't used, it's because you can squeeze more damage if you manage to take them to the wall for 5c>5c>wheel loops Also tested 5C FC on noel and tsubaki and it's pretty unstable past 70%. 5C FC is pretty weird because it depends alot on how far they are when you hit them. If they're too far it's generally a B dive variation and superjump. Close you do regular jump A dive variation. Really really far you have the odd IAD>land>5a variations which I haven't tested much. Maybe Zeero can figure something out later tonight.
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I just tested it and they tech after the last 5D on the first j6a. I tested jA>236C>(RC)>jC>jD but they tech the jD. Did test on Tager, normal hit, and air tech. Reduced the number of JA's on the bnb dive combo just in case but it's the same.
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You can't get 100% curse off normal hit 5C, it'll blue beat on the last part exactly like your experiencing. So just stop and end the combo after 1 dive cancel for 70%.
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Hmm might be good to make some notes on Arakune's challenge missions. On mission#10 the last one, 2d curse then walk up jC(D tap)>B teleport(release 5b)>5c bug>5b bug>5d bug> into wheel+6CD bug>jC>214c loops x 2-3 then 2 dive loops in corner to beam x2. Just note to people that the beginning has a strict timing to the 5d tap otherwise they tech and block the D bug.
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[CT] Arakune Beginner Guide (How to make bees out of sarcasm)
kousaka replied to CopperDabbit's topic in Archive
Going to assume your playing CT yeah you can modify the bugs with the left and right directions in the 6c loop the bugs used is 5b bug>6a bug (if your not familiar with keyboard notation thats neutral B bug, forward A bug) it's for mid screen mostly and timing is character specific -
So basically it's a setup for when they do a quick get up. You walk up 214B(release 6b bug to whiff)(tap 5cd)>land hold 5a>cross up 5c bug>5d bug>release 5a bug after changing sides. The dive and 236c wont' really help imo since if its blocked C bug will have them in blockstun and you can't cross them up again. If you use the A bug though after you change sides you could continue into pressure again. Minor issue compared to 214C setups. Since your on the other side already you can't move them. If the up D bug is going to miss your going to have to rely on 2b(1b whiff 4b bug). Has the advantage of changing sides so you could take the opponent to the wall if it's closer. It'll be limited to mid screen obviously too due to teleport limitations in corner. Just my 2 cents. 214A is probably a stronger tool for the same setup as it has the property of keeping the opponent in place.
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i've seen k2 do 4k with tsubaki too, maybe it's just k2 o0o
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Not really able to picture your setup here. Your doing ground B feint the one that goes straight up right? then land jump A dive cancel into j236c somehow? and it's a crossup C bug setup? If you go into curse from a distance and they're jumping back there are two general cases: 1. They're at the corner then throw 6A/6D bugs which should corner them stuck blocking in the air. 2. If your mid screen you want to walk backwards and drag the screen so they hit the edge. Then 6A/6D bug, teleport off side of screen falling 5b/5c/5a bugs and pressure. edit: Hmm tested corner loop curse combo variations from green slime kune. 5C>JC>214C was fairly easy and it didn't seem to do anymore damage then 5C/5C but seemed to work well if 6C bug catches them somewhat high up. 5C>5C>JC the timing was kinda tight and easy to drop the combo but seemed to do more damage. Need to catch them with 6C bug low to ground.
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214d~b is pretty much unpunishable unless you blocked it point blank then yeah 2c FC, but what happens usually is you end up blocking this in the air which is definitely unpunishable 2a>5b>3c>stance a/c isn't completely unpunishable 1. If they stance A, you can 5a on reaction for CH and if they're low enough get 5D into small combo or just 5a>6b>j6d. if they're really close you can air throw them right out of it for 100% curse. You can also beam super this but dont' get baited if they delay they can cancel stance. 2. Stance C is harder to deal with and you will generally want to backdash this or jump as it breaks guard primers. 3. Stance cancel can be 2c FC but you rarely is used.
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i gotta find time to test it this week still but sign me up for both
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This is supposed to be a fairly even matchup. But I find it hard to do anything against Carl's jB, tends to FC everything in the air and tends to cross up kune doing 5c. Suggestions?
