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Everything posted by zankoku
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[P4A] Kanji Tatsumi Critique Thread "You are not doing it right!"
zankoku replied to A.X.I.S.'s topic in Kanji Tatsumi
ft5 with a local Narukami: http://youtu.be/mKxSvuPNoMM I would appreciate any advice given. -
[P4A] Kanji Tatsumi Combo Thread "I am not done beating you yet!"
zankoku replied to A.X.I.S.'s topic in Kanji Tatsumi
Is that extra 400-500 damage referring to 5C 5B 2B silliness? -
[P4A] Kanji Tatsumi Combo Thread "I am not done beating you yet!"
zankoku replied to A.X.I.S.'s topic in Kanji Tatsumi
After fc j.C, is there much benefit to using 2C 5B 2B 5C 236B, compared to 5C 2C 5B 2B 236B? Except on Narukami, the 2C~ path seems to have a much stricter timing window on when to 5B 2B, and the reward seems to be only +9 damage compared to 5C~ path. Additionally, 5C's 6 fewer startup frames make it easier to land when required to dash forward a bit after a particularly far-ranged j.C. -
let's play otome game
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Local tournament at an anime convention http://www.youtube.com/playlist?list=PLzeNdkW1efDF6mGdiNLcglG5xfdvguRQX
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I usually I do 2B 5[C] 236B 5A 5B 2B 236B~214B 236A for 3.8k (which I did in the Yukiko punish clip), or easy 5AA 236C 236A for 3.6k. Kinda felt like just doing some different stuff in each clip but yeah. If you feel it's more important I can show the higher damage conversions for all example clips. The sentence you quoted, I was just noting that on Yukiko, 214D is guaranteed punish on both of Yukiko's supers. I didn't mean to recommend 214D over 214C in normal situations, if you took it that way, sorry. As far as using it normally, I feel it has some limited guessing-game use against grounded DPs such as Akihiko and S.Lab, though more of its applications seem to be in defense... which I probably won't be able to fit into my video one way or another.
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Quite a bit of stuff that's good for me to learn here, thanks! I'll read through it and look into revisions. Admittedly some of it I ended up skipping over due to just being lazy when training mode recording and my own lack of execution weren't cooperating; I did mention 214D as a non-Awakening punish for Yukiko's supers, for example, I just couldn't be bothered to find a clip of it. Kanji's 214C is valid but less damage :V, and his normal throw is uniquely too slow to punish Maragidyne but that's okay because he has his 214 grabs. And yeah I must've been pretty tired to list God Hand as IK-able lol. Actually neglected Kanji's 214C invuln because I just noticed it's written on his main wiki page but not in his frame data page :x However, I definitely didn't use B Myriad Arrows, and pretty certain you can clear Bufudyne regardless of C or D version as long as you're sufficiently forward, but I'll take another look at that. Things like optimal combos... I'd prefer someone else do those for me and send me video. It's just not within my abilities to execute those.
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Let's make people regret trying to not get grabbed? http://www.youtube.com/watch?v=a8S2GAKji28
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http://www.youtube.com/watch?v=imjemnRfOi4 Bunch of casuals with our local Chie, recently returning after a hiatus due to school. :>
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Any chance you can write down the notation for your combos in the future, if it's not too much trouble? I'd be okay with transcribing them myself if not.
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I won something! Time to retire and take up professional Jet Set Radio.
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I think Salt Fest day 2 was streamed by Focus Fire, which for some inexplicable reason has their stream archive disabled. http://www.twitch.tv/focusfirefeed
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If any of you play on PSN, feel free to add me and I will gladly show my support with some netplay practice. Also, give me a shout whenever a Utah tourney happens, if nothing else is scheduled for that weekend I'll try to make a trip over!
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Thanks for watching ^^ I think things got more hype than I expected haha
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Hey I'll be coming up to Utah for Salt Fest this weekend, how's the P4A community over there?
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PNW vs Vegas 5v5! We'll just send Munsu in 5 times.
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[P4A] Kanji Tatsumi Combo Thread "I am not done beating you yet!"
zankoku replied to A.X.I.S.'s topic in Kanji Tatsumi
For the last one, I'm assuming the OMB keeps you invuln but also doesn't hit the opponent's burst... is the usual non-counter anti-air combo (5C 236B 5AA j.A j.B dj j.A j.B j.214B 236A/B) possible? I believe that one deals 3994. -
Her air Mabufudyne should be Iceman's Arctic Attack.
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I want a rushdown character with projectiles.
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Oh, so this is what you wanted to use my program for. :V
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Thanks SKD! Always took stagger state command grab combos for granted, didn't consider the possibility of normal grabs.
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Hey the other day "Throw Reject Miss" actually happened in some netplay game on PSN, anyone have any idea how such a thing can even trigger in P4A?
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walked the path