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Everything posted by Mo the Hawk
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Thanks man. Updated my post.
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That was a fun one. I got lazy and just threw in j.B+D at the very end lol. 214C (FC) > S.RAGE > 2C > 236236B > 5C > 236B~236B > 236236A > 214B > 236D > j.214214C > 236236C > OMC > j.B+D
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Yeah we never heard about this before so it drove me nuts too, but tapping a direction during j.236AB changes her trajectory. So you need to tap down (STRAIGHT down - 2 - can't be 1 or 3 or the Skullcracker won't connect) during the SB Rampage to float him back down to the ground.
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UPDATE: NEW VENUE - Beller Conference Center on the KU Medical Center campus: https://www.google.com/maps/place/University+of+Kansas+Medical+Center/@39.0558941,-94.6105415,18z/data=!4m2!3m1!1s0x0:0xbce5061c05c1ad50 Register for KO here: https://www.facebook.com/events/352252964933530/ Livestream: http://twitch.tv/kcsrk Kansas City Onslaught 2014 KO is being held as part of Archetype Gaming's 25hr Gaming Event for ExtraLife Charity more info on that here: https://www.facebook.com/events/711701632213987/ Venue Fee : $15 Games: $10 Each ---Current List of Games Subject to Change--- >>>USF4<<< http://challonge.com/KO2014_USF4 >>>UMVC3<<< http://challonge.com/KO2014_UMVC3 >>>TTT2<<< http://challonge.com/KO2014_TTT2 >>>KOF13<<< http://challonge.com/KO2014_KOF13 >>>SkullGirls<<< http://challonge.com/KO2014_SG >>>P4a Ultimax<<< http://challonge.com/KO2014_p4au >>>Under Night In-Birth ExeLate<<< http://challonge.com/KO2014_UNIB KO is a Final Round qualifier! Win first place in either USF4, UMVC3 or TTT2 (or Melee, KI, KOF13 or UNIB if they pull at least 8 entrants), and your venue fee and entry fees for ALL games at Final Round next year will be waived! ---HYPE MATCHES KC vs STL: SkullGirls 4v4 Other games on hand Side tournaments allowed and can be set up on the fly Venue opens and CASUALS start at 8am Tournaments Start at 1pm We have the Venue til 8am the next morning, lets make the best of it. Hype match suggestions welcome.
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Yo Shadow Chie combos? I got those. Not a comprehensive list based on every possible situation, but this should cover the important ones. Most of the combos I’ve listed here I picked up from this video if you need a reference: https://www.youtube.com/watch?v=OEe7KwrgsQ0 Burst-Safe During S.Rage Midscreen [Hits] > 236A~236A > S.RAGE > 236236A > 236236A > 214C > 214214C+D > 236236A > 23623[6]C > 236236C 6623 dmg off 2A > 2A > 2B starter 7321 dmg off 5B > 2B starter 8523 dmg off CH 5B > 2DD > 5B > 2B > 5C > j.C > j.236B starter Not COMPLETELY burst-safe; read this for more details Corner [Hits] > 236A~236A > S.RAGE > 236236A > 214C+D > 236236A > 236236A > 214214C > 236236A > 214D > 236236C+D 6979 dmg off CH 5B > 2B starter CH 5B Punish 5B (CH) > S.RAGE > 236236A > 236236A > 236236C > OMC > 236236A > 236236C+D 7510 dmg Throws Ground Throw > S.RAGE > 236236A > 236236A > 5C > 236236D > OMC > 236236A > 236236C+D 5427 dmg Ground Throw (CH) > S.RAGE > 236236A+B > 5C > 236236C+D > OMC > 236236A > 236236C+D 6377 dmg Air Throw > S.RAGE > 236236B > 5C > 214C+D > 236236D > OMC > 236236A > 236236C+D 6119 dmg Air Throw (CH) > S.RAGE > 236236A+B > 5C > 214C+D > 236236D > OMC > 236236A > 236236C+D 6953 dmg Air Hit-Confirm [Hits] > j.2B/j.C > j.236B~236B > S.RAGE > 236236A > 236236A > 214C > 214214C+D > 236236A > 23623[6]C > 236236C 7482 dmg off AA 5A > 5B > 5C starter Anti-Air 2B 2B > 5C > j.BB > j.236D > S.RAGE > j.214214C+D > 236236A+B > 214214C+D > 236236A > 236236D 7024 dmg Midscreen - AOA AOA~C > S.RAGE > 214214C > 236236A > 236236A > 236236A > 66 > 214D > 236236C+D 5464 dmg Corner - AOA AOA~D > S.RAGE > 236236A > 214C+D > 236236A > 236236A > 214214C > 236236A > 214D > 236236C+D 6685 dmg Not Burst-Safe During S.Rage (Use when