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Zeero uploaded a set of 2c FC combos and some misc bnb's http://www.youtube.com/user/puimakzz#grid/user/00798D567CF86D46 http://www.youtube.com/user/puimakzz#grid/user/2BBEC6360F5BA519 http://www.youtube.com/user/puimakzz#grid/user/DEE71615726BF7BE
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yeah it's easy and universal except for the specific height requirement, imo it's a useless combo and i would always use the dive combos.. but 5c double dive cancel's are more picky on certain characters compared to 2c FC since you have to adjust for how high they are when you hit them
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here's 5c FC > jd> 5d > jA > jC > jD
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6a>5d>iad j4a>ja>2a>5b>5d>iad j4a>ja>5a>6b>j6d (midscreen) so yeah the secret to double IAD combos is: 1) you must jump cancel forward -otherwise you'll never reach on the second loop 2) you must delay a bit before you airdash such that your coming down from a specific MINIMUM height -otherwise second jA wont' have time to come out It's still a tricky combo and it's still not easy. Has issues with a variety of characters and I haven't fully tested but on tager it doesn't seem to work. the variation combo 6A>5D>iad J4B(2hit)>5B>5D>iad JA>J4A>JA>5A>6B>J6D (midscreen) is quite a bit easier and works on tager plus alot of other characters -Make your you jump cancel forward, the first iad j4b is as fast as possible and low to the ground to limit it to 2 hits -second IAD has to be jump cancelled forward and has a delayed air dash + minimum height requirement similar the the 2 iad's in the first combo Hopefully that helps people. Did some recording of dive combos from all sorts of situations and characters but that'll will have to come much later as there's alot of combos to do and test. I also got a chance to test some of the wiki combos that I've never seen in match vids(ie. video confirmed). The one that was bugging me since day 1. 5c FC > low jD> 5d> jA> jC>jD (100% curse). I've attempted this shit so many times in games before and never got it to work once. Today i discovered the reason we never see this in vids. the 5C FC must hit at a very very specific height to work. It's hard to describe but i'ts lower then IAD height and anything higher then that it won't work. I recorded a vid of it working so people can see the height and that'll be uploaded sometime soon but basically it's pretty much a useless combo.
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got a chance to play some bbcs on ps3 today along with some training mode.. figured out the secret to multiple iad 100% curse combos 6a>5d>iad j4a>ja>2a>5b>5d>iad j4a>ja>5a>6b>j6d midscreen, character specific blah blah blah -there's actually two secrets and i'll discuss them soon in combo thread but they allow you to do a few of the other variations such as 6A>5D>iad J4B(2hit)>5B>5D>iad JA>J4A>JA>5A>6B>J6D -which is easier and less character specific but still midscreen here's some clips:
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I can help with running the tourney if you need more people. I didn't sign up to any of the major events.
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Gonna give you some quick bang matchup advice. Pressuring with iad jB getting autoguarded by bang's 2d is normal. I see that your mixing in 2a to beat out the 2d but your using 2a>2a>2d which isn't safe. They can autoguard the 2d at the point. What you want is to be close enough for 2a>5b>5d>iad jB>5a>6b>j6d (70% curse). It also allows you to jump cancel away after 5b for clouds or safety or simply making them block a 5d which is relatively safe. Getting autoguarded by 2d on 6a after blocked 5a>6a. Your not mixing up your 5a blockstrings enough. 5a can go into blocked 5d which isn't too useful on bang. What you want is 5a *(1-3) pause wait for bang's 2d then 2c FC him for instant curse combo. The other things are minor but it's reacting to how you hit them during curse. Since your using 6c block string pressure your 6c bug is coming out automatically meaning if you do confirm into a D bug when they pop up you won't have a 6c bug available for regular 236CD loops. You adjusted later in that match with plain 236C mashing D loops but that won't connect as there's not enough time for the D bug to come out. You need to use a j6c>236C(mash D) in this situation. Hope that helps a bit. I can tell immediately that you've been putting in the hours secret training though.
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bbcs 360 isn't region locked? or is tushar bringing a jp 360 or region hacked one
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[OFFICIAL] Evo 2010 BBCS Tournaments!!! 3v3 Teams
kousaka replied to Hellfromabove's topic in Archive
wee sign me up too, im confirmed for evo im the only one from toronto bb community coming though.. everyone else is going for ssf4 and tekken 6... need some team mates -
any vids?