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LiteSabre

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  1. The second CD was a fully charged banishing, which is classified as a different sort of attack from a normal banishing. So it would take off a star.
  2. If you have a move with invincibility, you can hit Juda with it as you're getting up.
  3. 2B 2B 2D AC, D 236D > IAD j.C (???) Doesn't work. Use the combo I wrote up there FFS.
  4. It's just that low parrying is almost useless in general, since Musou Tensei has enough delay after reappearing that they can just mash 2B to make you block again or get hit. That's why nobody uses it. I'm pretty sure that Ken can 6B through the spikes, but you'd have to have good timing, you'd still lose a star, and if you don't have a boost, you're pretty much 50/50 against him on wakeup anyway. Ganzenryozanha -> E -> close D -> far D -> 236D -> high jump cancel (A-B-A-B-C) land, finisher. It's a juggle combo fyi, since 6A is a knockdown. You catch them in midair with the D. Parrying is easy if you have SF3 experience. The timing is pretty similar.
  5. Raoh can parry low hits, I've confirmed this myself. For high CH, try this: close D -> 236C, wait, dash in 623A, wait, normal wall combo ending with 23623A. Three stars. Can also end with CD -> E -> 236CD for three stars and IK. Try to get off a Musou Tensei vs Heart, parry his spike for a free combo. Before that, it's very hard for Ken to get the upper hand.
  6. Kenshiro's 623C has some weird properties. If you hit with it, try pressing ACE directly as the third hit lands. Kenshiro will do his grave shoot in midair, floating the opponent very high and making them unable to tech. Coming down, get them with a close D (another ground normal executed in midair), land, 236D, normal combo. A great way to get 1~3 stars (depending on your aura, boost, and whether or not you got a CH with your 623C in the first place).
  7. 6B is another command normal, a backhand fist that can absorb one upper body hit and will blowback on CH. His BD command throw also gives absurd amounts of aura and boost. If you've dizzied the opponent, Tenha no Kamae -> BD is two stars, gives almost two bars of boost and one bar of aura, and will connect into 2A -> D -> Tenha Kassatsu in the corner, which is where you'll probably be if you've dizzied someone with Ken anyway. 214A (Ryugekiko) does not combo normally, but if you boost it after it hits, it's the same as if you got the opponent with a CD. If you use it properly it's almost as scary as Toki's counter. Note that Ken's 623B has horrible invul frames compared to Shin's very similar move, Nanto Gokutou Ken. So don't get 'em confused. Tenha no Kamae's star removing function works even with Ken's universal GC. It's a very, very easy and safe way to get one star off your opponent. Jaraikou has hit absorption properties starting somewhere after startup and ending somewhere before it hits. Been on the receiving end of that one way too many times. His air dive (air 214A) also combos if you hit with it in the corner, very low. Basically if you TK it or use it after a blocked IAD B -> A. Catch the opponent coming down with 2A -> far D into a normal combo. 2B 2B 2D 236236A works on everybody, and if you have another bar you can get them with another OTG 236236A for only one star total but absurd amounts of damage. Ken's normal combo is: 2B -> 2B -> far D -> 236D -> IAD C -> D -> 236D -> high jump cancel (A-B-A-B-C) -> land 236C. If you have aura you can replace the 236C with 236236A, and then catch the opponent with 623A on their way down for 2 stars. This, and various variations of this, is the 'normal' combo I'm referring to throughout this post. Vs Toki and another Kenshiro, the normal combo is 2B -> 2B -> far D -> 236D -> high jump cancel (A-B-A-B-D) land 236C or 236236A -> 623A. Vs Jagi and Mamiya, you must delay the first IAD C slightly. After 2B -> 2B -> 2D -> AC in the corner, you can get them coming down with a far D -> 236D high jump cancel (A-B-A-B-C) -> land blah blah. You can also do this in midscreen with 2B -> 2B -> 2D -> ACE, catch them coming down with close D -> far D and end the combo normally. Against Jagi and Mamiya, you have to delay the AC slightly; vs Toki you have to delay the first 236D slightly. Musou Tensei works for all high and low hits. 6 for high, 2 for low, just like SF3's parrying. --- IK combos: No stars + IK: 1. Normal combo -> land -> 236CD Easy. What's there to say? 2. 2B -> 2B -> 236CD Works only when you're very, very close. As in, you've been dashing into their body close. 3. (corner) Normal grab -> 2A -> 236CD Off a grab. 4. 2B -> 2B -> far D -> 236D -> IAD C -> 236CD The most common one that you'll probably be landing a lot. Use when your opponent is in the corner, or the IK won't hit. If you're not in the corner, use combo #1. One star + IK: 1. Normal combo -> finisher is 236236A -> 236CD on their way down Works if you get the timing down pat, and it's cool as all hell. 2. Normal combo -> finisher is CD/236C -> E -> 236CD When you have no aura but have boost. Two stars + IK: 1. Normal combo -> finisher is 236236A -> 623A on their way down -> E -> 236CD One aura, one boost. Three stars + IK: 1. 2B -> 2B -> 236CE -> CDE -> 6(boost) -> 623A -> E -> 236CD Requires one boost, you gain another one halfway through. 2. 2B -> 2B -> far D -> 236D -> IAD C -> close D -> CD -> E~D -> 623A -> E~D -> 236C -> E~D -> 236CD Requires two boosts, or the last boost to the IK won't work. You have to slide your fingers from E to D in the second combo; DE does not work. Doesn't work against Toki and Raoh, and also requires that you be reasonably close to the corner. --- Also remember that it's possible to use the three star combos and just IK in place of a star remover if the opponent has less than three stars. That's all I remember ATM, more when I get some time to think about it.
  8. I can find no such video on the site, and if you're talking about kenshirosokusi, that's a 100%, not an infinite. Infinites are impossible in this game due to increased hitback in combos with the exception of Raoh's spike combo vs sitting Rei.
  9. Ken has an infinite?
  10. It does have to be close D. What nohoho was talking about was the link version which is close D, wait, CD. I'm talking about the kara cancel version, where you hit with close D, tap CD once to get a far D and immediately tap CD again to kara cancel the far D (if done correctly you'll only see the briefest startup frames) into the banishing. Same goes for Shin. With Ken, you'll need to cancel the far D into 2D and then kara that into banishing. To nohoho: I'm sure you know this, but I'll post it anyway since you haven't written it up there. If Comac misses during the dam super, Toki can get 1~3 free stars by doing 2D->236236C(->236236B). If he has no super gauge, he can do 2D->623C->j.(B-C-D-236C) for damage but no stars.
  11. Yes it does, but you have to be really close. For video proof, see White(Rei) vs Shiro(Ken) best out of 15 vid #2, starting at 00:22.
  12. For Shin and Rei's close C/D -> banishing, you can tap CD twice and get the banishing to come out without having to delay. The first CD is a far D, and the second CD kara cancels the far D into a banishing. This also works for Kenshiro's far D -> banishing.
  13. One possibility may be that you're doing the first D (or any other hit, but this applies most to the first hit after the banishing) too quickly, not giving Rei time to hit and bounce off the wall?
  14. Nah, you can control Juda's vertical movement with 8 and 2 as he moves forward. You can catch jumpers with it.
  15. CD during a wall combo breaks the cling effect and causes the opponent to fall to the ground; he just launches the opponent before he falls. IIRC Raoh's is too slow to do the same, but some chars (like Kenshiro) can also do it.
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