they have no Burst, or against other Shadow chars) Midscreen [Hits] > 2A+B > 214C > S.RAGE > 236236A > Dash 5C > 2C > 236236A > 66 5C > 236B~236B > 236236A > 236D > 214214C > 236236D 8022 dmg off 2A+B starter Corner [Hits] > 2A+B > 214C > S.RAGE > 2C > 236236B > 5C > 214C+D > 236B~236B > 236236A > 236D > 214214C > 236236A > 236236D 9164 dmg off 5B > 2B starter Kirisame doing this combo: https://www.youtube.com/watch?v=OEe7KwrgsQ0&t=21m45s Throws Ground or Air Throw > S.RAGE > 236236B > 2A+B > 214C > 236B~236B > 236236A > 236D > 214214C > 236236A > 236236D ~7500 off Ground Throw, ~7800 off Air Throw, variable with meteors and CH on the throw Corner - AOA AOA~D > S.RAGE > 236236B > 214C > 214C+D > 236B~236B > 236236A > 236D > 214214C > 236236A > 236236D 8085 dmg
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nm, corrected post above
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Ground carry off AOA~C is possible: https://www.youtube.com/watch?v=V6Ii-jgKUw8&t=44s But I'm not seeing how to pull off an airdash j.B that fast. You need that airdash to cancel your momentum though. Any ideas? EDIT: So Colpevole and I tested this thoroughly last night, and it IS still possible. However it is insanely difficult and inconsistent not really worth it even when you can nail it, because it has to end with Skull Cracker A, so no full knockdown. I'm sticking with the simple AOA~C > j.5D for knockdown for now. If you really want to try this combo yourself though, note that you'll need to DOUBLE JUMP and not airdash like I assumed. Tap 7 for the initial jump then 9 for the double jump. Using 8 or 9 for the initial jump will give you an unwanted IAD. Then you have to delay... pretty much everything for as long as possible. If you can hit the descending j.C you're on the right track, but for the full j.236B?... Good luck.
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Re: The Shadow Chie "Unburstable" 7k combo Combo in Question 5B > 2B > 236A > 236A > RAGE > 236236A > 236236A > 214C (This is the spot where they can Burst) > 214214CD > 236236A > 236236C > 236236C (7321 dmg) Burst Whiffs, You're Safe Narukami Mitsuru Elizabeth Sho Minazuki Junpei Yukari Marie Margaret Burst Hits, but you can make it Whiff by slightly delaying S.Rage activation after Skullcracker Yosuke Chie Yukiko Kanji Naoto Rise Aigis Ken Adachi Burst Hits, They Escape no matter what Teddie Shadow Labrys Labrys Akihiko (sometimes) Temporary alternate combo for the Burst Hits characters: 5B > 2B > 236A > 236A > RAGE > 236236A > 236236A > 214CD > 214214CD > 236236A > 236236CD (6227 dmg) If they still try to Burst, SB Black Spot will armor through it. Resulting new combo w/ SB Black Spot starter does more damage (6886) and more unteachable time... so it'll make players think twice about Bursting. Conversely if you do start with something weak like 2A, and they DON'T Burst, the full combo is sub-6K, so there's probably a lot of optimization we could do here. If the Burst Whiffs Characters DO try to Burst, punish for an even more damaging combo: [After Burst whiffs on 214C] 5C > 236B > 236B > 236236A > 236D > j.214214C > 236236D (7624 dmg)
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Didn't get to play a ton last night but some quick notes: Dash startup acceleration is slower so she can't stay in your face w/ [66 5A]xN as easily anymore. Pushed out of range after 3 reps. Haven't found a way to get two Rampage B's in one (non-FC) combo yet. Standing j.B loops on Narukami/Yosuke are gone, looks like a hitstun nerf on 2B. Also j.BB/j.2B won't connect there at all even if they block the first j.B, probably lifted the hitbox higher. Comboing off CH throws seems to remain unchanged. B Lunge and SB Lunge feel like pretty weak starters. You have to really be fishing for CH on those to get something good out of a raw Lunge. j.A is the god now. There's no reason you should be losing air-to-air situations anymore. You even still get a nice combo into j.8D regardless of how many j.As you throw out beforehand.
