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Everything posted by kousaka
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yeah there are some. We record vids at all our tourneys and occasionally we record casuals for study. You'll see lots of mercy rounds and other random testing during casuals though. http://www.youtube.com/user/torontofiends http://www.youtube.com/user/kellfire5541 Anything with kousaka or hermes would be vids of me. I usually play blue or white arakune. Zeero and I share games alot though. You can see his arakune too, he'll be the purple one.
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the dive cancel is pretty much the same in CT as in CS except it only works on hit hence why you see it on combos only now where as before you see it in block strings. Your doing j2a then after you hit them and just before you land you cancel into j2b which won't come out since you'll land and it cancels the recovery frames of the dive. You then follow with 5d/5b/whatever. So button wise, it's j2a>hit opponent>cancel into j2b>land (cancels j2b's recovery)>5d/5b It's also not specific to any dive. You can dive cancel into any dive you haven't used in yet. Normally you can do each dive once, ie J2a>j2b>j2c. ie. j2b>hit opponent> cancel into j2a>land(cancels j2a's recofery)>5d/5b That should shed some light for you.
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yeah that combo showed up on the jp wiki too but i haven't had time to test it myself yet.. but according to the wiki notes 6A>5D>iad J4B2hit>5B>5D>iad JA>J4A>JA>5A>6B>J6D(1724,100% curse) mid screen only (not sure why) works only on tager、bang、hakumen、jin、rachel、taokaka、ragna、arakune untested/unstable so far on everyone else but i agree it does seem easier as long as j4b can hit under 2 hits it should be no problem
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It's a noel specific. iad ja>ja tends to whiff on Noel. Sometimes you'll need IAD j4a>ja on Noel instead too.
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There's no timing to it. Just keep the iad low as possible, make your your jump cancelling the 5d and if your close enough then you should be able to connect. That combo is unstable sometimes starting from 2a depending on the distance. It's best to learn the easy combo though. 2a>5b>5d>iad jA>jA>j4b>5a>6b>j6d the airdash causes you to float up a bit, won't work on noel
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I don't' recall that vid but noel's hitbox is weird. From 2c FC the regular bnb dive combo with 9j.A works but there's a few reasons they might do 8j.A. Depending on the distance of when they catch with 5a they may be adjusting the distance before the dive. Noel's kinda weird and if your too close to her you'll fail the dive cancel. You need to be around her knee area with jA>jC etc to get the dive cancel 5d.
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yeah pretty much anywhere. It depends what you do before it and the number of hits of the beam super you hit them with.
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Yeah curse combos are easy. Mostly just getting to curse can be hard. Pressuring during curse takes getting used to. Been testing character specifics on beam super>dive combo and variants. Expect an update soon.
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I'm confirmed for evo. Coming down with the Toronto tekken guys. Look forward to meeting more dloopers, especially people from Cali.
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hmm i haven't had the time to test that for you skye but from the jp wiki.. it's from the advanced combo section because jB's # of hits makes a difference to what you can and cannot do in the combo jB>5d works on CH and on tager, full 5 hits jB(3)>5b>5d works on specific characters if it's less then 3 hits jB(3)>5d works on CH or less then 3 hits
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here's a pro combo sighting that was posted on the jp wiki before as super difficult 0:35 http://www.youtube.com/watch?v=npJrG6YYpf8 6a > 5d > iad j4a > ja > 2a > 5b > 5d > iad j4a > ja > 5a >6b > j6d Can also be started from other things like 2a > 5b > 5d, CH JB(2hit)>(J4C cancel)>5b>5d Won't work on noel, hakumen or bang. They're very strict but worth a try.
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lol Zeero's the top player and top troll in Toronto.. we should send Zeero, despite being Carl mod he's a beast with every character especially Arakune I'm confirmed for Evo atm so hopefully i'll meet more dloop people there. We also have a Noel player from Toronto that will be heading to Socal sometime in august so expect to get a taste of Toronto BB.
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the astral does have one use.. in a timeout situation arakune's astral will stop the clock for the duration of the astral... although you'd be pretty lucky to kill him with the astral, if you have curse going in it's better then nothing.. if you cloud or go invisible first it carries over into the astral so technically you can go into curse during astral with the cloud for arakune mirrors.. you can make arakune eat clouds as they're bouncing around so that they'll be cursed as they come out
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yeah the B dive variation makes the 2c FC dive cancel combo stable on tsubaki, hazama and jin. The first B dive puts them at the right distance for the rest of the combo. Normally on these 3 characters you'll either whiff the A dive or you'll land in a way where you don't' have enough time for the 5d to come out unless the distance was perfect to begin with. The B dive in the first rep corrects this by hitting them in the middle. Tested on jin last night too with some success. The wiki says to end with superjump jC>jD on jin but superjump jA>jC>jD seemed to work fine too.
