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Everything posted by Bill307
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Seems like it's impossible to connect 5C CT or 2C CT on Tao, regardless of running, counter-hit, or corner. If they do a 214D (cat jump) over you at close range midscreen, it can cause flashkick to whiff as it crosses over you, but if you anticipate it and react, you can hit them with a counter-hit 5A. CH 5A 6C leads to at least 3k damage. However, they can barrier block, so CH 5A isn't guaranteed if you see the start-up of cat jump.
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Wish I had beaten Brian so I could have a good comeback for this. Or at least gone to last round. So much facepalm over that mis-input drive... (not that I should've been doing fullscreen drives anyway, was just abusing mu inexperience) I need to change my approach to Kagura matches, anyway. E.g. his C moves should never be used unless I have a way to convert them into big damage or good oki (CH or meter). Among lots of other improvements.
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If you block Tager's sledge follow-up, you're at enough advantage to punish with 6B or 3C (no counter-hit, though). With oki you only get 1.7k, corner carry 2.5k, flashkick 3.3k, or if you're close enough you can 6B 3C CT 66 3C 2DC 5DC 28C for 4.2k. You get much better punishes with IB, though. If you're close enough after the IB, you can do (66) 6B 3C 2DC 46A 5B etc. for 2.8k+ with oki. If you're close enough and have 25 meter, you can do (66) 6B 3C CT 66 3C 5DC 2DA etc. for 5k+ with oki. With 50 meter, at any distance, you can do 2C 2DB RC 5DA 2DA etc. for 4.6k+ with oki.
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Ohhh. Yeah, there's examples of that in some of the combo videos.
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These are 2DA 46B combos that work only vs "large" characters (Arakune, Hakumen, Rachel, Ragna, Tager, and Taokaka). They're useful because you can option-select 46A/B on hit, e.g.: [1]DA 6B+C+D (46B on hit, 6DC on block) [1]DA 64B+C+D (46B on hit, 5DC on block) [1]DA 6B~4A+D (46B on hit, 5DA on block) 2DA 46B vs “large” characters only Collapsed: combos: 2DA 46B 6C delay 6DA 3C 2DC (nothing / 5DC 28C) (46B oki / no oki) [3677 +26 / 4660 +33] starting in opponent’s half of stage: … 6DA 6B 5C 6DC short delay 2DB (46A corner oki) [4190 +30] ---------- 2DA 46B 6C delay 6DA delay 2DC 46A 5BB j.A j.B dj.B dj.C [4228 +30] … 46A 5B 3C delay 2DB (46A oki) [4194 +30] starting in opponent’s half of stage: … 46A 5B 3C 6DC 2DB (46A corner oki) [4398 +31]
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Maybe they got pushed out of the cross-up by an orb? Will be interesting to see the video. I'd also like to know if it had to be blocked non-cross-up...
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Were they far away? 6DB has a (not very far) maximum distance it will travel before going into the cross-up animation, so he might do the animation before reaching them, hence hit without cross-up.
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I added a bunch of new combos to my Combo List that start with raw OD. E.g. if Kokonoe does reversal 214214A, you can OD 5C 66 5C 6DC ... or OD 2C 66 66 5C CT ... and get anywhere from 5.5k with oki to 7.8k with super ender. Note that these combos will NOT punish her 214214A in the corner. Instead, you'd have to OD FC 5DB or just IB the first hit of the super and dash-up throw her. (That's also the general way to punish that super without using OD.) Example Kokonoe 214214A Punish Combos with OD (won't work if you're in her corner!) Collapsed: damage: If you are in the opponent's half of the stage, have 1% to ~50% HP, and at least 10 meter, you can do the following: OD CH 5C 66 5C 6DC 2D short delay C 5DC 46B 6C delay 6DA (0 / 1 / 2 / 3 loops of 5D~6DA until OD almost over) delay 5DA 2DA 5D~28D [6822 -10 / 6979 -8 / 7124 -7 / 7265] If you are in your two-thirds of the stage and have 46 meter or more: OD CH 2C 66 66 5C CT 66 3C 5DC delay 2DA 46B 6C delay 6DA delay 2DC 5D~28D [7067 -46] 46B won't get all the hits if you're in their corner, but if you notice you're too close (or close enough!) to their corner, you can instead do: OD CH 2C 66 66 5C CT 66 5C 6DC 2DA 46B 6C delay 6DA 3C 2DC (non-OD 6DC / 5DA) 5D~28D [7846 -43 / 7736 -44] You can start these last 2 combos with 5C instead of 2C to add 100 damage, but you'll have a slightly smaller window to get 66 66 5C CT. I suspect that OD combo is more for style or to stop them from bursting. I don't remember what you get from 6A 6B 3C CT in the corner with a super (TOO MANY COMBOS! ), but it's probably at least 5.7k without OD. (since you can get 4.4k meterless with oki) ... So I don't remember what's optimal from that starter, but I found I can get up to 6092 damage starting from 50 meter: 6A 6B 3C CT 5C 46B 5C 46A 5C 6DC 2DA short delay 5DA 66 3C 6DC 2DC 5D~28D [6092 -50] The oki ender I found, however, is not worth the meter: 16 meter or more: 6A 6B 3C CT 5C 46B 5C 6DC 2DA delay 5DA 66 3C 6DC 2DB (46A corner oki) [4821 -3]
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I'm up for BB Fri/Sat! Also Melty, 'cause I have a $10 MM with S-Blade on Sunday!
