Maho
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Everything posted by Maho
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Everyone make mistakes, just don't say it works cause it doesn't that's all. Just no one will tech towards you after a 360B, and if one guy is stupid enough to do it, you can do another 360B on reaction to the roll intead of doing something hoping he'll roll that way.
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"that's not a combo but it works" just lol....
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If you need them to tech forward after the 360B, it's not those are not practical, that's just not a combo at all...
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Yes you can sledge and charge through her supers, actually if she tries to do the groud one during Tagers' pressure and that you're far enough to avoid the first hit, you can B sledge on reaction and go through the projectiles for a counter hit. Turn recovery on in training before tying out combos, those are all techable, also i don't know how you found those damage numbers, even in the unlikely case that your opponent don't tech those are wrong.
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I got this to work without magnetism nor walk between sledge and 2B on Ragna, Noel, Litchi and Tager, with magnetism on Jin, v13 (hold 623C a little at the end) and Tao (for 236D~B).
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Oups sorry i made a typo, it's 6A > 2D at the start, not 6A > 2C.
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Thought of it due to the discution in the Tao matchup topic, here's a combo for crouch counter hit state, which can be used after blocking Jin's 623C, needs 50% heat and shot : - CH 6A > 2D RC > 6A > 2C > 623C > 236B > 41236D > 2C > 623C : 6642 dmg, delay the first 2C a few frames to be sure it connects.
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Despite the looks, she isn't in crouched state if the super whiffs (neither is Ragna after a DP, he crouch a little at the landing animation but isn't in crouch state) only counter hit, for the punishes you can do, those are the best i found : Meterless : - CH 6C > delay 236B > 5C > 6A > 623C > 6C > 623C : 5184 dmg, 2D instead of 6C 623C will give you magnetism but "only" 4701 dmg. With shot : - same that above but after 623C, do 236B > 41236D > 2C > 623C : 5811 dmg. - CH tk j2C > 2B > 2C > 623C > 236B > 41236D > 2C > 623C > 5815 dmg. - CH 2D > 5C > 41236D > 5C > 623C > 6C > 5D : 5345 dmg and lots of magnetism. With 50% heat : - CH tk j2C > 2B > 2C > 623C > step forward a bit 236B, 236A RC > 5C > 623C : 6036dmg. - CH 2D > RC > 236B > 2B > 2C > 623C > 6C > 5D : 5329 dmg but gives 7-8s of magnetism. With 50% heat and shot : - CH 2D RC > 236B > 2B > 2C > 623C > 236B > 41236D > 2C > 623C : 6356 dmg. 6C and 2D punish can be used against other characters, tk j2C not really.
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Always do your 360s as 360BC and 360A~BC, it won't make them beat faster throws but at least you won't get thrown out of the startup.
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Just played about 20 matches with AtTheGates's Bang online, first time to play a Bang that knows what he's doing and his rushdown really rapes me, guess i have to work on learning those blockstrings and IB more to try to counter. But the real thing where i'm at loss is Furinkazan, i have seriously no idea on how to deal with it, when he enters it, i don't see what i can do except random shot or spinny and hoping he'll get hit when he dashes. I'd like to say i can sit there, block and punish but this is not possible as he's way to fast, when you block there are way to much possibilities for him, especially in the corner as Tager can still be crossed-up there. Any ideas?
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It works, actually if you do 6A instead of 6B the 623C will be a black beat, and there's no guaranteed followup unless you have the shot ready.
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Look at the BIG PINK EXCLAMATION points, it's techable.
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Commands grabs aren't techable unless comboed into or done in the blockstun.
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Sadly it doesn't unless 2B is a counter hit.
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Don't stop using Zantetsu because people burst when they got hit, it's actually to your very advantage if they burst early, Hakumen can do 4k+ damage for only two stars with 623AA combos, it's like 6k if they bursted so they will really be in a bad position after it. Also Tsubaki being air unblockable means if you're air to air and get the opponent to block a normal, you can do it and they will have to instant block (which is easier said than done) it or it's a free combo for you. Don't be too focused on saving your stars, Hakumen shouldn't get many oppenings against good players so you have to make every one count as much as you can. Especially if you cancel the projectiles with a C move as it gives you a free star. 2D doesn't only counters low, it counters everything that isn't an overhead and is instant like 6D, also it does damage, have less proration for good combos (especially interesting it you're back to the corner as it switches sides) and gives a free star. So it can be very interesting to use instead of 6D against non overheads, the drawback is that if you miss you get counter hit crouched, and getting hit crouched can be very painfull in this game.
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Just finished uploading vids from the last week end ranking battle and casuals on my youtube account if anyone is interested, there is quite a lot of Tager matches, mostly by myself : http://www.youtube.com/user/Maho1378
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http://www.nicovideo.jp/watch/sm7430713 : a few Tager vs V13 matches, can be interesting if you don't fall asleep at some times though, and lol at the 720 at 7'08"
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EDIT : so i tried and it's a little more complicated than i thought, japanese call this nage can so i think about air dash into throw whiff but actually you have to air dash then as fast as possible kara cancel a j2C with a whiffed air throw.
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I tried on Tager and you can kill him with about 50-60% of the doll bar depending on what you started with. For me the only real problem is on Tager and Bang where it's too easy to land a 100% combo, other than that is not worse than all the BS the top 3 can do.
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Posting on behalf of mamut because is as no account here and is too lazy to do one, so for those of you who like to see characters bouncing around : http://fr.youtube.com/view_play_list?p=F50BD21AD969CAC3 The dvd iso should be upped for next week end.
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Actually that has just changed like 2 weeks ago, Hige or others Thouther players didn't used it yet in the trf tourneys but there is now known way to do A LOT of damage out of a non raw CD combo with one aura. I did some work on this, here's a vid of some exemples of what i got : http://fr.youtube.com/watch?v=m4yPJ0dYd5I I posted explanations on this on the Hokuto forum > http://hokuto.freeforums.org/immortal-phoenix-ver-2-t29.html#303
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Not only the number of reps for spear loop but the hits before 236A as well, for 2hits into CD you should do something like CD6 > 2C > cD > 236A (fC 623A 66) x 2 > AC 214A, for 3hits remove cD and above 3hits before CD forget about spear loop, actually even for 3 hits i think it's better to do only one spear and then go into (AC 2147A) x 2 as it's way more stable. Note that cC 2369A star removal is ps2 only, good to know if you happen to play at an arcade. With two boost at start you can do 2C x 13-15 > 623A > dash > CDE~E~5B > cC > 6239A~E (that'll make you switch side) > 5A > cC 2148A or TK 2141236A, 3 star and 85-90% damage. If this won't kill, with one aura it can be interesting to 214214C at the end for nice okizeme. En easy version version with very little less damage and still 3 star (but one aura required) is after CDE, do E~5B > cC > jA > jB > j2141236A.
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You can also use high jump jA > jB > jC or jD > 236D > 66 jB > jC > land... after a throw, i find it easier than iad but it still needs a good timing or jA will whiff.
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After a j236C 9 make you fall vertically (or jump up with different timing), 99 make you fall with some forward momentum and 96 gives you an air dash. j236D is different as it's not jump cancelable but air dash cancelable (if you are above minimum air dash height, also not possible after an AC homing jump), so 99, 66, 96 or whatever command that the engine will see as an air dash command works.
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You can actually cancel 236C by the FKO, but it's quite hard to do, i never found out the exact timing for it (well, didn't really work on it too). One thing i can tell you is that you can cancel it on any hit of the 236C, though when doing it in the air you must cancel it early or the FKO will miss.