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Everything posted by Ctrlaltwtf
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The intro is, lol. You actually seemed to have more success aggressing me. When you tried to turtle too much I'd eventually pin you down and you wouldn't have enough meter to get out of bad situations.
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GGs Dreize, BoltofShadow, SnakeofNinjutsu Seeing people lined up to fight me was kind of hype. Pity it only lasted like 5 wins though lol.
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His wolf jC gives him a fatal flaw in his pressure, and that's that IB'ing wjC after wjA allows you to 720 his ground move. You cannot 360A it though. This may be a free 720. Not sure. The fact that he relies on moves apart from wjA/wA now means that he's more vulnerable to backstep->grabs now. Okay ran this through the grinder a bit, here's some really helpful tips: If you NB wjA, you can mash 720 he's toast if he goes for a wjC gatling. If you IB wjA, you can get a 360A off of the gatling wjC as well. 720 has to be properly timed though which is difficult. IB wjC > wA seems gapless. I'm autoblocking without doing anything and I can't get 720 off. However, after wjC is a great time to mash 720 because you're likely to get an IB on his w5A due to the autoblock. He has the ability to jump away obviously but he cannot rely on anything else if he wants to avoid 720 safely after a w5A in this situation.
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I'll be in the lobby in a sec. This other guy wants to fight me, sorry. If you really want 1v1s invite me to a lobby lol.
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Anyone still on? I figured out how to get console audio through my giant headphones and now I'm way more hyped to play FGs.
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[CP] Kagura Mutsuki - Combo thread (Updated 4/14/2014)
Ctrlaltwtf replied to MikelAL93's topic in Archive
Trying to figure out something to do on 5C starters in the corner. Don't think there's anything good without heat that I can find. But here's what I got: DM: 6240 - Any range, 50 Heat - You may have to run forward if you get a long range confirm. 5C > RC > 3C > 6D~C > 2D~C > [4]6B > 2C xx 5C > 6D~C > 2D~A > 5D~C > [2]8C DM: 7163 - 50 Heat 5C (close) > 6D~C > RC > 2C xx 5C > 6D~C > 2D~C > [4]6B > 2C xx 5C > 6D~C > 2D~A >5D~C > [2]8C DM: 7160 - 25 Heat 5C (very close) > CT > 3C > 6D~C > 2D~C > [4]6B > 2C xx 5C > 6D~C > 2D~A > 5D~C > [2]8C This is a situation where I'd recommend flash kick ender. It adds a huge amount of damage to end (around 700~900). Of course you can just go for oki instead if you want. Just use 2D~A>5D~A at the end instead of 5D~C for oki. The reason I am not using the 5C > [4]6A > 5C stuff is 'cause I've found it's not working on Terumi, which likely means it doesn't work on Hazama, which would also mean it probably doesn't work on a number of people. I also have a feeling [4]6A is just suboptimal. -
GGs Dreize. I'm slowly getting the hang of Kagura neutral.
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0bars can just mean it failed to ping. So it's either terrible or completely random (I have a 0 with badlime, and our conn is great. 3bars on XBL)
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Idk man, maybe it's just that the bars in lobby are not as accurate or something. It's just when I play in Brett's lobby/Ranked I have a great time then I go to Lobby and suddenly I'm tearing my hair out over this. It just feels like Lobby matches have a stutter problem that other game modes don't. Like that weird FPS drop you get sometimes.
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3bars in lobby lag. 2bars in ranked don't. I only have that evidence to go on. I've actually been amazed at how well Ranked match has done this time around. And gold, quit pretending your 1bar is a good conn with me. You did this on 360 and it annoyed me to no end.
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No, it's bad. But thanks.
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I'm not surprised at these complaints. Arcade Lobby is complete ass. I had way better conns in Ranked/PMs. First time I've tried Lobby in a long time and it's like the difference between night and day.
