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About Kaiten92
- Birthday 03/09/1992
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Games, doujin, hentai \o/
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New Jersey
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Kaiten92
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[CPEX] Makoto Nanaya General Discussion Thread - Now in fullwidth
Kaiten92 replied to HiagoX's topic in Makoto Nanaya
Sorry, I should have worded that more clearly and proofread it. I was wondering if someone had a visual cue for when to actually input the dash. I know the dust cloud means there was a dash. For the second part I actually meant the 2D(2) 236A ~ D but I think you understood it anyway. But yeah, I thought it was a level 3 charge after that? I guess I'll try it with a level 1 charge Sent from my ASUS_Z00AD using Tapatalk -
[CPEX] Makoto Nanaya General Discussion Thread - Now in fullwidth
Kaiten92 replied to HiagoX's topic in Makoto Nanaya
Can anyone help me figure out the timing for Space Counter 66 5B? It seems like you have to link a dash afterwards and stop it short with 5B but I can't get the timing down. Sometimes I get a perfect dash (as in Makoto ends up being right on top of the opponent before 5B) and sometimes I don't get a dash at all. Any visual clue I can use? Also, is there a video that shows how Comet Canon is supposed to hit in the combo 2D(2) 214A ~ D? When I do it, sometimes the orb hits and gets knocked back then sometimes it actually again hits after it gets knocked back. Kinda hard trying to do the combo without knowing how its supposed to look. Sent from my ASUS_Z00AD using Tapatalk -
Yeah thats a good OMB combo I've gotten down. Question tho, is there a reason why the last Raging Lion sometimes causes a tech? Does Persona have an HSD timer of some sort? And I strictly use RE for swag finishes. Pretty sure there's no reason to use it otherwise especially cuz of how slow it is. I never said there was anything wrong with the 5C punish combos posted besides the fact that they start with 5C. We definitely should have some down and memorized for counter hits but its not like we're gonna be poking with 5C looking for confirms into big damage especially when it doesnt go into 214D or 236A at max range. For OMB/OMC combos, I know they're more limited when you start with 5B> 5C and/or there may be more potential off a raw 214D punish. I just wanna find those combos and list them so we have tested hitconfirms (and have damage values) for more than just 5C punish.
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I literally played the game for 21 hours straight yesterday...prolly not the best decision but the game is too fun to work on IRL social links. In all seriousness tho, combo related concerns and finds that arised: - IMO 214B causing slide still helps corner combos but killed his midscreen combos. I'm talking OMC and OMB combos. Even if I could properly execute 5B> 5C> 214D (OMC)> 5C> delay IAD j.A> delay j.C> j.214A> 5A> 5C> 2C> 214B, it's a midscreen-to-corner combo which means Im better off doing 5B> 5C> 214D (OMC)> 214B> 2B> jC> 214A> 5A> 5C> 2C> 214B> 236A for 127 more damage. For 100% meter so far I've been using HitMarkers (5B) > 5C > (236A>) 214D > 236236B > OMC > 214B > 2B > j.C > j.214A > 5A > 5C > 2C > 214B which actually works at 3/4ths of the screen if you input 6OMC. - Not sure about everyone else, but tonight I wanna find some more OMB combos that start with 5B> 5C> 214B. The 5C starters are great for damage but require you to hit the opponent with a 13 frame move up close and personal meaning they're best used as punishes. I'm more likely to get a 5B> 5C hitconfirm or even a 214D projectile punish. - May be old but Shiden Issen (I think that's the name, sorry I call it Stinger) can be combo'd out of if it only hits once. I haven't found a good use for this damage wise but it does work. In the corner, it can be done easily after 2C and even combos into CS so yes you can do Shiden Issen CS Shiden Issen. Oddly, if you do 5AAA> jC> 214A> 236236AB from the P1 starting position, SI actually hits once and crosses up allowing you to combo afterwards. Didnt even experiment with this because it's quite hard to do. - Lastly a few Raijin Enbu combos (mid-to-corner) 150 meter + OMB 5C> 236A> 214D OMB> 214B> 5B> jC> j214A> 5A> 5C> 2C> 214B> BD(1)> RE - 8429 5B> 5C> 236A> 214D OMB> 214B> 5B> jC> j214A> 5A> 5C> 2C> 214B> RE - 7500 (corner) No burst 5B> 5C> 236A> 214C> 5A> 5C> 2C> 214B> BD(1)> RE - 6129 So far the only midscreen combo I've been able to do is 5C> 236A> BD(1)> RE - 6044 which goes down to 5733 if you use a point blank 5B> 5C starter Havent tested counter hits yet. And sorry IDK how to spoiler/collapse posts...
