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Everything posted by kousaka
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some hype souji and hime recently http://www.youtube.com/watch?v=BOhuY2zMZQA http://www.youtube.com/watch?v=dMCzFtH0LqI http://www.youtube.com/watch?v=lliQ5rhmb00 http://www.youtube.com/watch?v=x94P7lOtnT4 http://www.youtube.com/watch?v=tOFoUv6TFQM
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yup your exactly right about the beam, you get nothing except 5a>6b>j6d dashing through tager is dangerous and probably situational to during curse for crossups or to pin a cloud to them
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You can backdash out of alot of tager's pressure as long as your not magnetized. Once your stuck close use IB, 5a, and beam super. Best to keep tager away though and zone with 6d's, 2d's and j6d's. Be careful using 2D as it gets sledged through easily. However if you space properly you dont' have to worry. You also bait a FC with 2d then 2c them before the sledge thinking a second is coming. 5c/2c fc all go into easy dive loop on tager for 100% curse. note you can't move the beam back to bounce tager higher during the super so it's less effective for getting curse.
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yeah the gauge is time based so waiting is not a good option.. it stops when your getting comboed though. Don't throw A and B bugs carelessly as they will get slashed and then he'll just sit inside it. Focus on making them block C/D bugs before you get in. This matchup can be pretty bad. I feel it's slightly in hakumen's favour. Hakumen's 4c is just inside the range of 2D's second hit so you can space with that. Use clouds alot over 6d as it can't be slashed. You can also use 3c against hakumen's 4c for easy curse if they spam it.
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well if your desperate for some curse.. arakune's 5d trades with tsubaki's dp on wakeup it's hard to prevent tsubaki from charging up curse combos whiff easily on tsubaki so pay extra attention to the 6d bug up part but overall it's not a bad matchup for arakune
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i haven't gone through and tested every character yet. But i haven't run into any weird exceptions on this combo. Treat it like the 100% curse air throw combo
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yeah im sure that works, i use it all the time 6c on block rc is still good, they usually end up blocking the jD and 5D anyways
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imo this is a much worse matchup then lamda.. hazama has very strong normals.. chains CH poke you out of jD's and clouds and confirm into meter building combos.. even if you get a curse your still open to hotenjin into huge damage.. hazama's normals like 5c and 2c beat out alot of kune's air moves some notes though: hazama's hitbox makes it easy to whiff the 236C+D loop, don't bother with jC part except in corner.. hazama's 214D~A overhead can be punished with CH air throw
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be patient and look for openings.. 214A is a good fake to use mid range... 3c can punish forward swords into a 100% curse with meter or 60% without.... if you feel a up sword thats gonna whiff coming punish with 2c for FC 100% curse combo lambda's tackle is hard to punish once you block it.. typically they will backdash and you only get 2d which will 1hit them only... you can try to crush it with beam super when you know it's coming
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which dive loop are you referring to? the one during curse is (j1a>j1c+d) x n the 100% curse dive combo is (jA>jC>j2a>dive cancel 5d) x n and end with jA>jC>JD * but the starting rep you have to adjust number of jA's and the jump type to the character. Still working out all the character specifics at the moment. After 5d though you can superjump all of them and use one or two jA's depending on character. here's a preview of some character specifics, im still working on it tager, bang, rachel: keep using superjump jAA all the way through.. dirt easy timing tao: superjump jA all the way through.. somewhat strict timing jin, noel, hazama, tsubaki: unstable as hell.. and tsubaki is near impossible.. still working on it but the timing on the dive cancel is super fast
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j4b can lead to a lot of things depending on distance, if you land close enough to do 5a 5a you probably should go straight into super: j4b>236236C>5d>jC>jD (70% curse) from 3c you can get 100% curse: 3c>jD>236236C>5d>hjC>jD meterless (60%): 3c>jD>5a>6b>j6D you can combo into 3c from j6D at certain distances: j6d>3c>236236C>5d
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when you do 5C+D, whats supposed to come out is 5C tongue lick followed by 5C bug and 5D bug. You press them almost together since the bugs have some startup. if the D bug whiffs on the way up there are a few things that cause this and you'll have to compensate: 6D bug and 5D bug have different angles when they come down and up: -5D comes straight down and straight back up pretty much -6D however comes from behind and goes diagonally forward, then comes back up at a steeper angle You will need to be able to react to which bug you used, if you used 6D you should move the opponent forward during the Down part of it so that it will hit. You will also need to make this adjustment on smaller characters due to the hitbox.
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afaik it doesn't do anything, maybe timing mechanism?
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no it goes a set distance, and in corner it tends to switch sides
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probably corner only, it's easier then the 5a>6b>IAD 5D variations
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doesn't say, but i might as well post the other news items location specific 5a>6b>3c>beam super>5d but i suspect inba means your supposed to do some variation of that taunt loop back and forth
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okay so the latest combo discussion on jp forums is this weird dive taunt combo variation starting from 2a. I haven't seen it yet and I don't know what it's supposed to look like. Someone want to try and make sense of it. 2A>2A>6A bug>5C>5C bug>taunt>5D bug>(hj)A dive(C hold)>A bug(C release)>dive cancel 2B(whiff)>C bug>taunt>5D bug>A bug> inba(not sure what they mean?)
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you can get 100% curse from 6B on counter hit 6B CH> jD> 5D> jA> jC> jD i hit 6b by accident all the time
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been experimenting with the dive cancel combos some more.. the delay in the cancel is different depending on the character.. the bigger characters you have a bigger window to cancel where as the tiny ones like noel you almost have none and it's much harder... you really have to adjust the height of the first part into the first dive else you'll whiff.. the rest you can just superjump edit: has anyone been keeping up with jp wiki updates, the 236C>C bug>D bug combo is basically the new bnb combo. They figured out you can do it on everyone regardless of location. On noel, tsubaki, hazama, carl, lambda arakune, you have to skip jC and move them forward and adjust them for the D bug up part to hit also there has been some new wheel loop variations. replacing jC>214C with just 2C apparently gives 1k more damage but is way more unstable due to the lower height requirement for 2c to push the opponent forward, i haven't tested this yet or seen vids of it
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Lovegety Fiending - BB:CS, GG:AC - 03/06/2010 - Toronto, ON
kousaka replied to X-Sapphire's topic in Archive
both down i'm in for -
no the 2c FC combo has a lot of variations depending on distance but they're all in the form of some ground launcher into (jA>jC>j2a dive cancel>5d)*2-3 and all go into 100% curse. If your trying the j6c>236c loop you can just mash 6d. As long as your pressing it after the cooldown of the D bug which you may have thrown earlier doing the launcher or confirming random bug hits. If your trying the advanced 236C loop. You do 236C then hold down both C+D and 6 and then release both at about halfway through the loop. The timing kind of depends on the height and character. The C bug will hit first then D bug will come down after in which you can do your jC>214C and still have time to wait for the D bug up part. note that you can't change your mind mid way as j6C releases the C bug you need.
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yeah 2C FC is the shark move and fatal counter. You can use it to punish moves that are too far for jD or 5D to go into 100% curse combo. D bug relaunch you can do a few ways. If you changed sides landing you can just do the combo back and forth. You can carry them across the screen by just landing and dashing back to the original side then j6c>236C+D. Use a regular jump. Time your jump with the end of the down part of the D bug. Jump straight up around when the D bug up part hits. On smaller characters jumping forward will cause you to go over or under them during 236C sometimes