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Everything posted by kousaka
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If i remember correctly after 236C it's 5b5c bug midscreen and 6b6c bug in corner. But looping into 6c loops usually don't work going into the corner, normally you willl go straight into hjC>jD recurse
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ON some characters you'll be able to get one dive cancel but on most you'll travel too far and hit them at the toes and fail the dive cancel due to the superjump. The plain sjC variations are mainly used after beam super > 5d >sjC > dive cancel > 5d but you can't really combo the ender for full curse unless you have the opponent bouncing up the entire time which lowers the hits and damage. Also depends on the hits before beam super if any. Counter assault > beam super is the most stable way. Anything starting from JB is highly unstable. 5a>6d>beam super is dependent on character. Sometimes you can use it after gold burst walk forward 5d. But it'll depend on how far your are and if you hit them out of the air.
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Okay i spent an entire day testing out dive cancel combos from 2c FC and 5c NH today hoping to compile the complete list and I've realized that it's not that simple. There are character specific and some are easier then others but the key is the spacing on your jA>jC. The jC must hit the leg area for you to land the dive in a place where your dive cancel can come out. Too close to the feet you'll miss. It's mainly the kneecaps and face that you want to aim for. The problem in real games is the distance and spacing is never the same depending on how you hit them. We can list all the successful dive combo variations but what is actually important is being able to react and adjust the combo as you go. Knowing when to end when you know you won't be able to dive cancel. On some characters being too close in the air will cause the dive cancel to fail. On some your too far and you'll have to superjump to continue or end the combo. The general rule is to regular 1x jA all the loops until you notice a problem in the jumps spacing. Add extra jA's if your JA's are hitting them in the face in the air. If JC doesn't hit them in the knee/face area in the air just jD and end combo If you made any of these adjustments mid combo on the final ender on last rep the will tech after jA/j6a. So for this I might be writing up some sort of picture guide on recognizing what these situations look like. But simply put it's something that requires quite a bit experience and not memorization.
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pickup ez-mode tager XD
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I don't think i made a post on all the character specific dive loops. I did comment on a few of them but I have yet to figure out some of the chars. Especially tsubaki sorry. Is there a specific character your having trouble with?
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yeah that is one of the major difference in CT air throw goes straight into curse into 5.5k combo midscreen or 3.2k corner easy + recurse + mixup in CS going into curse and going into combo does only 3-4k at best and usually less, usually kune will go for a reset and go for big damage
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okay air throw doesn't always go into 100% curse unless your low enough to the ground unless it's a throw counter you can just tech the air throw even after 100% curse they still need to land a jC from a mixup which you can block and escape In a real match where the opponent has arakune experience, after an air throw it's almost a guaranteed burst to prevent getting cursed.
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hmm yeah i used hima's jC setup today all night long.. for the most part people can't seem to block it even when they see it coming.. they'll manage to block the jC but still eat C bug for some reason. Characters tested on tonight tsubaki, noel, litchi, ragna, lambda, tager, taokaka, bang I had some issues with tager though, gotta test more but i did a jC which managed to whiff one time and the other time tager did a 360b and evaded everything somehow. It's better them the 6a(5cd)>jC setups imo though because sometimes they tend to get hit by the 6a which prorates the combo anyway. going from 3aa>hjC always seems to guarantee a reset. Even when the combo started from C bug it still did pretty hefty damage. Occasionally you may get a 2D when pressing 1d bug since 2aa>2d is a gatling if your timing is alittle off. I played around with using 4d bug release instead which helped a bit. Make sure your hjC crosses over. If you don't the D bug tends to whiff.