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Kaiten92 reacted to a post in a topic:
[P4AU] Yu Narukami Combo Thread
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Thanks I'll try that and yes it does. It was actually an important combo extender in P4A. Not sure how useful it is midscreen now since it doesnt bounce. Try doing it so that you OMC right after the last hit. I usually do 214D OMC+214B to kinda buffer the Raging Lion. IIRC it's also possible to do 214D 214OMC B and still get a Raging Lion but I'll have to test it. EDIT: Both 214D 2OMC 14B and 214D 214OMC B will work
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Can anyone help with these two combos 5C>236A>214D>Burst>5D>66B>5DD>TK214A>5A>5C>2C>214B>2B>5C>236A>DP>236236B. damage 6363 5C>236A>214D>OMB>214B>5B>5C>iad j.A>j.C>j.214A>5A>5C>2C>214B>DP(1)>236235B damage 6316 specifically the TK214A (is Izanagi even supposed to hit with a backwards 5DD?) and for the second one, jC doesnt connect because Izanagi's still on the ground from 5C. Delaying it seems to end the combo. Once I get more used to Ultimax Yu, I can probably make videos of his BnBs and stuff since Im sure there are others who would prefer a visual demonstration as well.
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Dengeki Bunko FIGHTING CLIMAX IGNITION Gameplay Discussion Thread
Kaiten92 replied to Setsuna's topic in Misc Fighter Central
Buying this and Xrd day 1 digitally. $160 for two FGs....my wallet is crying already -
Dengeki Bunko FIGHTING CLIMAX IGNITION Gameplay Discussion Thread
Kaiten92 replied to Setsuna's topic in Misc Fighter Central
Pre-orders probably won't be allowed until the site you're pre-ordering from actually confirms the release date and price. As of now, the trailer with the release date is actually unlisted on Youtube so they may not open till tomorrow. -
Okay guess I'll just keep trying different timings. If I can't do it consistently by tmw night I'll make a video Sent from my SAMSUNG-SGH-I337 using Tapatalk
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Quoted by mistake
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To practice the loop: B+C > 214B > 5C > j.B (delay) j.AC > 5AC The combo I'm having trouble with: 5B > 5C > 236B > 214A > 2B > 5C > j.BAC Done on Jin Sent from my SAMSUNG-SGH-I337 using Tapatalk
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Hopefully this thread isnt too dead Im having trouble with the second combo for her normal mode, notably the j.BAC part. I read the timing and I can do the j.BAC loop off a forward throw 214B 5C starter. The problem Im seeing is for that specific combo, it seems the the 5C hits at max range which alters the execution of the j.BAC loop. I've done it only once out of 100 or so times and wanted some advice as the tips says it should work at any position
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J-Stars Victory VS: Player's Guide & Discussion
Kaiten92 replied to SolxBaiken's topic in Misc Fighter Central
It would probably be better to just read his Kenshin write up and add to it. - According to Pepper tho, he hit an opponent who just respawned using Ichigo's ougi and the opponent was left one hit away from death. Seems that the game really may have a system to prevent 100% kills tho I may have seen a video of one assuming it was a true combo. - Cross break enders use the characters specials but don't actually consume stamina. Damage is undetermined so far - So far, jump combos seem to be useless besides the DBZ characters as no launch stuns long enough for a character to jump and combo. - Goku has the ability to just guard WHILE being hit. Not sure if SSJ is needed. - Hiei removes his headband/bandage and reveals his third eye before he is able to charge. This turns all regular sword attacks into Sword of the Darkness Flame attacks giving them more hitstun. Not sure how good this is but it atleast lets you combo off his g.L which may be invincible. - Bobobo's g.S is a great move for guard breaking opponents but costs 5 blocks and he's only allowed to have 1 full bar (10 blocks) of stamina meaning it uses half of his stamina. It also isn't a true guard break, just a very good attempt and usually wont break the guard of anyone with 3 extra blocks charged up. IMHO, his guard break should be used for damaging blocking opponents while his g.S should be used (wisely) for setting up his ultimate. -
J-Stars Victory VS: Player's Guide & Discussion
Kaiten92 replied to SolxBaiken's topic in Misc Fighter Central
I can't really figure out any combos for Sasuke so he seems pretty bad at damage. I was thinking maybe he's made to pressure opponents by knocking them faraway and doing Fireball Jutsu. Fireball Jutsu aimed at the air has an insane amount of tracking and he can dash after his regular Fireball Jutsu but there doesnt seem to be any point since if it hits he cant combo off it and he cant dash into a guard break so he cant use it to setup unblockables. He does seem to be glitched tho as VB can be a second away from ending and it'll still let him transform AND ougi meaning he can let his partner use both ougi stocks then use his for a third super. -
J-Stars Victory VS: Player's Guide & Discussion
Kaiten92 replied to SolxBaiken's topic in Misc Fighter Central
I usually figure out characters solo before I move on to assists so I completely forgot to add that section. I should be able to get an assist and teammates section done by tmw. EDIT: Did a bit of testing and actually it seems like everyone has the same health. Yusuke, Arale, and Kenshiro all die after 32 raw L hits from Arale (done without allowing the health to recharge). I even tested one of Yusuke's combos and it did 6.5 bars of damage on Yusuke, Arale, and Kenshiro. Something I found odd during testing is that each character would fall and go into recovery at 27 or 28 hits. I saw something like this while playing online where a character fell out of my combo for no apparent reason and didn't know what to make of it. At first, I thought it maybe one of the game's ways of making sure a character isn't killed with an infinite and/or to prevent 100% combos but Pepper's video shows a combo doing 99% damage without the opponent falling it....