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Everything posted by Brent-quest
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Here's my best effort on the above posted combos from the players guide. Feel free to correct me on anything. My Kanji is very limited and most of the notes are guesswork. 1. 623D > 2C > j.B, j.C >D>* air dash j.B j.C <D<*, running 6C 623D 6C 3C (Carl and Noel) - 2691 damage 2. Throw > 41236D~A dash 6C 5C > j.B j.C >D> air dash j.C <D< , 6C, 623D, 6C, 3C (Ragna, Taokaka, Arakune, Bang, Hakumen) - 3195 or* 3381 damage 3. Throw > 41236D~A 6B 5C, j.B j.C >D> air dash j.C <D< , 6C 623D 6C 3C (Jin) - 3054 or 3287 damage 4. Throw > 41236D~A 2A 5B, j.B j.C >D> air dash j.C <D<, 6C 623D 6C 3C (Noel, Litchi, Nyu) - 2578 or 2939 damage 5. Rachel and Tager Throw: Forward Throw > 41236D~A dash [2C > 6C] x3 236B 236C - 3305 damage (on Back Throw the first 2C is not necessary? do 1 more rep of the loop and get 3427 damage)* 6. 5B > 5C > 41236D~C aerial 236C , 5C > j.B j.C >D> air dash j.C <D< , 6C 623D 6C 3C - 3561 damage 7. corner: 5B > 5C > 41236D~C , 236C, 2C > j.B j.C >D> , falling j.C <D< , 6C 623D 6C 3C - 3518 damage 8. corner: 5B > 5C(2) > 41236D~C , 236C 5B > j.B j.C >D> , falling j.C <D< , 6C 623D 6C 3C - 3614 damage (guess they added this to show you can get 2 hits of 5C before 41236D~C for a little more damage in the corner?) 9. wall bounce from a counter hit soemthing?: dash 5B > 2C > 41236D~A , dash 6C 5C > j.B j.C >D> air dash j.C <D< , 6C, 623D, 6C, 3C - 4599 damage (Carl? or not Carl) 10. air throw> falling C , 5B 623D dash 2C > j.B j.C >D> air dash j.B j.C >D> 6C 623D 6C 3C - 3434 damage (Carl and Noel) 11. 6A , 236A 236C RC 5B 623D 6C 3C - 3006 damage 12. staffless: j.C land dash 5B 2C 6C, 5C 2C> j.B dj.B C 236B 236C - 3176 damage. On Carl, Noel and Nyu: do 2B instead of 5C after the first 6C* 13. staffless: j.C land dash 5B 5C 2C > 236A 236B 236C 2929 damage 14. staffless: back throw dash 6C, 5C 2C j.B dj.B C 236B 236C. (Noel and Nyu: 2B after the 6C instead of 5C. Carl: back throw > j.C 2B 2C~ air combo) - 2938 damage 15. staffless: air throw 2C 6C, 5C 2C j.B dj.B C 236B 236C. (Noel and Nyu: 2B after the 6C instead of 5C. Carl: falling C after air throw> 2B 2C~ air combo) - 3025 damage 16. Tager - Arakune - Bang only? 5B 2C 41236D~A 623D (stick hop forward) 236A 236B air 63214A (hop on stick) while on stick C x1-5? jump of stick j.C 236B 236C??? - 4506 damage NOTES: 1. I use >D> for calling the stick and it hitting on the way out and <D< for the return hit 2. On the throw combo the difference in damage is based on which way you throw, back throw does more as forward throw has 2 hits that prorate more. 3. Anything else with asterisks or ?'s could use some help on as I just took a stab at what I thought it probably was.
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I'll work on it. My friend has the whole thing and I was able to work out most of it. I'll post it up.
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Dunno about it being a "loop" per say. Saw on the players guide after a specific 41236D~A you do 623D (stick hops) 236a 236b 63214a (hop on stick) C while on stick, then you can get more hits but I don't remember the exact number. I will try to test it out this weekend.
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623D combos are generally either running 6C 5C j.B j.C D air dash C land 623D > etc. or running 2C j.B j.C > the rest, depending on character.
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It's easier to just land a j.C afterwards and then tsubame IMO.
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41236D doesn't work at longer ranges from 5C. 3C can pick up combos at max range off of more random hits.
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They were pretty good for character specifics and damage maxing. I just wish they'd added some 3C combos instead of just shoryu and 41236D~C.
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http://www.youtube.com/watch?v=tgcQD5elWYA Released in tast issue of Tougeki Damashi. Nothing really new for Litchi in it though. One funny staffless combo though.
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Yeah I've always used C myself but in the Arksys official combo vid they used 5B IIRC. /shrug
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I assume you mean this combo: xxx > 5C 41236D-C j > 236C 5B j.B j.C D air dash j.C D return 6C 623D 6C This is standard B&B at mid screen. Also works with 2C at the first 5B but not sure on the character specifics / # of hits it works at
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Sly Moogle doesn't do overhead or shoryu.
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Finally internets back. Incoming mega big post.
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Pretty sure you can do more damage if you eliminate some of the 2HS.
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The only reason GV should launch lower is that you added more hits beforehand or character specific weights. if you do 5K 2H before GV as opposed to just 8 hit GV the gravity from the extra hits will make them fall lower.
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Most pot's won't do slide head unless it's on wake up or safe anyways. Plus if he does a 6K to fake you're going to eat lots of damage. Backdash or jump are much safer tensionless options.
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Run jump D is a lot harder to time when not in corner so I just go for j.S. As far as knockdown into corner goes, it's all just spacing specific. Most of the time GV does put you in the corner so after j.D SW you can land j. back j.S SW , BR into corner.
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So yeah this game is sweet. Hype this shit up, all of Tenkai is playing it.
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Caster... mm sexy mixups.
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Yeah I figured that, I was just surprised that 5B counted as having the staff out because only the staffless 6B has a feint to it.
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ABA's Fuzzy Guard: How to land it, why it owns
Brent-quest replied to Josh Ballard's topic in A.B.A.
It is a fuzzy guard. Of course it hits crouching but I think you're missing the jist of what makes it "fuzzy" per say. If you did j.S and it hit the opponent while they were crouching, a dj.S after would wiff because their hitbox isn't there. Fuzzy is an attack that normally would not hit crouching but does do to their hit box staying taller for a short period after they crouch. -
Very interesting. I noticed that Litchi doing a nice throw setup that looked like: 5B > 6B (staffless while the 5B is out really fast?) FAINT > throw. Anybody correct me if I'm wrong, or is it just a kara throw that I'm missing? Also Gorehound if you could update the original post with more information like what EACH of Litchi's normals is/ looks like, possible chains from overheads, and which moves count her as staffless for a period of time. TY. <3
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Man this game really needs frc's. I think it would make Ragna a lot more interesting. His B&B's are just too boring IMO. It gets a bit more interesting once you have 50% tension but still just adding FRC's would give him a lot more. How awesome would an FRC on 214A be for combos and pressure?
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On the previous page. Read the thread first...
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BR RC Air Dash > j.D CLSW :D