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[June 21, 2014] MAXOUT - Kansas City/Midwest Monthly Tournament
Mo the Hawk replied to Mo the Hawk's topic in Archive
Yeah you actually bumped an old thread lol. Our next tournament is next Saturday. Current thread: http://www.dustloop.com/forums/index.php?/topic/8967-august-23rd-maxout-midwest-monthly-hosted-by-kansas-city/- 3 replies
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- BlazBlue
- Persona 4: Arena
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(and 2 more)
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[August 23rd] MAXOUT - Midwest monthly hosted by Kansas City
Mo the Hawk replied to Mo the Hawk's topic in Archive
We're expecting the last of the participants to arrive around 4:00 PM. Tournament will likely last for more than 2 hours. Entry is free. -
[August 23rd] MAXOUT - Midwest monthly hosted by Kansas City
Mo the Hawk replied to Mo the Hawk's topic in Archive
"Farewell Persona 4 Arena" Tournament Details: With Ultimax dropping the week after this tournament, Ludwig Van and myself are going to send this game off proper. Standard 2-out-of-3 double-elim tournament, but only players who have never won 1st place in a MAXOUT or K.O. P4A tournament are eligible to compete. (So this disqualifies myself, Ludwig, DFS Gilgamesh and Grayburg.) GRAND PRIZE*: P4U2 Special Edition import complete with 1-day shipping (http://p-atlus.jp/p4u2/special/package01.html) SECOND PLACE PRIZE: Persona 4 wall scroll (http://www.amazon.com/Variety-Anime-Characters-Wall-Scroll/dp/B00K97AQCQ) THIRD PLACE PRIZE: Our man Eli will whip up an 8-bit bead sprite of a Persona character of your choice on the spot! * We’ll allow players from outside the Kansas City area to compete in this tournament; however since our main purpose is building local interest in the scene, only local KC players are eligible to win the grand prize. If a non-KC player takes 1st place, he will receive the 2nd place prize, and the next-highest ranking KC player will receive the grand prize. -
I ganked it from here: http://www.youtube.com/watch?v=0wKbNTafp24&t=16m38s Personally tried and verified it on Akatsuki... might be a character-specific thing.
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Didn't see any 66C starter combos listed yet. Max range confirms whoo: 66C (2 hits) > j.A > j.B > j.C > 66B > 214B > j.A > j.B > j.6C > j.C > j.2C ~2800 damage IIRC, ~3k with Vorpal. Substitute j.214B as the ender if you carried to the corner. Hold forward to walk a bit after confirming the 66C hit to make the pickup a little easier. And do j.A during the rise of your jump, otherwise j.C will whiff on the descent. Anyone got something for 66C (1 hit) at max range? Other than my j.C > 214B baby confirm.
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"Duck under", it's listed at the top. After the 6C wallbounce you need to dash to get to the other side so after 2C > 3C > 214C, you'll put them back into the corner.
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RSVP on Facebook: https://www.facebook.com/events/335160796633564/ Livestream: http://www.twitch.tv/kcsrk Venue: Next Door Pizza - 3385 SW Fascination Drive, Lees Summit, MO 64081 Date: Saturday, August Start Time: Doors will open for games and registration at 11 AM Tournaments will begin no later than 1:30 PM Venue Fee: $5 (Fee waived if you bring a setup!) Price per game: $10 ---------------------------------------------------- HYPE MATCHES*: *Money matches are not only welcome; they’re encouraged. Call people out and build some hype. We’ll try to feature them as best we can. MAIN TOURNAMENTS: Under Night In-Birth (PS3) - $10 Skullgirls Encore (PS3) $10 Ultra Street Fighter IV (XBOX360/PS3) $10 Ultimate Marvel vs Capcom 3 (XBOX360) $10 SPECIAL TOURNAMENT: "Farewell" Persona 4 Arena - See details in the post below OTHER POSSIBLE TOURNAMENTS (depends on interest from participants and time; entry fee will also be up to the players. We have time for at least two of these): The King of Fighters XIII (PS3) $10 Tekken Tag Tournament 2 $10 (PS3) Project M (Wii) BlazBlue: Chrono Phantasma (PS3) Guilty Gear XX Accent Core +R (PS3) Anything else - bring the players and we’ll run a tournament! (Killer Instinct, Injustice, AH3LM, etc.) MAIN TOURNAMENT SCHEDULE: - 1:00: USF4 tournament begins - 3:00: Skullgirls tournament begins - ~4:00 (Immediately following the conclusion of USF4): UMVC3 tournament begins - ~6:00 (Immediately following the conclusion of UMVC3): UNIEL tournament begins - Any other tournaments that happen will run concurrently with one of these four time slots. - Post-tournament festivities: Cards Against Humanity! MAIN STAGE/STREAM SCHEDULE (times listed are approximations, but these will be streamed in the following order): 1:00 - USF4 Full tournament ~4:00 - Remainder Skullgirls tournament ~ 5:00 - Remainder of UMVC3 tournament ~7:00 - Remainder of UNIEL tournament ^ The idea of this schedule is to start the tournaments off-stream for ~1 hour to flesh the brackets out a bit first and save the