Hey guys,
I just bought CS today. And I feel the timing is way off on a lot of the moves. Is this normal? I know they add some recovery time after the Tsubame but is there anything else?
Similar combo at 8:26 here: http://www.youtube.com/watch?v=dYd53iJrvo4 (since I can't watch anything on nico).
EDIT: Should have watched the second round, similar combo with an ending at 8:56 (itsuuC, jC 6Kote falling jC, 3C in the corner). Beautiful.
This should be her actual costume, so when girls cosplay they need to figure out how to make their chest defy laws of physics and still be somewhat decent.
Yea, I was thinking the jC kote as the ender ever since that new techable time.
What about the new combo with kote in the first hit of 6C, think there's possibilities for Riichi combos in there? It looks like the staff is placed pretty close to the opponent.
First they nerf my character in GG after #R and now they do it here. This is like when they gave Zappa an FRC for his 5HS (cartwheel). What the hell am I going to use that for!
I think 2P isn't that good as a blockstring. And 5P is even better with the ghosts than it is with the dog.
If you are jumping into an opponent with Zappa you should be crossing them up with jHS. If you are too far away, jD. If you want to trick them by going deep and then JCing to cross them up use jS (jump in deep jS, 9(JC cross-up) deep jHS. jP is a panic move in my opinion, if you are in the air and the opponent is coming at you, I'd use jP. I use jK if I am dropping straight down since it has the most range but I hardly use it because it activates too late.
Just don't let him setup the balls and you should be alright. Just like he isn't going to let you keep your summon. If you stay on top of him, you should have the upper hand.