NTR_
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post in the facebook group (in my sig) you'll have better luck. Maybe try going to a&c on tuesday.
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the 2a combo ive been doing when i want space: 2a >3c >214d~c > 214a> 6c> 236[D] > 4DD > j.DD > 214D~C 2.3k ish
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4D is pretty good for tagging carl when hes hiding behind the doll. Roll should be respected, so dont go too crazy with Ds. (ESPECIALLY 214D) If carl and nirvana are close you can normal through both of them(normals dont get eaten by nirvana like projectiles) and as long as carl blocks anything nirvana does gets cancelled.
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Opinions on gravity in this matchup? His chain jumps are effected pretty minimally by it imo. Also he doesn't have a ground run. If hes air-dashing alot it can help control him though.
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(623C) > 2DD > j.DD > 6DD > 66 > j.C > j.623C > 214A > whatever this extension is preferred over just going into air drives. Much more practical than any 2DD > 214D~C route i think off of anti airs. Height and distance matter so try to jump back after the supra > gravity. also I cant get the 214D~214C>236[D] to connect. Im trying to do all the parts asap, is that wrong? if theres a video of it that would be helpful
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Canada cup was dope. Lets blow up Toryuken 5 on may 20-22 http://torontotoptiers.com/tekken/toryuken-5-good-game-convention-6k-prize-pool/ Dont know whats going to happen with EGL maybe sometime in the spring.
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I was having trouble with Kagura's 6DC as v13. You can make it wiff by jumping or something ( its airblockable too), however he still gets in if i block it at all and frame traps by going into either 5DA or 2DB(also can go into everhead with 2DA). Another option is using act parser after he tries to armor through swords, but this doesnt get any damage. If you didnt commit to anything putting a 2b/3c as he comes in wins pretty consistantly. Any more advice on this MU?
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@Nakkiel Is there any more footage of your play apart from the one on Khaos gaming? I learned alot from your set against spark. Im also curious about any other (strong) western v13 footage if anybody has games they can show.
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I cant this combo. stuff > 236[C] > 5D > j.6DD > 66 >> j.C they always drop out at the actparser jC. Also whats the benefits of this combo over the version that you use the 236 D~C wheel to bring them back? http://www.nicovideo.jp/watch/sm27131519 (yoshiki does it at 3:32)
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https://www.facebook.com/events/1645484698996881/ sept 13. Actually coming this time :v
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How do you guys weigh Burst vs. OD in match ups? The Invincibility on activation makes it a fair option at closer ranges when you're being pressured. In the set Sg posted Yoshiki tended towards burst.
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Anybody have double super combos? I remember seeing something like this when i was in japan whatever > 214D~C > 6C >236236 D > 236236 D > more stuff . Wondering if this route is more optimal than any options including RCs or 236236D > more stuff > 632146D. Although 632146D doesnt lead to great oki.
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What are the common oki/setplay situations you guys set up? The only one im familiar with is the post 214dc > tk cresent/low.
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Theres a game shop called a&c that most of anime stuff is held at. Monthly tournaments and sometimes meetups on Wednesdays. Post and see if people are available
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https://www.facebook.com/groups/CanadianAirDashers/ join this, people don't really post here. (i try to relay some of the events here when i remember) Playing offline is cool. Where you from in Ontario