high-quality matches for the stage. CASUALS: We will permit causal setups for any game at any time so long as it does not impede the progress of the tournaments. You can play Marvel or Tekken or whatever at the beginning of the day. But if we feel there are an insufficient number of setups to run a tournament, we will kick you off your casuals and turn it into a tournament setup. This is especially true for the Capcom games, which have to be run on Xbox hardware for the tournaments. COMMENTARY: We always need commentators! If you feel that you're knowledgeable about the game and want to build some hype, I'll give you a shot on the mics. See if you can find a partner, too. Just be aware that if you're also competing in said game, don't get too comfy in the commentator chair and play your matches when you need to. ---------------------------------------------------- REGISTRATION PROCEDURES: Register with us as soon as you arrive. If you have a setup, let us know which tournament-ready games you have. Tournament-ready means: all DLC, unlocks, and up-to-date patches necessary to play for at least one setup. We CANNOT guarantee that the game will be played; do your part to ensure it will by bringing the equipment. Too many setups is a way better problem to have than not enough setups. TOURNAMENT RULES: All tournaments will be 2/3 Rounds, 2/3 Matches, Double Elimination unless listed otherwise. TTT2 will be 3/5 rounds, 3/5 Matches. Marvel will be 3/5 matches. Winners Finals, Losers Finals, and Grand Finals for all tournaments will switch to 2/3 rounds, 3/5 matches. BUTTON CONFIGS: If you wish to change controls, do so prior to the match during a button check. If you begin the match with the wrong controls, that is too bad. If you pause the match or attempt to restart because your controls were messed up, you forfeit your match. If you wish to use multi button binds for other games, it will have to be at the affirmation of your opponent. Default button binds are exempt from this rule CHARACTER SELECTION: Winner keeps same character, loser may select a new one. STAGE SELECTION: All games will be played on random stage select, except for games with stages that have widely-recognized performance issues. (i.e., Bonne Wonderland and SHIELD Airshow have minimal slowdown compared to other stages in UMVC3) If you still wish to choose random stages in these cases, you MUST defer to your opponent. If either one of you are concerned about lag, you are forbidden from choosing a stage with performance issues. BLIND PICK: Blind character selection may be requested if a counter pick is a concern. In this case, one of the staff may be called upon to get the selection of both characters from the competitors. ---------------------------------------------------- REPORT YOUR RESULTS: We don’t care who, but someone needs to keep the TOs in the loop. If you’re too salty to report that you lost, tell the winner to report it instead. CONFIRM TO US DIRECTLY THAT YOU ACKNOWLEDGED BEING CALLED FOR A MATCH: We will be announcing matches over the PA system, which should be plenty audible. Nod to us, make eye contact, yell… do something to let us know you heard it. We can’t just expect matches to magically happen the moment we announce them. If we know at least one of you two acknowledged the announcement, we’ll trust that at the very least, you’ll track down your opponent and get the match started. WE NEED TO KNOW WHICH PLAYERS ARE CURRENTLY PLAYING AT ALL TIMES. We have ways to keep track of this; someone just needs to give us the information. If you want to avoid things like us loudly yelling your name for a match when you’re already playing, causing you to get distracted and potentially affect your performance… follow these rules. You will have 5 minutes (which is VERY lenient) to get to your station and play. If you fail to get to your station, you will forfeit the match. The ONLY exception to this rule is if you’re already playing a match in another tournament. Making your opponents wait is rude, and it also holds up the progress of our bracket. Be courteous. If you are in a tournament that is in progress, then stick around. If you need to go smoke or use the bathroom, do it fast, and continue your conversations back in the tournament room. IF YOU KNOW YOU’RE SHOWING UP LATE: Make sure you inform one of the TOs or get someone to inform one of the TOs beforehand. SETUP GUIDELINES: We only accept EVO-standard setups. Enough people have ASUS monitors. Most people absolutely prefer to play on these as opposed to less well known setups, due to lag. These will be the only ones accepted for use in tournament play. When registering your setup, you will let us know what your system is, which station you intend to place it, what games you have, and if you have the DLC for those games. This way, we'll know if we can run that setup for a game we're playing, or if we need to find a player to switch the setup. Other setups can be used for casual gaming. "IT'S MY SETUP, SO I'LL PLAY WHAT I WANT ON IT": No, you won't. When you submit your