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Harukasan

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Everything posted by Harukasan

  1. Delay your 2DA and 5DA as much as you can. If you do this you won't have to microdash out of the corner as shown in the demonstration, making the 3C easier to connect.
  2. I was messing around in unlimited mode because motorcycles are cool, so here's some fun unlimited stuff I found. 7417 dmg 2C > 5C > 2DB > 5DA > 2DC > B Orb > 6C > 6DA~66 > 2C > 2DB > 5DC > 2DA > [2]8D > [2]8D Since this carries full screen I'm gonna imagine it's safe to say that something will probably fuck up if done near the corner. 6186 dmg 2C > 5C > 2DB > 5DA > 2DC > B Orb > CT > 3C > cOD 6C > 6DB > 2DB > 5DC > 2DA > 214214C This is the minimum damage you can get with the combo, it can go up to about 6.6k if done further from about midscreen-ish. Motorcycle ender! 7102 dmg 3C > [6DA] x12 > [2]8D > [2]8D I'm sure there's something better you can do but this is hilarious. Can only be done in the corner. 5432 dmg [3C > 6DA~66] x6 > [2]8D > [4]1236C This one is also hilarious and is done midscreen. You can do it in the corner, but I don't know why you would. 3537 dmg + 3928 dmg + 6433 dmg 3C > 6DA > 2DA > 6DA > 2DA > 6DA > 2DA (reset) > 5DB > 6DC > 5DA > 2DA > 6DA > 2DA (reset) > 5DB > 6DC > RC 6C > cOD 6DB > 2DC > 5DC > 2DA > 214214C Pretty much the best thing ever, though it will probably only work once. Starts on one corner of the screen, hits the opposite, and then Motorcycle goes back again. The 2DA SMP makes them tech right into the cmd grab if they do choose to.
  3. I get the feeling that ArcSys doesn't know what they want this character to be, most changes he gets don't necessarily hurt or benefit him in any great way. All they do is mildly change how he has to do the same thing he's always been doing. Except when they do shit like take away 6A gatlings and make 5DC 2DA not work well midscreen. Then it's clear they're takin the piss.
  4. Thanks for the translation, spesi Does ArcSys think when they make changes or do they just change things for the sake of changing them
  5. I hardly see a reason you would actually go ham with reflector, it's got hella recovery you'd be hardpressed to get over 2k with vorpal and meter anyways. It has it's uses against obvious jump-ins and projectiles, but other than that you're probably better off not using Akatsuki Reflector, in my eyes.
  6. https://twitter.com/HiagoXYZ/status/497186722493378560 - Both flash kick versions are hard to follow up on CH - 2D~A now bounces on hit zzzz
  7. But why, ArcSys Why
  8. Damn, Shar got Future Endeavored. That is a shame though, best of luck with everything.
  9. His tatsu is his 214 series, and j.2C is not an overhead.
  10. This too! http://www.kusogekings.com/home Kusoge Kings has separate character forums for more in-depth discussion of the game, characters and matchups, as well as write-ups for the game mechanics and other good stuff
  11. This site has all of the colors for each character, bar Nanase and Byakuya. I don't know how important it is per se, but I think it's certainly useful enough to be here. http://www57.atwiki.jp/uni_colors/ Also useful, this site is more or less a compendium for specific matcups, so you can find any character you want vs any other character. http://horibuna.web.fc2.com/UNIEL/index.html
  12. You can actually get an extra 500 damage off that just by doing the standard corner combo using that same route. With OD at the end it goes up to 8.2k! 7714 dmg CH 6C > CT > 2C > 5C > 6D~C > 2D~C > 5D~A > B Orb > 5C > 6D~C > 2D~A > j.1DD > 3C > 6D~C > Zangaoushou
  13. Either one should probably work for me. Who's gonna play me in Heritage
  14. Alright, so I found a neat meterless midscreen route, but it's pretty damn finicky and has a fair amount of execution to it. This combo can be done off essentially any hit you get midscreen and is obviously more stable if you nail a better starter, such as 6D~B. 2927 dmg 5BB > 3C > 2D~C > 5D~A > A Orb > 5B > 3C > 5D~C > 2D~A > 6D~A You can do B Orb right after 6D~A for the oki that we all know and love. The problem is that this doesn't strictly work on everyone. For a good portion of the cast, you will need to delay the 2D~C > 5D~A > A Orb almost as much as possible. If you delay it so much that 5B OTGs them, you delayed it for too long. Some character also require the A Orb > 5B to be microdashed. Even with all of this, the timing on the 2D~A is strict, and maybe even impossible on larger characters like Tager and Haku. On other characters such as Terumi and Amane, there's barely any delay required at all. Nontheless, with the right execution this works on pretty much everyone, is purely midscreen and meterless, and gives good oki. It's simple in design, but we're running on empty for meterless midscreen combos that aren't lame as hell. I'll keep working on this concept to see if I can't find anything better, but I think this is pretty good for now.