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tested the 2c fc combos on hazama and tsubaki with the B dive variations today and they worked great!! tried the jin one a few times but kept dropping it, need to test more
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there's been an update on the jp wiki with some character specific variations involving B dive... I've never seen it done and I haven't tested them yet but it's interesting 2A > 2C> delay RC 5d> (jc)> jA> jC> A dive> dive cancel 5d> (hjc)> jA> jC> jD (ragna, hazama, tsubaki, lambda) (jc)> jC> A dive> dive cancel 5d> (hjc)> jA> jC> jD (jin, arakune, bang, hakumen) (hjc)> jA> jC> A dive> dive cancel 5d> (hjc)> jA> jC> jD (tager, taokaka, litchi, bang) noel, rachel, carl 70% only, 100% unstable 2CFC > 5A> jA> jC> A dive> dive cancel 5d> (jc)> jA> JC> A dive> dive cancel 5d> (hjc)> jA> jC> jD (ragna, litchi, noel, lambda) 5A> jA> jB> jC> B dive> dive cancel 5d> (jc)> jA> jC> A dive> dive cancel 5d> (hjc)> jA> jC> jD (hazama, tsubaki) jA> jC> A dive> dive cancel 5d> (hjc)> jA> JC> A dive> dive cancel 5d> (hjc)> jA> jC> jD (tager, bang, taokaka) 5A> jA> jB> jC> B dive> dive cancel 5d> (jc)> jA> JC> A dive> dive cancel 5d> (hjc)> jC> jD (jin) hakumen, rachel, carl 70% only, 100% unstable
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here's that high air throw>j2a>j2c>B dive cancel 5d>jA>(jB)>jC>jD brought to us by hima for zong who asked earlier: http://www.youtube.com/watch?v=qun2uoFh5e8&playnext_from=TL&videos=AJmJ-2MHCbg 0:29 full combo 3:19 burst out after 5d I'm not sure if there's a minimum height but this situation happens quite a bit in some matchups. Off the top of my head arakune mirrors, tao, rachel where the opponents always superjumping or floating.
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http://www.nicovideo.jp/watch/sm10769366 3:03 air throw > falling jD > block burst > 5b (3) > jA > jC > A dive > dive cancel 5d > hjC > jD wow! just wow!!
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in most setups C bug is buffered, such as the 6a(5c bug)>jC(D bug)>5c bug setups>5d bug etc etc in this one it doesn't though, the C bug does become a crossup from you changing side on them during the dive
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2b(3b bug 3a bug) > 2a (1/4d bug) > walk up jC > 5c bug > 4d bug down > j2c > 4d bug up This is hima's most recent setup. I made a big post about it a few pages back. You must release the D bug first before you jump during recovery of 2a. The 5C bug comes out from pressing JC. The dive doesn't release anything but you can release 6ab bug here if they manage to block it. http://www.dustloop.com/forums/showpost.php?p=623202&postcount=344
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j2a>after a hit j2b>land>5d
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6a>5d>236b>(5bc bug>j6a>6a bug>(jc)>j2a>j2b>j2c) x 2 >5bc bug>6c>6a bug>5c>2c>5b bug>6a bug>j6a>6a bug>(jc)>jC>jD Mid screen only. Triple dive combos tend to be more consistent on bang/tager/hakumen. Triple 6c loops should still do more damage.
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you can't dive cancel the whiff thats why it's unstable because the timing can cause the dive to whiff sometimes
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yeah thats the really high air throw combo high air throw> j2a>j2c B dive cancel> 5d> jA >jC >jD I've seen it attempted, and i've tried it myself but was never able to land the dive cancel. Need to experiment but might be some timing specific to how high you are. Sometimes the j2c will whiff completely. The timing on the cancel is different because your not hitting them off the floor but in the air so there's more a delay after the hit.
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yeah on these characters starting from 5c, they tend to be too high on the second loop for jC to hit you can try sjAA>JC>jD or j6B>delay jc>jA>JC>jD as enders 5c is tricky because quite often your catching them out of the air quite high up.. regular jA will give you the longer combo but quite often it whiffs and you'll have to compensate with something like jAA>jc>jC and variations to adjust the height so that your slightly above and next to them so you can jC them in the knee area