equipment, and have you registration fee waived, you also submit to the needs of the tournament directors. If that means we need to immediately kick you off the setup and put in 'x' game, or we know you registered with Injustice DLC and we need it immediately, then we expect you will be prepared to stop what you're doing (Unless of course you're in the middle of a tournament match), and help us set it up. We have been WAY to lenient on this. REGARDING PS3 PADS: Do not turn your pad ON until you have synced it to a system using a USB cord. PLEASE turn OFF your pad following the end of your match. This has been an issue in the past, and this negligence isn't going to be tolerated. It's disruptive to the people who come to play after you. Failure to turn off your pad will result in an automatic disqualification which will count as a loss in your tournament record. A second offense will result in your forfeit from the tournament. REGARDING THE VENUE: NDP is a bar and restaurant. Fantastic venue with great service, great food and great atmosphere. Make sure to buy lots of delicious pizza and booze. We must emphasize, however: make sure you guys take great care of the staff for their service. AND PAY YOUR TABS. THERE IS NO EXCUSE TO FORGET PAYMENT TO THE ESTABLISHMENT. This not only makes us as a community look bad, but it can result in you being banned from future tournaments or patronage altogether. See everybody there! RSVP on Facebook: https://www.facebook.com/events/335160796633564/
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My understanding is you can still Red RC reversals like VV and Benten on block or hit for half tension. You just can't Yellow or Purple RC them on whiff (indicated by the red X popping up over your character)
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https://www.youtube.com/watch?v=JtFxPWQUIEo&t=5m54s
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It's still high-then-low. The blue "!" means they got opened up by an overhead.
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Yeah feel free to edit it to your heart's content - I have a local copy for my own use.
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This is by no means finished yet, and I feel like the organization is still really sloppy, but I've decided I need to move on from combos and focus on other aspects, so I'm handing this off to you guys. Do with it what you will. Hazama 1.1 Combo Bible https://docs.google.com/spreadsheets/d/1evoX9QQv_Ko-GIdLzBTtBQq-oAxT-rxy_q_5fBCIqYk/edit?usp=sharing Main purpose for putting this together was to find a nice blend of optimization and consistency in combo routes, which became a massive pain in the ass with the j.C changes in 1.1. Not every combo listed here is max damage, and you may very well have other preferences. These are just what I've come to feel most comfortable with. For example, the Meterless - Back Throw - Midscreen combo: You get a little more damage by omitting 5B and adding an extra j.C, but I've found this to be highly inconsistent because of the spacing required to get full hitstun out of j.7D. Adding the 5B creates enough space to make that j.7D guaranteed. So I simplified the route at the cost of negligible damage. You'll find a lot of these in the spreadsheet. Take them or leave them. The "Character Adjustments" tab should be self-explanatory: make notes about adjustments you'll need to make on certain characters. To cut down on testing time I broke the total number of combos down into "main paths" that other combos deviate from. For example you'll see a lot of combos that say [Do the combo already listed elsewhere, but use one less j.C]. The main purpose of the char adjustments data is to keep track of which paths work and which ones don't, so if combo A works and combo B is just a slight variation of combo A, you shouldn't have to waste time testing combo B on the same character. The "N starter > j.C loop first rep" row is just something to help keep you from dropping your BnBs because you couldn't tell whether to normal jump or super jump after 5A > 5C. All characters' air hurtboxes are not created equal. Don't drop your BnBs because you feel like you have to guess. The Overdrive sections of both tabs is still very incomplete... it became pretty exhausting to find optimal stuff off the more unlikely-to-land starters. I hope some of you will help fill these in! As a final note... after putting this together over the course of 4 weeks, I've become really, really annoyed with the combo system in this game. The starter rating / timer system really screws with Haz. You could have an otherwise solid combo, then get robbed of your knockdown because they auto-tech between j.Cx5 and Hiren. But this is how it works now, like it or not, and I hope this tool gives you guys a means to take the guess work out of combos and have us stop losing matches from dropping our shit. Hollar at me if you have any other questions - I seriously won't take offense if no one uses this at all because all the combos suck or anything like that. Thanks!