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Kokonoe's a slut, so I decided to spend time with my bro Kagura again. For those who haven't already noticed, Kokonoe's like Kagura: they never get OTG'd by B-orb. Gonna see if my combos actually work on her... Edit: looks like ... 2DC 46A 5BB j.A whiffs on her. Safest to just do 5BB j.B j.C, although with the right timing you can get j.B dj.B dj.C to work as well.
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To add to the other replies, when I did that challenge, the specific timing I used was like: - hold [1] - do 2DC (1DC) - first hit of 2DC connects - input 6A - hold [4] - second hit of 2DC connects - 46A comes out because I buffered it - 46A starts to hit - input 1236C Edit: This works too. In both cases, you start holding [4] slightly before your 46A comes out.
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Next time you bring your PS3 down I'll DL her onto your PS3.
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lol... #WhensLOVEMAX
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Ivysaur (Kokonoe) vs Skeletal Minion (Hakumen) - grand finals You only need to watch the 1st round to see how BS Kokonoe is. :P
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Unless you pushed them away with a long gatling into 5C and no graviton, why wouldn't you just jump cancel into j.C? 5A, 6A, and 5B are all jump cancellable into an instant overhead j.C. (j.C 236D with graviton or j.C RC to combo; j.C j.2C 2D otherwise) They can also be gatling'd into 2A and 2B for lows. Simple ground combos ending with 5C 3C 22B or 5C (2C) 3C 5D put them back into your mixups. E.g. a basic pressure string is 5A 2A 5A 2A 5B 2B and jump-cancel any of the 5As or 5B into j.C. Afaik, if they block j.C your pressure ends, but that's still a lot of high/low guessing that they have to do. And this is just a basic example.
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Your sig seems pretty outdated, Tofu... There might be a tournament in Toronto or Hamilton that weekend, actually...
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Since my PS3 will be the only one with Kokonoe on it (maybe Derek's too), before I bring it to casuals I want everyone to promise me something:
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Welp, Kokonoe is amazing so I'm gonna go play that character at least for a while, possibly permanently. (A shame too 'cause Kagura is really fun albeit immobile.) But first, here's my formatted combo list that I've been working on: My List of Kagura Combos It's not finished but it should have most/all the up-to-date normal starter combos, afaik. It's mainly missing drive combos, OD combos, and RC combos. If anyone wants to copy the formatting and start their own doc, feel free. Don't know if I'll be updating it again any time soon. <_<;; (RIP Car Garage Mitsubishi)
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Can anyone complete challenge #17? It seems like Azrael is supposed to be jumping.
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Oh, that's much better, thanks! Edit: here's what I wrote down: Collapsed: CH 6DC combos: starting away from opponent’s corner: CH 6DC 66 3C 5DC delay 2DA 46B 6C delay 6DA 3C 2DC (nothing / 5DA 28C) (46B oki / no oki) [4391 +31 / 5023 +36] starting in your half of stage: … 6DA 3C 6DC 2DB (46A corner oki) [4601 +33] ----- starting away from opponent’s corner: CH 6DC 6C delay 6DA 2DA 46B 3C 2DC (nothing / 5DC 28C) (46B oki / no oki) [3881 +27 / 4804 +34] starting in opponent’s half of stage: … 46B 5C 6DC 2DB (46A corner oki) [4290 +30] ----- Opponent Hit In Opponent’s Half of Stage starting away from opponent’s corner: CH 6DC 6C delay 6DA 3C 6DC 2DC 46B 5C 6DC 5DA 2DA (46B corner oki) [4682 +33]
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Surprised this actually worked... starting away from opponent’s corner: CH 6DC short delay 5DC (2nd hit) delay 2DA 46B 6C delay 6DA 3C 2DC (nothing / 5DA 28C) (46B oki / no oki) [4220 +30 / 4978 +35] starting in your half of stage: … 6DA 3C 6DC 2DB (46A corner oki) [4472 +32] Compared to the "normal" CH 6DC combo, this one gives an extra 200 damage (unless you do flashkick ender) and side switch.