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Everything posted by Bill307
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Firstly, make sure you are right beside them and dashing towards them when you start this combo. I've done it by doing everything as fast as possible until 3DA. I do 5DC 3D immediately and then wait to press A until they've just flown past him. I experimented with delaying the 3D in case 5DC moves him farther forward but I had the most success by just doing 3D immediately. Fun fact: if you do 2DC delay 46B as oki, and they quick rise or forward roll and get picked up by 46B, you can actually run and do 3C 5DC 2DA. Unfortunately, since the combo started with 46B you can't use it again to get the high damage combo. :/
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Btw, I have a dentist appointment on Thursday (Halloween), so if anyone wants to come by on that day it'll have to be after 8 or so.
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Has anyone actually done this combo from a standing, not-running, start? I'm trying it on Jin and I think I got it at most once -- I might've accidentally been dashing that time, though. I think we can forget about trying to do this from even a few pixels away. I guess if you don't have orb for oki and the opponent wakes up and gets hit by meaty dashing 2a, and you're not close to their corner, and you can do this combo consistently, then you can use it... :/
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Yeah, I kind of didn't read most of your post when I first replied. <_<;; I'm actually avoiding going online or playing too much offline right now 'cause I don't want to have bad day-1 pressure strings and combos in my muscle memory, lol. An addition to this combo: when you do 6d-c, if you see you're not close enough for 5d-a to wallslam, you can still get corner oki with 2d-b. This means any 5b/6a hit from the middle of the stage* will lead to corner oki. Oki: 5b/6a, 6b, 3c, 2d-c, a boom, 5b, 6b, 5c, 6d-c, slight delay, 2d-b (2680 +19/3119 +22) (* Take half a Kagura step forward from training mode starting position, put the dummy beside you, and this combo works.) Edit: actually this combo is already in the 1st Mutsuki combo video. I can't keep track of all these combos, lol. T_T
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You can get a tiny damage increase with the following: Corner ender oki: 6d-c, 2d-c, b boom, 6c, 6d-b, 5d-c, 2d-a (edit: I'm bad at reading. I see now that this wouldn't work in the full combo you posted since 5d-c was already used. >_< I was thinking of the 2a starter combo when I wrote this...) From a 2A or 6A starter, the damage increase is only 14. IMO the 5C version is superior because the risk of missing the 6C or the 2DA isn't worth the extra 14 damage. Also, if you want to end with a super, using 5C instead of 6C does slightly more damage because of the lower proration on 5C. For a near corner (edit: IN corner, actually) 5b/6a, one of the recently-posted combo videos has a better one: 5b/6a, 6b, 3c, 6d-c, 2d-c, b boom, 5c, a boom, 5c, slight delay, 2d-a, 5d-a, 66, 3c, 6d-c, 2d-b (4002 +28/4470 +32)
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I just verified this combo works with starters with up to 1 additional move, e.g. 2A 2A 2B 3C, 2A 5B 2B 3C, etc. Add 2 additional moves and the opponent techs immediately after the 2DA hit. If your starter is longer than this for some reason, you can do the following: 2A bad starter in corner, 0/50 meter, 2488 with oki / 3588 2A 2A 5B 2B 6B 3C 6DC 2DC 46B 6C 6D delay C 2DA (delay 46B for oki / 5D~28D) When doing 2DA 46B for oki, there is a small window where your orb will force forward rolls to block it AND it will be safe to neutral tech super/reversal (tested with Houtenjin).
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lol. I actually got the idea from Mort's post awarding you the prize for best anime name. Maybe I'll enter as CARD FORTRESS (Dorothy)...
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Apparently there's a part 2: http://www.youtube.com/watch?v=_Qsy2jnn-9k Has 5DB combos, counter-hit 6DC combo, fatal counter 5DA and 6DB combos, OD combos, 5C 66 and 6DA OD corner loops, and a 9340 damage combo on Tager using all resources.
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A&C is having another anime-only tournament on Sunday Nov 17th! https://www.facebook.com/events/181218498737696/ Vote for AH3 as a side tourney! ($2 entry, since free entry was forbidden) I'm going to give a free Gamer Grub to whoever wins the "best name in the bracket" contest, as decided by votes from everyone in the bracket. (If Ryan wins, I'll buy him a burger from McDonald's or something. He might need to upgrade his name, though: I don't know if RyanHeart will be able to win it...) By the way, I'm restricting myself to using only Dorothy in this tournament. (Unless I have to fight MadScientist or Ssuusshhii. Then we will go all-out. Also, they too will be required to enter with bad alts. ) Edit: wow, there's a follow-up / part 2 to that godlike Kagura combo video: http://www.youtube.com/watch?v=_Qsy2jnn-9k&feature=youtu.be Has a 9340 damage combo on Tager using best starter and all resources. Kagura is starting to look better-than-mid-tier...