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50 Meter / Midscreen Houtenjin (non-CH) > J.Zaneiga > dash 6C > dash 5C > 2C > sj.Cx5 > Hiren (4055 dmg) ^ If the Houtenjin counter-hits, you can't end with Hiren becuase the CH adds more hitstop. In which case... 50 Meter / Midscreen Houtenjin (CH) > J.Zaneiga > dash 6C > dash 5C > 2C > 4D > Jakou (4071 dmg) 50 Meter / Back to Corner Houtenjin > Jakou > dash 6C > dash 5C > 2C > 4D~D > Hiren (4114 dmg) 100 Meter / Anywhere Houtenjin > J.Zaneiga > 6C > 5C > 2C > 4D > Jakou > Mizuchi (5310 dmg) ^ If you start Back to Corner on this one it's possible to add 3C before Mizuchi for 150 more damage, but the spacing is very specific. 50 Meter + OD / Midscreen Houtenjin > OD > J.Gasshou > dash 5C > 2C > 4D~A > j.7D~A > Jakou (4045 dmg + negligible extra amount from OD ring) ^ Completely burst-safe, so if the non-OD route would kill anyway, just burn OD and use this route. 50 Meter + OD / Back to Corner Houtenjin > Jakou > OD > 5C > 6D~A > 4D~A > 2D~D > j.6D~D > j.4D~D > Hiren (4264 dmg + moderate extra amount from OD ring) ^ Not burst-safe between Jakou and OD, so only use this route if you want that extra bit of damage and they don't have burst back yet. 100 Meter + OD / Anywhere Houtenjin > [6] > OD > dash 5C > 6C > dash 5C > 6D~A > 4D~A > j.7D~A > Jakou > Mizuchi (5234 dmg + small extra amount from OD ring) ^ To get 5C > 6C: hold forward after Houtenjin, activate OD when you see them appear on-screen again, then dash 5C > 6C.
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[CP] Hazama Gameplay Discussion [New members read first post]
Mo the Hawk replied to Lich's topic in Archive
Off 5B > 5C confirming they blocked If your opponent is respectful and doesn't use Barrier or favors IB: 3C > Stance mixup 5D > Stance mixup 2C > IAD forward > j.2C 2C > IAD back > j.6D~C > (crossup) stuff. If your opponent is respectful and uses Barrier or IBB (typically Barrier pushes you too far out for 2C to connect after blocked 5C): 3C > Stance mixup 5D > Stance mixup 5D~D > (crossup) j.2C > (jump cancel) j.4D~D > j.A > continued pressure (Usually 2A, 2B or throw) 5D~B > 2B low or j.2C high If your opponent tries to escape by jumping/pushing buttons/DPing/etc 3C > Jabaki for safety 3C > Stance~D cancel for safety (delay) 3C > Jabaki catches opponents holding up-back in strings, leads to full combo in the corner 3C > (delay) Jabaki if your opponent likes to push buttons after 3C to stop stance mixup. CH Jabaki leads to a full combo (delay) 3C > (confirm hit) > Houtenjin (delay) 2C - launches on CH for full combo, so with the right amount of delay 5C > 2C is frametrap, and you confirm after IAD back with j.5D~D > (5C > j.C loops) If your opponent tries to escape by backdashing: 5D~D should chase them down 3C > J.Zaneiga also good at catching backdashes If you have the corner you can also get some mileage out of 3C > Stance~D cancel, then continue pressure with something like dash 5B. -
Thanks Putin, nice find. You'll only get the extra OD ring damage during Mizuchi if you have 10% health or less. My ~1000 is just an estimate based on how long you keep them in the ring post-Houtenjin. And since Ouro just asked Putin's variation doesn't work in the corner but mine does. So mine should be corner-only, anywhere else replace 5D with 2C at the end. Ouro I think you missed the 2C at the end... 5C (OTG) 2D shouldn't be possible. I like the route though. Here's my slightly higher damage variation: Back to Corner - 75 Meter + OD (any lvl) 5C > Houtenjin > OD > j.7D~A > Jakou > 66CT > 5C > 2C > 4D~D> j.C > d.JCx5 > Hiren [6204 DMG] If you use 3C before Houtenjin, just omit the j.Cx1 for 6070 damage.