KrsJin
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Everything posted by KrsJin
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5DA in that combo and even [4]6 A mid screen are really character dependent on timing too. If I'm against Jin I'll always go for it because it's so lenient. Against Hakumen? I won't ever go for it, too wonky. I've never even tried/seen that. I want to now. In my mind this sounds great because yeah, he does usually have a lot of heat readily available.
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Yeah, this matchup is awful lol. Be as patient as you can be and try to snipe a j.C high above Amane imo. Once you have life lead, pitch a tent and let him come to you. If you have 50 heat, you can avoid some of Amane's tops by flashkicking them, rapid canceling near the end and air dashing out. It's a lot of effort and meter but sometimes it's worth it.
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I need to maximize my combos more. Those 2C CH combos are amazing. Thank you! I didn't even realize 2C on CH gave enough hitstun for 6DA to connect at max range.
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Here is some random late-night casuals from last week. Please feel free to critique if you have suggestions or anything. I won't take offense. I was dropping some stuff because I am trying new ideas on the fly/not fully familiar with 1.1 Kagura just yet. https://www.youtube.com/watch?v=3LzDX9VDJ60 Part 1 https://www.youtube.com/watch?v=lHLJsM5sutI Part 2 https://www.youtube.com/watch?v=KNwLbmTcRTI Part 3
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Response in bold within your quote. These are my personal opinions for these situations but I have had success with them. Note that I play Kagura pretty conservatively most of the time. Patient, then explode when something connects.
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Yeah, managing/keeping track of his stances is weird at first but honestly I think his combos/oki are on the easier side to learn. The toughest thing about Kagura is playing disciplined. I feel he requires more fighting game fundamentals than some other options in this game (To do well anyway). Knowing when to rush or turtle up is huge, spacing is huge, and he requires a large amount of patience in a game that doesn't usually call for much. My take on him anyway.
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Yeah, the thing I miss most from 1.0 Kagura is mid screen 3C on normal hit comboing into CT. That's where more of my meter usage went, actually.
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I'm having trouble getting the 2D6C off command grab to land both hits of 2DC. Any recommendations? I look to be just out of range, always landing the first hit of the 2DC but not the second. I don't seem to go as far forward off the command grab as I see in combo videos.
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I don't know, the meterless damage from it before was pretty crazy really haha. The change made sense to me. Still hurts, but made sense. My initial knee-jerk reaction upon tryinig Kagura was that he just felt gross now. Can't quickly cancel his air stance with [4]DD. Can't land crush trigger off of 3C mid-screen. Can't do crush trigger off of 6A. And it seems you can't do 5BB > 3C > 5D~C > 2D~A combos anymore? Those were my favorite combos with him, too :'( I don't actually mind the CH upper change since I opted for fireball oki off it in the end anyway, but that too is tough to get use to. Buuuuut... as Lucalibur mentioned, his neutral game leveled up a ton (What he needed most imo), and once I get use to the new combo routes, he still cranks out pretty hefty damage with either meter or in corner. And, his OD got that much better. I really feel he is more of a OD-centric/reliant character, similar to Hakumen. I will definitely miss some things but I could see him actually being more fun now.
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Can't test for awhile, what kind of damage are those two looking at? I like the variety compared to before.
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Still no footage of or knowledge on what his new slide FC combo will be?
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^Don't know why but I love the dash cancel > 6B after the 2D in your OD combos haha. What is the best way, or what would you guys recommend, to deal with backdash and techrolls? Really struggling with both currently. For rolls, do you just kind of have to guess right and pressure with say, 2B or B?
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Did they change the properties on the umbrella toss at all? (Other than the input for it). I keep seeing it being used in these 1.1 videos. I can't tell if they're just trying it with the new input or if maybe startup or something changed on it.
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For some reason at 3 AM I read that as it wouldn't finish the Daifunka if FRKZ ran out before the super finished. Ok, I'm on the same page now haha.
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Damn, that is the saddest nerf. Guess it's time to just do more j.Cs instead, and more crush triggering.
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Any good footage since March 22nd for Bang in 1.1? Any new combo routes people are seeing with the changes to 2C or anything? And any footage of some new FC combos from 3C?
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Is this still the staple 5C Fatal Counter? "5C > 6A > 5A > 5B > 5D > 5A > 2B > 6C > j.22A > dash 5B > j.C > j.22A > j.C > j.623B > 5A > 5B > Ender" And omg thanks GreekAngel, your FRKZ vids are helping me so much. You don't even know.
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I know this has been asked but couldn't find it again (Been bad about this lately I'm sorry). Can you guys help me break down this combo? There's two of them shortly after this time-stamp. It's the cross under combo where you do like j.4B (jc) j.4B. I can't seem to set them up to even begin to catch them with the first j.4B. I've tried delaying various parts of the combo and mimic'ing what they're doing here, but no luck. Also, if you know, is this character specific or universal? Thanks guys.
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^I had thought it was around there. Does that include the initial damage from the nail landing or is that on top of that? Either way that's great to know and that's insane really.
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Sorry, this information is probably somewhere already. Does tagging someone who is actively poisoned with another poison nail just reset the timer of the poison? Gotten mixed info, just want to be sure lol.
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Man, I really think Bang is going to get nastier post patch just because of the changes to everyone's backdashes. His pressure seems like it will be easier to maintain and become scarier. Just curious, what's the plan going to be with the forums after patch? Will we be making a new combo thread (even though not a whole lot should be changing)? I know there's a ton of information in the current one.