  15. Midscreen Throw > 6C doesn't seem to work on everyone, the only ones I can say for certain right now that it doesn't is Hazama and Terumi. I'll go through the cast to see if it's only those two nerds or what. Does not work on Relius, Hazama, Terumi, Hakumen, Tager, Azrael, Valkenhayn, Bang, and Nu. Works on Mu, but not Nu? ArcSys pls Anyways, as far as midscreen throw routes go, you're probably better off going for the Throw > A Orb one.
  16. In corner 8304 dmg CH c.5C > CT > 3C > 6D~C > 2D~C > B Orb > 5C > 6D~C > 2D~A > j.1DD > 3C > cOD > 5C > 6D~C > 5D~A > Zangaoushou I swear this is more damage than we were easily able to do before
  17. In corner 4276 dmg CH Flashkick > 3C > cOD > 5C > 6D~C > 2D~A > j.6D~A > Zangaoushou lol also rip double super link
  18. No I didn't just find it, I just got reminded of its existence in 1.1.
  19. Here are some words that were in my head but I made my fingers move around and now they are comprehensive word-strings for your reading pleasure. In Twitter format too! Not like you guys didn't see these already or anything but yeah Addendum: And then I saw this and it's like wow what the fuck is with this character https://www.youtube.com/watch?v=W2_W1qCwack#t=4m
  20. It takes 45 frames to charge up Flashkick or an Orb
  21. Relax friend, the Kagura threads aren't as active as you think they are. There's a total of 5 or 6 us that post, I think. The first thing that stood out most to me is your confirms and combos. You got a lot hits that you either didn't confirm correctly or did a really poor combo on, like here https://www.youtube.com/watch?v=YomFrRo5owA#t=32 here https://www.youtube.com/watch?v=YomFrRo5owA#t=34 here https://www.youtube.com/watch?v=YomFrRo5owA#t=115 and here https://www.youtube.com/watch?v=YomFrRo5owA#t=192 among a lot of other places. The combos are really easy to fix, just gotta grind them out in the lab and use them in play. Be sure to go through our combo and video section here, they should help out greatly. The confirms half will be remedied as you continue to play the character, but you can practice that in the lab too. The other elephant I see is that you are constantly using your stance moves at neutral. You would jump way into the air just to go for a stance move, and end up getting hit anyways. Our C moves may not be the greatest neutral tools in the world, but in most situations they are better than our stances. Try to start using more Orbs and C moves at neutral. Once you have them under pressure or oki, it will become a lot safer to use your stances. Also, stop using the command grab at neutral, it has a bunch of startup and is really short on top of bearing minimal rewards midscreen; there's just no way for Kagura to use it at neutral effectively. While I'm talking about things not to use at neutral, this would be somewhere near the top of that list: https://www.youtube.com/watch?v=YomFrRo5owA#t=203 This just isn't a good idea, and I think I can leave it to you to figure out why. No matter how many times your friend actually gets hit by it, it will never really be a good idea. According to your video's description this was day one from a month ago, so I don't know how much improvement happened from then and now, but this is what I would recommend from that video.
  22. I really need to find some sort of magical device that allows me to transport larger items across relatively short distances
  23. 3C, 5B or 6B would probably be the way to go. Unless you're right next to them or know more advanced combo routes (or both), using 5C and 2C for punishes won't take you very far. 3C on the other hand is pretty fast, has good range, is a really good starter and gives you plenty of time to confirm. 5B and 6B both lead into the same, simple route and don't take forever to come out, so they're also good for punishing.
  24. I can bring my monitor and PSTrippple if needed, just let me know pronto so I don't end up forgetting anything. I will also most likely be complaining to you guys on Twitter about this too, since I am one million percent unsure of what the fuck is going on
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