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Everything posted by donelf
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I will keep this in mind man thanks for not holding back i just have this urge to use 5c when i forgot to do instant air cross up ja or jb so i'll just practice how to do good blockstrings for a while and the rest i have no excuse to myself
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for your first question what you can do after 2b anti-air is 2ab (sweep) > 214b > 4b > 4b or after 2b hit 2b > j.c > j5b > j5b > j5c > 214c and do the safe jump after that For the second one if you use 5aa to be your anti-air dpends on the height if its high enough you can do 5aa > 5d > 214c > 2a > 5b > 5c > 214b >4b > 4b If it hit low just do the generic stuff 5aa > 5b(1hit) > 2b (sweep) > 214b > 4b > 4b and you can insert some super and omb just replace the 4b to dp then do the super to extend your combo and make it more edgier
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feel free to criticize me i can take it expect a lot of OMB tho it's time stamp so you don't have to look for it Narukami w/ Margaret on the side having troubles with narukami so don't hold back dropping the bomb https://www.youtube.com/watch?v=_vQjph13_TU&list=UU4p-b36jjIELbJUCQ6mNwIg Elizabeth https://www.youtube.com/watch?v=LbAwQ_axucs&index=4&list=UU4p-b36jjIELbJUCQ6mNwIg Liz agen https://www.youtube.com/watch?v=LbAwQ_axucs&index=4&list=UU4p-b36jjIELbJUCQ6mNwIg Junpei w/ yukiko in the sides https://www.youtube.com/watch?v=TH-a5g_JvSA&list=UU4p-b36jjIELbJUCQ6mNwIg&index=7
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There's a lot of factors about why we do air turn > dash > j.5b but the simplest one is when your opponent is trigger happy about dp and you do air turn > dash > j.5b on their wake up the dp will whiff and you will be in the back with free punish but if you j.5b raw on wake up they can air grab you especially good players and you can do this on block string too just experiment. Sorry not very good at explaining
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what i do is 5aa > 5b > Jump cancel airturn IAD > j.a cross up if it hit you can do a lot of good damage depending to your liking and if your reaction is fast enough or want to change the variation you can do J.C to bait some DP especially kanji's
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i'll just drop all of this protein here https://www.youtube.com/watch?v=9KORgSOR2pg
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thanks man finally cleared challenge 25 with this
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i saw something like this on a combo video one time tried doing it i cried every time i do the last part 214C>6B to make the character in the corner again any tips on this?
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oh goodie thanks i'll try this later and about this > 6C > 2A > 6A> is that supposed to be 6c > 4a > 6a?
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so have you guys finished the challenge 25 for akihiko that you need to deal 10k of damge i manage to deal 9k damage max
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use 6d~b that will keep them in check 5b is too risky if they want to wake up dp or wake up super
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my experience on playing kagura after eating alot of astrals and frustration for being a slowpoke all i can say is use orb when you can A version if the enemy is somewhat close to you and B version if they are far away and observe for what kind of move they will do of course they will jump most of the time use 6c or flash kick they mostly won't see this coming even the 6c which is slow and don't let them close up flashkick won't be always there for you all the time lastly always be patient and know how to block you will be force to block when playing kagura because all of his move are slow and punishable when whiffed it will worth all that trouble if you 5k anywhere them but it's still up to you how to utilize his moves
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your right about 6d~b starter it's easier to link the 2d~a link on tager for some reason but the timing on 2d~a link from 5bb,6a,6d~b for me are just the same and of course every character except tager but at atleast there is no problem doing corner and throw combo's on tager well i just have flashkick ender or 6d~c tager on mid screen
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anyone had a problem connecting the 5d~c>2d~a link on tager? i tried almost all the characters no sweat doing it but on tager it's kind a different story is there some kind of technique to connect it on tager if not i'll just use flash kick ender or 6d~c but it's such a waste if you can't do it on tager you gotta need that orb oki
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nope it works 2a>2b>3c or 5a>2b>3c>5d~c 2d~a link the timing is quite strict on this one but very rewarding if you pull it off decent 3k + damage but personally i still prefer the 6a or 5b starter because the 5d~c 2d~a link is much easier and i use it all the time rather than 2a starter which is you had to delay 2d~a a little longer
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cool thanks man totally save my buns grinding how to do the cancel now i can extend my combo's after 5d~b
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you could always try 5b>6a>214b>214d delay>66>5d(2)>214a>66>5b>5d>623>236c>214d> it's almost the same damage as tk BS and meter gain
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don't know if a noob question but anyone here know how do they cancel 5db>5c>etc or maybe i'm just seeing things? and that 5da>66>5b is hard any tips on that thnx a bunch
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found some combos mid screen 6a>6B>3c>2dc>46a>5b>3c>5dc>2da>46b>6c>6db>2db>46b oki or 46a dmg 3773 metergain 27 you can replace 2db with 28d if you have 50 heat coner 6db>2dc>46a>5b>3c>5dc>5c>2da>46b>6c>6da dmg 4198 metergain 30 w/ super 5298
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thanks for the info didn't know that you can connect 5a>6a even it's specific but i don't really have a problem doing the 6a>2147d i think you misunderstood my first sentence that tried it with normal tk i should had said back there 6a>2147d but i got the timing now i just have to delay the TK BS just a little bit and it will hit just fine thanks again will try this combo you recommend it's good to have variety in your combo so that you will not do the same every time
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same problem here tried it with normal tk it hits but still crosses up i even hold my 7 after i tk and look at my inputs no 8 or 9 just pure 2147d and it still crosses up but i can still follow it up with micro dash 5b>5c>jc.jc etc i don't complain but still it messes up you combo my guess is delay 6a>and let 6a hit first and input 2147d or after 6a delay the tk just a little bit tried it a few times will try it more later
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just input 22c after you saw the second hit of 5d be sure you had inputed some knockdown status like 3c 2d or 2147d
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1. to do it easily just input 9 6 and it will register as a instant air dash or IAD and after that you will be holding 6 and just input DPD and RC it 2.yep don't delay the 214B+214D but you can delay it because sometimes the character your comboing is very high if you do a TK BS it will hit but the character crosses-up and it will mess up your combo but if you will delay it just a little bit the character will be lower and you can do the TK BS without considering the character will cross-up 3. well haven't tested that one yet but after 4BC i usually do 214B+214D delay>micro dash 5D delay>214a>micro dash 5B>5D delay on some characters>236D>micro dash 3C>22C>DPD end it in heel drop 4.you can figure it out on yourself sorry to be rude XD or you can look here http://www.dustloop.com/forums/showthread.php?15425-CP-Ragna-Combo-Thread-Discussion 5.636c>236C>236C>3C>22C>236D>5c>JB>JC>214C>micro dash 5D>DPD hell drop ender or 21A>214D for better oki