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You've never seen counter assault > beam super > 5d > hjC > j2a dive cancel 5d > jA > jC > jD ? 3c is fairly situational so it's very rare 2c FC you see all the time but more often then not the opponent will burst or they already had some meter
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okay time to study hima today hima mid screen jC crossup setups: 3aa(release 1d bug) > hjC (crosses up) > j2c > 5c bug hits > 1d bug hits > 1d bug up part > loops notes: You can go invisible before starting this mixup. You can go straight into ender with 5d>beam super. tested on a bunch of a characters, lots of vid examples 1:58 http://www.youtube.com/watch?v=PPh4TJ8cRmY&playnext_from=TL&videos=c3kj7Zlx8rE 0:46 http://www.youtube.com/watch?v=4SIswf5Y9wo&playnext_from=TL&videos=MyBMNWFCGhc 1:43 http://www.youtube.com/watch?v=IrYgyIGeZHY&playnext_from=TL&videos=ZKb-_dGaXw0 2:20 http://www.youtube.com/watch?v=d35tpdHLtAI&playnext_from=TL&videos=iEgtysSq_xg 1:29 http://www.youtube.com/watch?v=MzEoXNIkhn8&playnext_from=TL&videos=Kbn3-OhbpPM I'm not 100% sure. Dennou was the only one to block the jC but the D bug right after might also be a 2nd crossup right after. If you count the number of times jin changes sides. Needs confirmation when someone manages to block it all. 1:25 http://www.youtube.com/watch?v=Uu1FUgB79dE&playnext_from=TL&videos=FIwko-RFoho
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yeah matt's already spoken with me imo right now combo wise things have already reached it's potential and there's not much to discover anything new you see now are resets, setups, and mixups which is what i've been focusing on lately there are a lot of advanced combos but really imo they're not worth.. in particular the j4c canceled combos with 2 iad's or controlling the number of hits in beam super
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I've noticed lately that the JP wiki split the combo pages into two. One regular BNB one without the dive cancel/triple IAD combos and one advanced combo one with everything. Might not make a difference but it might once the console release hits. We should split the combo thread into two. One BNB/regular combos and one for advanced combo discussion.
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Against Carl, kune has a lot of tools to get out of pressure and run away. IB>backdash, beamsuper, counter assault are all very effective during sandwich pressure. Curse combos hit Carl pretty hard and usually will end in one combo and Carl has limited runaway options during curse. Similar for Noel, JB can put all sorts of pressure on Noel at certain angles if you super jump. 5D beats out a lot of stuff on oki. Curse combo hits hard on Noel and she has limited options during curse.. That's just my opinion on those matchups. It might be an advantage but only a slight one at best.
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yeah you can condition them with j4b's then do jD>5d>jA>JC>jD for 100% but.. the height and spacing is important.. this is good for baiting anti air but litchi's 2c range is so far that even if you bait it out usually it will trade and win since jD doesn't trade it's sad i know but very often after a JB you will most likely jump away and do nothing
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imo it's not a good idea to get close to litchi, she prioritizes over all of arakune's normals in speed arakune 5a whiffs on litchi doing 2a litchi 6a[m] is unpunishable by arakune all of arakune's j6a and j4b gimmicks can be crushed with a good 2c which is huge damage, almost 6k and if your really close 5a CH goes into 3k combo it's not a good idea to spit cloud or 6d carelessly as you will die to jC CH/6b CH, use 214A teleports to bait them though for free air throws.. only time you really want to attack is when she is staffless 2C FC combos are handy on litchi if you find an opening, usually from blocked/whiffed tsubame or a careless chun this will be one of your most hated matchups, losing perfect will be the norm and is almost up there with lambda in terms of outplaying the opponent
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bang's 2d is very strong against arakune, it pretty much wards off all the j6a/s and j4b pressure there's some distant specific stuff you can do with the j4c cancel to land so you can punish with 2a, or bait it and jD them into 100% curse, or simply jump cancel away you'll find yourself blocking endless 5a/2a/jA's and there's not much that can be done except to backdash don't cloud unless you have a big opening to do so, bang's too fast and can react and punish, instead use a mix of 214a fakes some of bang's jA pressure can be beat with arakune's jA, confirm into jAA>j6a>jA>jB>jC>jD for 30% curse, it's better then nothing on the bright side bang is one of the easiest to dive cancel combo on 2c FC dive combo is 100% curse every time easy no problem just use 5d>hjc>jAA>jC>jD all the way through, catch them with 5aa 5c FC dive combo works well too but you won't get many chances to use this because it's so easy to dive combo on bang, it's very rewarding to burn meter on counter assault>beam super>5d>hjc>dive combo be careful with 2d basketballs as bang can 2d teleport punish all day
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oh man, good luck! i think it's a good idea to get people to come out and play more.. but you'll probably end up countless waves of litchi and lambda