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Utah Thread, Backdashing Missionaries since 2013
Ctrlaltwtf replied to SaikoXeon's topic in West Coast
Cool beans. -
New 5C meterless corner route: DM: 5128 5C > 6A > 2C > Asledge > 5C > 6B > j2C > 5B > jC > delay jD > 6B > sjC > jB > jC > GP 5C corner to MTW (magnetized) DM: 5857 5C > 6A > 2C > Asledge > 5C > 6B > delay j2C > 3C > AC Whiff > 6B > 6C > jC > jD > 2C > AC > SB > MTW > GF
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I was really just noting something that was possible, rather than practical. I suppose I should have made it plainer. I've only ever seen Tsubaki's use 3C for cross-up gimmicks on oki.
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[CP] Kagura Mutsuki - Combo thread (Updated 4/14/2014)
Ctrlaltwtf replied to MikelAL93's topic in Archive
Ah, darn. It probably isn't useful for much anyway. And I suppose that makes sense because stance moves are technically special moves themselves. So if you want 46B oki just do it off of 2D~C as usual. The combo seems to work on everyone except Tager, regardless. (I have not yet tested it on every single character though, so feel free) Here's the final notation: 5B Midscreen 5BB > 3C > 5D~delay~C > 3D~crossover~A > [4]6B > 6C > 6D~B > 2D~C > 5D~A > [2]8C -
[CP] Kagura Mutsuki - Combo thread (Updated 4/14/2014)
Ctrlaltwtf replied to MikelAL93's topic in Archive
I assumed you meant 6A overhead as in 6A~B. I just did it with it. Make sure to delay the 5D~C. Did 4371 damage with flash kick ender. Only character I'm having difficulty on is Tager; he may simply be incompatible with it due to his large hitbox. He stays on the wrong side of the screen for too long. -
[CP] Kagura Mutsuki - Combo thread (Updated 4/14/2014)
Ctrlaltwtf replied to MikelAL93's topic in Archive
Tager is likely more difficult because, as always, Tager hits the ground sooner than any other character due to his size. Thus you can't delay the 5D~C as much and therefore the 2D~A becomes harder. The more you delay the 5D~C, the easier the 2D~A becomes. -
[CP] Kagura Mutsuki - Combo thread (Updated 4/14/2014)
Ctrlaltwtf replied to MikelAL93's topic in Archive
Corner Throw: (Should work on everyone) DM: 4857 B+C > 6C > 6D~B > 2D~C > 5D~C > 5C > 6D~C > 2D~A > D~28D (Compatible characters) DM: 5451 B+C > 2C xx 5C > 6D~C > 2D~A > [4]6B > 5C > 6D~C > 2D~C > D~28D Midscreen 5B DM: 3899/4022 if you just use 5B. HG+27 5BB > 3C > 5D~delay~C > 3D~delay~A > [4]6B* > 6C > 6D~B > 2D~C > ... *You do this by doing [3]4 thanks to the crossover. ... > 5D~A > [2]8C - Ender. ... > [4]6B (oki) ... > 5D~C - Tech trap. First hit SMPs second hit immediately air-unblockables on air tech. Not sure if this works on everyone. ... > 5D~C (blocked) > [4]6B (pressure) Important: Leaving off the second B (6B/5BB) leads to better damage, and it's easier to do the crossover link, but it's naturally more difficult to confirm as well. -
Anyone up this late by any chance?
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Just tested it, it's basically the same situation as Jin/Tao 6B. Even though you can't mash a throw, you can still definitely "reverse" it with a throw if you time it properly. You can even get 720. You just can't mash it. So it's safe to say that it's throw-invuln on startup (not from F1 though) Rough guess: Frame 8-to active is throw invuln
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'bout 5-10m when I set it to 2bar+ Connections are almost always good when I do though.
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GGs Pozer, Shin, ranked match people (finally lost a match, the dream died at 34/35), and arcade lobby folks.
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I'm not sure, I'd have to test it. I'm busy in Ranked right now. I think I may be 360A'ing past the active frames and getting him once he's punishable. The frame data just says low-body invuln
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You should know that his j2D is a pressure resetter that can't be 360A'ed (if done right, anyway). There's gaps between his C moves on IB, haven't grinded it a ton though. 6B can always be 360'd His command throw is like worthless. It's like a super bad Gasaishou.