-
Posts
917 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by kousaka
-
http://www.youtube.com/watch?v=YuKuTs50b88 0:45 souji improvises one loop of 2c loop
-
at least one US citizen per team eh
-
no it's in there, you can't see it because the screen is kinda dragged up when your diving.. it hits around the same time C bug does.. we had this talk already when that instant kill round on jin vid came out
-
i'll test it and see later today but from experience after so many hits you can't do jA>jB>jC>jD as an ender if you start with a JB, they'll tech on that second JB.. you can probably do j6b>jA>jC>jD, or some variation of jA>jC>jD
-
no idea if it works only on carl.. it's main benefit afaik is that it saves curse gauge by release one C bug less allowing alittle more time to get to the ender part other than that I don't see why, even if they did the C bug worst case it'll just whiff so who knows.. maybe fumo messed up and improvised lol XD
-
CH JB2hit>(J4C whiff land cancel)>5B>5D>IAD>J4A>JA>2A>5B>5D>IAD>J4A>JA>5A>6B>J6D (100% curse) super hard combo but 100% curse reward Corner variation: JB3hit>(J4C whiff land cancel)>5A>6B>IAD barrier cancel low JD>5D>(hjc)>JC>JD (100% curse)
-
both bugs come a bit after the 2C from 6C set, it's been so long since ive played CT but Jin's a bit of a special case.. the timing of the bugs after will depend on the character some you will need to throw the bugs earlier before they hit the ground some you will need to put a longer delay between 2b and 6a bug some you will have to delay after 2c before throwing the first bug character specifics due to hitboxes, takes alot of experimenting to get consistent on all the characters
-
it's the same except you can only do it on hit now so it's mainly used in combos
-
edited link out as a starter it says 100 pm if you need the link again
-
i think all of arakune's throws have no proration according to frame data
-
hmm i know that you can't adjust beam on tager due to his size and you can adjust on other characters to move them higher for you to 5D them, but i haven't seen or tested cancelling the beam to make it easier to 5D.. there's some talk on jp forums about the number of hits from beam super.. they adjust the beam so that it hits less such that they can 5d and beam super again, or 5d and go into a dive combo too many hits from beam or before the beam will allow them to tech after you 5d.. ive not tested it, but there's alittle chart of beam hits and when to stop the beam 2A×2→ビーム合計36hit以下 2A×3→ビーム合計19hit以下 2A~1-3>beam super>5d>beam super>5d>hjC>jD (100% curse)
-
hmm thats interesting as I've been looking for ways to press buttons down for bugs during curse.. and in vids all i see is people jumping around sometimes.. perhaps they're doing jC cancels and i didn't even notice
-
yeah what irrsinn said, the opponent is stunned from 5d during the combo while you air dash in.. easiest way is with IAD j4B but due to some hit boxes you will be too far.. with IAD jA you float upwards a bit, then you fall back down at around head height with j4a>j4b so summing up 6A>5D>IAD JA>J4A>J4B>5A>6B>J6D I tested this quite a bit yesterday. Make sure you go back to neutral after IAD otherwise you'll end with a J6A. the dive loop is more situational to mid screen but does more damage... if can be used in the corner where the C dive whiffs similar to the combo ender wheel loop is universal and much more versatile Has anyone heard of jC cancelling? Doing a jC just before landing to cancel some of the recovery? Supposedly used in IAD j4B(jC cancelled) to control the number of B hits
-
things are getting quiet in here again... okay newest jp wiki discussion is 6a>5d combos 6A>5D>236236C>etc works on almost everyone but weird things sometime happen on rachel, tsubaki, hazama, and on tager you can't adjust beam to push them higher variation 1: 6A>5D>(RC)>walk forward 5D>IAD JA>J4A>JA>5A>6B>J6D (50% meter, 100% curse, 1737 damage, has the same problems on rachel, tsubaki, hazama, but okay on tager) variation 2: 6A>5D>(RC)>5C>JA>JC>J2A dive cancel 5D>JA>JC>JD (untested but issues with hazama)
-
imo the dive combos are worth it every time.. it always gives the most curse and usually does the most damage.. im just saying it's not easy.. tager is easy.. bang is pretty easy.. everyone else ranges from moderate to hard.. you will start to see more and more dive stuff.. they constantly discover and experiment with more setups into the dive combos and working out character specific issues... and now more and more players try them in matches in the vids you see..
-
No, the dive combo is not tager specific. It's character specific and harder on small characters. It can start from many situations such as 3c, 2c/2c FC, 5c/5c FC, and after beam super in some situations. By character specific I don't just mean different variations. The width of an opponent in the air and the thickness of an opponent on the ground severely changes the timing and attacks involved. Delays after 5D change, variations between jumping and superjumping, number of jA's depending on distance to the opponent, and the worse is the dive cancel timing on each character.
-
there's some other unprorating moves also... 2c, jC, 3c, 6d bell, the 6B from 5a>6B, the 5C from 6C>5C>2C
-
We don't emulate you and there is nothing wrong with 5a/jA all over the place. It's very effective in many matchups.
-
no it doesn't, 5c prorates more.. but in that particular vid arakune's landing the C bug quite low to the ground for them to use jC.. normally you would do this on smaller characters so that you can walk the opponent forward but on ragna it's not necessary.. my personal guess is that this arakune is doing it as a generic universal combo...
-
Lovegety Fiending : GGAC | BBCS [3/6/2010] - Results
kousaka replied to X-Sapphire's topic in Tournament Results
ggs everyone at the tourney.. i got to play against all the tsubaki players during the tournament and I think I learned a little bit more about this matchup.. I struggled to combo tsubaki due to the smaller hitbox and i wasn't quite prepared for it yet.. but next time i will!! ggs to kumori who leveled up big time and really started to beast as the tourney progressed ggs to neorussell and thanks for recording finals ggs to sapphire who adapted and beasted me all throughout grand finals special thanks to: kellfire for recording all the other matches pui my team mate/training partner and running BB wu for bbtea XD and everyone else for showing up, especially those who don't come as frequently.. hopefully the tourney will give everyone a renewed drive to continue learning and improving for next time ps: i know i will be having nightmares of tsubaki until next tourney XD -
i haven't been able to land it consistently.. but the input according to jp wiki is 6a>5d>iad jA>j4a>j4b>5a>6b>j6d if you j4a all of them 5a will usually whiff.. if you don't j4a at all you'll end up going back up
-
just mash 6D the whole time during 236C if your going to do the j6C>236C loop
-
i hope this helps the scene there grow stunedge