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Surf

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Everything posted by Surf

  1. Just have meter to RC if so. I still want to believe it will be really effective. Rising j.D > j.B is most likely just a little more than or exactly 26 frames if done as fast as possible. Same amount of frames as her overhead
  2. j.B > j.214D > 6C > j.D~C > 5C > 2CC > 236C > 5A > 5C > 2C > BBB. 3088 DMG. 3725 with CT
  3. Not much Bullet players showing up much at all. The only one that is that's worth watching now is N-O. Everyone else is just subpar. Seems like all the new characters besides Azrael aren't really being played much any longer.
  4. N-O, his Dan keeps dropping Vs [03/12/13] (2) (3) (4) (5) Vs [03/12/13] (2) (3) (4) (5)
  5. Kouhatsu https://www.youtube.com/watch?v=_0mXsLyt-ik
  6. Kou. He's margins better than the others. But thats just my opinion
  7. It hasnt really been brought up and its not happening in videos but, why are people still doing 6C > j.D > overhead attempt when j.D has a much lower height limit. I never see like 5A > 2A (bet you guys forgot 2A is jump cancel on block now) > j.D > j.B for example. That setup would probably be pretty hard to react to. Swallow Moonesque crap
  8. Kouhatsu http://www.youtube.com/watch?v=-1JRmTD2CVo
  9. Oh sorry i didnt see your post Kiba Well no one likes to block, just some people are better than others. And it does depend on the character whose pressuring you wither you should is respect or counter assualt out. As for j.C and you excessive charging, j would say to stop both. The more you use j.C the more you realize how bad of a normal is. You'll be hit out of its startup more times than you can count. I just started sticking to j.A/B instead in most matchups. J.B will suprise you on how good it is sometimes. Charging... I dont care about much anymore. Im usually only doing it in neutral when i have the time now. Or during pressure. I somewhat stopped during it on knockdown in the corner. And if i do, its not for long. On the topic of your pressure, maybe delaying your 5As a tad bit will help punish them when their mashing. You pressure with 5A really fast and keep them in blockstun. But thats probably what you personally like doing anyway
  10. .... Airk you really need to word your sentences better. Errol brought up that you can combo after it and I suspected a combo using 5C after 214B would work. And it would be useful since it would allow going into air enders on most confirms. Then linked a video in the video thread of Tomo using it. Im not surprised you didnt see since they were in different threads. I would think that its most likely to help with the timing of 5C after 214B. And for safe jumps is probably used to lessen the large amount of frame advantage your at. So it isnr too hard to deal with the timing of your continued pressure, kind of like the midscreen oki setup I made. Or maybe its just them being flashy.
  11. Its real tech, we've been talking about it for the past week. Or at least I have
  12. Yes. The setup is too good against scrubby players who tend to do everything imaginable on wakeup or knockdown instead of neutral tech and block. But you can't go into it off every average confirm which is the only problem about it. Edit: Knowing that 214B > 22B(w) in CP combos afterwards maybe we can go into an air ender on pretty much almost every confirm to keep the pressure on. 5A > 5BB > 5CC > 236B > 214B > 22B(w) > 5C > 2CC >j.CC > 214B Not sure if 5A combo time would allow it. Maybe omitting 236B would be better (not positive if 214B after 5CC will hit on standing opponents), but Im pretty sure you wouldn't be able to go into the DP whiff combo if you used 5A as a starter. Just need to get my hands on the game, to find every possible way to go into air ender from any practical starter. Continuing to establish katame takes paramount over charge, imo. 214B > 22B(w) safejump Good to know 46C is most likely + even when your still pretty close to them. Your just now hating Hazama? Konan did a couple interesting things. But Mitsurugi kind of bodied him. We'll probably see more, probably.
  13. Swear he's dodging being recorded on purpose. How the hell has he not shown up even once in the 3+ months the games been out. Kazu (TS) vs Kikurami (RE) Kazu (TS) vs Oboro (MU)
  14. I was saying Day-e-dron
  15. Huh. Been saying it wrong this entire time. Anyone up for some gaymes soonish, Ill say when Im home. If someone agrees
  16. How do you even pronounce your name anyhow
  17. Goddamn Batousai
  18. Well I wasn't seeing any flashy non practical don't do this combo combos, so I decided to make some. But thanks, still not used to making my own combos. But I'm getting there
  19. We haven't seem this particular combo yet but judging from an earlier combo I've seen this one should work. Take it with some salt though, but it should work. Midscreen, 2-3 charges CH 5C > 6C > Mugen > 46D~236D > 46D~236D > 623D j.236D j.214D > 2C > j.CC > j.214B Calculator says that's 7288 DMG. And she can probably get a tad bit more after the 3D's, but since I haven't seen the combo visually I went for 2C > ender. This is very practical. You can have an easy 2+ charges from a command grab and CH 5C can easily be landed, with a throw bait setup. Dash in and fake a throw, backdash > CH 5C > 6C. This same setup works in Extend, where she can get 5k with a CH 5C throw bait setup with 1 charge and Mugen.
  20. We can have resets in our combos right? And if so, will that reset count as a combo as well depending on how long the following reset combo is. Name: Surfeit Alias/Title: Surf Colour palette you use: Konan Corner, 3 Charges, 100 Heat (Done on Ragna) CH TKj.214A > dash 5C > 2C > TKj.236A > j.214B > Rapid > (immediate) j.214C > Rapid > dash 5C > 2C > TKj.214D > 6C > 623C > j.236D > j.214D > 22A Midscreen, 3 Charges, 100 Heat, 2 Bursts (Done on Ragna and Tsubaki) TKj.236D(2) > Rapid > Gold Burst > 214D > 3CC > Rapid > slight walk forward > Gold Burst > 6A > 5C > 2CC > 623C > j.236(w) > j.214D > 5C(w)C > 2CC > IAD j.CC > 5C > 2C > j.C j.CC > j.236A > j.214C Regarding Combo 2, time the Rapid so the Gold Burst and the aura ball hit the opponent at the same time. Also the IAD j.CC > 5C timing is somewhat strict
  21. 100Yen (BA) vs Tomo (TS) Nice combo at the end. 22B(w) > 5C in action
  22. I'm just beginning to study her CP combo theory and wanted to ask if the 2BB oki is available midscreen from many of her confirms or not. I seriously don't want to be forced to end combos in Bloom Trigger this time around. Disregard, just watched Kou's combo video again and saw he had several paths for it.
  23. I'm not the best at creating combos but I'll try to make 1 or 2 for the video.
  24. Kazu has become alot more offensive all around.
  25. I would say counter assaults are not as effective for you as they are for me, since I have the reactions of a 5 month old sloth and don't enjoy blocking for extended periods. I'm so glad jump loop is gone in CP, so I don't feel guilty for not using it anymore.
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