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Yup, I can DL BBCP onto your PS3 as soon as you get here. I PM'd you my address. Remember to let me know you're coming in advance, preferably a day in advance in case I'm making other plans for that day. Also, let me know at what time so I can actually be home at that time. I don't want you to end up waiting out in the cold while I'm at the mall, for instance. :S
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During the weeks and months when school's not running, you should "give yourself a job" and work on something cool that you want to make. Kind of like what Derek did when he made CCCaster, except he did it while ALSO having school / a job. You'll learn more in 2 weeks than in an entire school term. Moreover, if you show a developer a bunch of games / websites / whatever that you've made in your free time, they'll find it more impressive than your diploma after you graduate. (E.g. you'd be more impressed, too, with someone who's made a game or app for your iPhone than someone who's done the menial stuff you do in most of your classes, I imagine. Unless the game / app sucks. ) Of course, most big company HR departments will toss your resume in the garbage first if you don't have a diploma or a degree. :/ Anyway, I saw that combo video last night and it is godlike! 6.4k 25-meter punish on whiffed DP? Yes! :D
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NP. I can clean up a bit and set up the red peanut table in my spare room. Should have room for 4 people total and 1 setup unless someone brings their own PS3. (I have an extra CRT for 2nd setup.) If anyone's interested, let me know in advance so I can set things up.
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I was going to look at this today, but ended up looking at flashkick RC combos instead. :P If there are no good options then it might be better to just do 2DC 5DA 6DC to push them into the corner instead. I wonder if the orbs are at least useful for oki in the corner? I just did some tests with the 3.4k dmg 2A corner combo that ends in 2DA delay 46B. Since 2DA prevents emergency tech, there IS a small window where your 46B will force them to stay in the corner and block if they roll forward and recover fast enough for you to block neutral tech super (tested with Houtenjin).
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Flashkick side switch combos to use when you're cornered to put the opponent in the corner. Note: after 2DB, you can do B-orb oki only if the opponent doesn't have a super or other fast reversal. Otherwise, 2DB B-orb is unsafe. You in or near corner (just under training mode corner reset distance), 50 meter, 2180 with A-orb oki: 28C (1 hit) RC 3C 5DC 5C 6DC 2DB (46A for oki) This next one has tricky timing, but adds ~200 dmg. You in corner, 50 meter, 2374 with A-orb oki: 28C (1 hit) RC 3C 2DC 5DC 5C 6DC 2DB (46A for oki) Flashkick RC 3C OD combos if your opponent is close to KO and you want an unburstable 2.4k / 2.8k / 3.6k combo. If they panic, they can burst on reaction to getting flashkicked before your OD. (Maybe not online...) 50% HP OD, 50 meter, 2417 with oki: 28C (1 hit) RC 3C OD 6C 6DB 5DC 2DA 6DB 2DC (46B for oki) 34% HP OD, 50 meter, 2841 no kd: 28C (1 hit) RC 3C OD 6C 6DB 2DC delay 6DC 2DA 6DB 5DC 28C 22% HP OD, 100 meter, 3661 with kd: 28C (1 hit) RC 3C OD 6C 6DB 5DC 2DA 6DB 2DC 6DC 5D~28D Flashkick RC immediate OD combo if the opponent is close to death and they'll burst asap if they get hit. Terrible damage so this is mainly FYI. OD, 50 / 100 meter, 1451 / 2551 with kd: 28C (1 hit) RC OD 5A 6B j.B dj.B dj.C (optional 5D~28D) Alternatively, if you have low life, you can do 28C RC OD 46A for A-orb oki, then 5C 6DC etc. and mix them up with non-stop drive pressure. (Or force them to panic and burst while blocking.) If they block the flashkick, however, then you're at a small disadvantage after OD. Here's an improvement to this awesome route from 2A. More damage and oki ability (safe from wake-up super). :D 2A in corner, meterless 3404 with oki / 3874 no kd: 2A 2B 3C 6DC 2DC 46B 6C 6DB 5DC 2D delay A (delay 46B for oki / 28C for extra dmg) Fun trick: if you go for the 28C extra dmg ender, you can immediately do 28C a 2nd time and the opponent has to barrier block it if they teched. Below is the best I could do with super ender. Not worth losing the meter and the oki, imo, unless it KOs: 2A in corner, 50 meter 4338: 2A 2B 3C 6DC 2DC 46B 6C 2DA 6DC 5D~28D
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I just took a great 2a corner combo from Danke and improved it. Now we can finally get some good meterless corner damage with Kagura. 2A in corner, meterless 3404 with oki: 2A 2B 3C 6DC 2DC 46B 6C 6DB 5DC delay 2DA (delay 46B for oki)
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On the upside, here are all the drives that frame trap into each other. Table of Kagura drive frame traps
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I recommend these 2 to start: 2A 2B 3C 2D~C 4[]6B - for oki 2A 2B 3C 2D~C 5D~A 6D~28D - for super The B orb gives you better oki. Generally, I would use the super ender only if it's going to kill the opponent. You can do these combos after overhead, too, though you should look at the higher damage options from overheads in the future. Note: if they block 3C, there's nothing 100% safe that you can do except rapid cancel. You can get kind of a 50/50, though: 3C 5D~A will beat highs and mids and 3C 2D~A will beat lows and low-mids (e.g. Noel 2A). The opponent can mash out of every other drive with anything.
