Kakimori
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Everything posted by Kakimori
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Who was that 6D~B > 5D~A starter tested on? I'm testing against Jin and it won't land. Lands if CH though.
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That's what it says in the Japanese in-game notation for 6D~A and 6D~B as well, and it worked when I tested it out on Jin's 5C. Maybe some higher priority moves will go through it, though.
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6D~A can auto-evade one move/hit while he's running, but it doesn't seem to work with projectiles (maybe doesn't work with lows). Wait, 6D~C goes through projectiles??? I didn't know that. Is there anything particularly good about CH 6D~C?
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So it seems like hit confirming into 3C from 2B or 5BB is the way to go for starters? Right now I'm messing around with A+B > [4]6B > 2D~C > 5D~A > 6D~C as something fun and simple off his throw. Also, can non-CH 2D~B or 6D~C be followed up by anything in the middle of the screen (without meter)? What exactly does 6D~A/B auto-evade since it seems like he can't go through projectiles with them (5D~A does block projectiles but what's the point)? Does he have any good options against someone like Nu-13 given his low mobility and lack of anti-projectile countermeasures, or is he just at a big disadvantage vs. zoning?
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Is 6B still +god frames on block at least? Yeah 3C followups and gatlings seem nerfed in general. I do LOVE wolf dash off 5C though since I throw 5C out as a poke/zoning ALL the time. They changed Tsubaki a lot too but I really feel like I'm having to start from scratch with Valk.
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Sorry, I should have posted here first! What are some safe blockstrings/pressure/good pokes that I can apply with Kagura from neutral? Also, I looked at the combo thread but it's a little bit overwhelming Are there 2 or 3 "basic" midscreen meterless combos (not even BnB) that I can work on to get a feel for his timings?
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I know it's early days, but is it just me or does Terumi seem really GOOD?
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I like all her new tools in general but I'm so pissed they nerfed the float on j.CC! I used to use it for advancing as well as retreat and it doesn't work half as well anymore because she just drops like a stone instead of continuing to move forward or backward. It was like an extra air dash before.
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Gawd, I'm having such a pain with the new wolf dash system. I think I used to have a direction still pressed when I hit D to un-transform, just out of habit, and now it's killing me.
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Including CH 5B -> 6C hitconfirm?
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Regarding teleports, it's stuff like this I think is cool (regardless of what happened shortly afterwards). In a way, she reminds me a lot of Valkenhayn...her freaky near-instant overheads and special movement options. http://www.youtube.com/watch?v=h1Q6QbpyMZM&t=4m45s
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It seems that if there's any real problem with her, it's that her pressure and strings are almost too cookie-cutter with not a lot of room for variety or different play styles. The Japanese commentators complain sometimes that she has to waste a lot of gauge points just to apply pressure, but they also say "Wow, seeing Shimotsuki play her makes me think she's actually pretty good!" and stuff like that, which is nice. EDIT: After watching the video you just linked, they're basically just talking all the time about how awesome Shimotsuki is XD But I'm sure there's a lot to learn still. Is there any video of someone using her second DD effectively? Sometimes people just seem to throw out the first DD as a spacing tool, not even caring if it gets blocked.
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Do you know if 214B/214D can take you behind someone even if they're all the way in the corner? EDIT: Nevermind, just read that D crosses up even when back is in corner, so assuming that means B doesn't. EDIT: Actually, Kaichou shows some cool teleport mind games in a blockstring of one of the new videos! http://www.youtube.com/watch?v=jaiyWrXu-Mk&t=29m30s
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Okay. So Hakumen's new Drive is called Magatama. This makes me kinda sad...I'd much rather they had just tightened the active frames or something.
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AWajsfgaksfkajhfa
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Has anyone actually figured out what the bats do?
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That too, but also just stuff like 214B > 214B > 214A so they TRY to smack you in the face then you have a slight advantage to run in or something; or 214C instead of backstep to get out of some pressure. That kinda thing.
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So...um...I'm kinda late to the party but I was looking at Hakumen changes and I guess they don't want him to be a counter character anymore? So how does it work? You Zanshin their move, they block your counter...and...are...at...advantage? Is he just supposed to be super offensive now with the crazy magatama gain?
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LOL Errol, I'm the semi-scrubby Tsubaki who was playing you earlier. Your Tsubaki/Makoto are both damn good, thanks for the games and your advice. Airk, thanks. Won't that be more difficult in CP? (Cause you can't wait to see the height after pressing 2C or you'll miss the second link.)
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I've talked about this before, but Tsubaki's 2CC IAD combos are incredibly, incredibly hard for me. If I land a high 2CC, how can I prevent myself from IADing under the opponent? The cancellable frames on 2CC seem very tight and I'm not able to wait until they fall down a little or anything like that. But I never see pros drop this at whatever height they land 2CC, so what am I missing?
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Surf, that Izayoi did 3 forward teleports in a row...
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I dunno, I've seen her hang with Kaqn's Ragna so it's not like she's crap. It's just there aren't many people playing her, and I'm sure there are shenanigans with her 2nd distortion that haven't been uncovered yet. I was wondering...how come people don't teleport with her in neutral more for mind games (kinda like Arakune)? It doesn't take meter (except for D) and you can cancel teleports into each other, right?