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Everything posted by kousaka
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yeah i've done that a few times also myself where the opponent did the spinny super on wakeup and i used tsubame i can't remember if it was the up hit or the down hit that killed him though we need some frame data
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You can't interrupt tager's spinny super. From what i've experienced it's full invincible for a very very long time, something like 7-8 hits. I've seen that super last long enough to go through entire burst animations and still hit the guy for double damage.
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has anyone played around with 41236D's autoguard properties? im not sure of the frame properties of the autoguard frames but i had some fun the other day just autoguarding single projectiles from jin for fun does it autoguard only high? i know it's not throw invincible one time i ran up on oki and did autoguard by accident and tager did his 2 part super on wakeup and it autoguarded through most of the super
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http://www.nicovideo.jp/watch/sm5557068 hmm whats the input and max number of inputs on 632146D with staff? can someone test?
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sorry i meant to type 63214b i just wanted to know if moves that leave staff set dont' change anything
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it's good that someone cleared that up, first post needs to be updated can you test which way it recalls after 214B kick flip?
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i'd just like to indicate that the air dash relaunch combos do not work on carl, bang and litchi oki options are the same, but it does do more damage, especially worth it if they don't' have barrier gauge
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do running jump/superjump after 41236D~C that will help you connect the full combo j.B, dj.B C D C is corner only, the D in the air string is actually the callback and doesn't hit, the last C is on the fall down after falling C there are a few variations but the most common is 6C for the knockdown with staff which you can follow with OTG tsubame>6C again for knockdown without staff this is the easiest way to get into punching staff super corner pressure mixup
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[CT] Carl Clover Tactical Discussion/Questions/Help
kousaka replied to Alternate275's topic in Archive
j.2c is a normal so we can also try stuff like FD cancel or even air throw whiff cancel -
lol ignore namelesscounter i did get around to playing around with holding D and i must say it is such an awesome tool not so much in combos but in block strings after you hold it awhlie the stick will eventually come back regardless if u get hit while your holding it, it will fall you can activate the hold while in mid air i tried canceling the hold into things with no luck that combo where u do 3c>D hold>IAD C>release D isn't as useful as a combo but as a block string is quite good you can actually hold the stick while it's airborne as long as it's considered set this is useful if u use the staff kick, u can hold the stick in mid air i also attempted to mix staffless 6a with the stick hit with some mixed success
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thanks for the confirmation with this we can probably develop more complex block strings, i'll do some testing with it sometime before friday do you know if you can hold it there indefinitely? and it's effects on getting hit while holding it?
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alright i stand corrected holding D does cause the staff to wiggle until you release that needs to be added to the first post
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are you sure? i don't think holding D does anything and neither does releasing it. If it's happened to you during play it sounds more like you've used negative edge by accident
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oops sorry my mistake i tested this 6A overhead rc combo myself today and i must say it's not very useful no damage, no oki
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the combo at 0:30 looks to be tsubame>[2c>6c(2hit)] x3>236A>236B>236C>63214A/B/C 15 hits, ends with the pole vault back to full screen, builds a full block of heat but in this vid litchi attempts this combo numerous times and misses all the other attempts as rachel techs out on the way down after tsubame which makes me believe that it requires a certain height in the air when the opponent is hit by tsubame the more interesting combo 1:22 during a 2AA2C block string with staff 6A overhead>RC>dash 5B>5C>jB>djBC does crap damage but 3C chains into 6A overhead which gives you a low/high i've been using 5B>6A which doesn't at 2:28 5b>5c(1hit)>41236D~C>IAD C>OTG 2B>2C>j.B>dj.BC>236B>236C 12hits, slightly more damage then bnb and from the japanese bbs seems to be a character specific combo at 4:12 CH41236D~A>[dash OTG 2C>6C(2hits)] x 4>236A>236B>236C>63214A/B/C wow 4 iterations of the loop edit: fixed block string
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i've been trying to work out setups that would leave the staff in good position for the punching stick super but most of her combos end with an aerial thats techable instead i've discovered that after green>white at the end of air combos, the tech point is right above where you land giving u a chance to jump air grab if they tech if they don't tech u can do staff callback followed by mixup as they get up if they get hit by a successful air grab then i call staff back as i land and pressure lots more to come btw the first post needs to be updated i think the pole vault moves while staff is placed has a different input at the japanese machine we have here in toronto canada. it's 63214+A/B/C (can be done air/ground) 2C with staff is great for anti air as you can hit confirm with tsubame(dp) dash 5B jc>aerial
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i've found that the air combo after throw>srk.D isn't worth it it is better to let staff land and activate staff punching super for oki but of course it is useful if you need just that bit of damage to finish them
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anyone have a combo for CH j.C(with staff)? all i've been able to get out of it is running sj.B, dj.BC edit: any followups for throw and back throw without staff? edit2: or anything after air throw with/without?
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can you rapid cancel 6a overhead for a combo?
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i think it depends on what your getting in your failed attempts are you getting 6HS steam? i tend to use PKS to frc the 5HS
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burst throwing with robo ky's fairly situational, usually it'll come from a successful 5D straight into a burst throw/FD cancel HS combo
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if they're too far after a blocked burst you could try going straight into a j.k,j.s. etc air combo, maybe even a instant dash jump but the key imo to punishing blocked bursts is to know the burst points in your combos.. there's a section on it in stormlocke's guide
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you need to make use of 5HSFRC way more after j.S CH -> 5HSFRC will combo easily for a standard bnb after level 3 CH horsie -> 5HSFRC will combo once and sometimes twice after blocked burst (enemy airborne)-> 5HSFRC gives you simple bnb a must learn move imo
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i think against Slayer your overusing 2K. That gets crushed by Slayer's 2HS batcloud for good damage very easily. Also you should work on confirm hitting more of those level 3 horsie's into combos.
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imo normal mode 2S deserves a mention, works decent in alot of matchups as anti air as it'll trade or crush giving either a keygrab or j.P,j.S,air keygrab