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I think Kagura's neutral sucks. The landing recovery of j.C is a huge pain: sometimes I'm at frame disadvantage if it's blocked. I expect playing Kagura will require a lot of patience at neutral. A well-timed 6DC can get you in or at least closer, but you can't just throw it out against an experienced opponent. Anyway, I finished compiling my list of which drives frame trap into each other. I looked at both normal block and IB and noted which drive chains actually combo or are punishable on hit (because the 2nd drive whiffs). I still need to format it nicely, so for now, here's the "short list" of drive frame-traps: Tight chains: 5DC: 2DB 6DC: 2DB Frame traps: 5DA: 6DC, 2DB, 2DC 5DC: 6DC, 2DC 6DA: 5DC, 2DB 6DC: 5DC, 2DC 2DA: 5DA, 5DC, 6DC 2DC: 5DA, 5DC, 6DC Trades with Noel 5A and beats Noel 2A: 6DA: 2DC 6DB: 2DB Other special properties: 6DA, 6DB, 6DC, 2DB: 5DA - beats Noel 5A, beats Noel 2A, loses to Noel 2B due to armor vs mid/high attacks 5DA, 5DC, 6DA, 6DB, 6DC: 2DA - loses to mid/high attack hitboxes, beats Noel 2A due to lower body invul 5DC, 2DA, 2DC: 6DB - loses to Noel 5A, loses to Noel 2A, beats Noel 2B, may trade with or lose to Noel 2B 2B mash Note: whenever 6DB is blocked, it's always IB. Judging from my results, his fastest drive is 2DB. His 2nd-fastest drive is 6DC, which is 1 frame faster than 5DC and 2DC. All his other drives are slow. (Edit: fixed a few things I was unsure about.)
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I had trouble doing 6da 3c consistently (vs Noel) so I came up with this alternative: (edit: apparently this is the same combo without 6da) 2da in corner, 25/75 meter, 5409 into oki / 6509: 2da 5da 66 3c CT 5c 46b 6c 6db 2dc 5dc 2c (46b or 528d) (For damage comparison) No CT alternative, same ender: 2da in corner, 0/50 meter, 4616 into oki / 5716: 2da 5da 6da 5b 6b 5c 46b 6c ender Near corner alternative, mashable on block, same ender: 2da near corner, 0/50 meter, 4332 into oki / 5432: 2da 6da 5b 6b 5c 46b 6c ender
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[CP/EX] Kagura Mutsuki - Player Critique and Self Improvement thread
Bill307 replied to MikelAL93's topic in Kagura Mutsuki
I need to correct myself: there is NO universal frame trap from 3C into a drive! 3C 5DA loses to lows, e.g. Taokaka 2A or 2B. It beats Jin 2A, though. 3C 2DA loses to not-lows. 3C is punishable on block. So if they block a 3C and they have a low that beats 5DA (everyone?), your options are basically rapid cancel, guess between 5DA/2DA, or hope that they don't know how to punish 3C on block. :P (Or you can cancel into flashkick, but it'll probably whiff if they do nothing. :/ ) -
Cross-post from Facebook: anti-Kagura info:
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To me, the real question is, why is 5DB air-unblockable? Now I'm relatively new to BB, but I really don't see how a ground command grab can be air-unblockable. :p I'm guessing it's a typo? Edit: a Japanese player tweeted the frame disadvantage (and info I can't read) for Kagura's drives: https://twitter.com/kamoihito/status/394099611813437441 Basically, the only thing that's actually safe on block is 5DA 66 (except against Tager?). 2DC and 6DC are also safe if the opponent is pushed far enough away.
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[CP/EX] Kagura Mutsuki - Player Critique and Self Improvement thread
Bill307 replied to MikelAL93's topic in Kagura Mutsuki
I like that you don't spam his drives all over the place. Although they're largely unsafe and mashable, it'd be good to learn some safe ways to use his drives, especially 2DA, 2DB, and 6DB, in pressure. The simplest way is to do a frame-trap like 3C 5DA (dash forward after) or 3C 5DA 2DC (two frame traps). This is already a mixup because you're at a small disadvantage after 5DA 66, but if they mash after 5DA they'll get counter-hit by 2DC. Anyway, if they respect these frame traps, you can start doing things like 3C 2DA and you still have 5DA 66 to make it safe on block. (By the way, 3C 2DB 5DA is also two frame-traps.) I also like the use of 46A to reset your pressure. My biggest piece of advice is to stop ending combos in flashkick! Instead, do one of the following: - Outside corner, use 3C 2DC 46B for orb oki. You can run up and do high-low mixups with 6A/5B/2B, use drive mixups, etc. - Near corner, use 3C 6DC 2DB 46B for orb oki in corner. - There are other BnBs that do about the same damage as your current BnB, but they end in j.C (knockdown) or 6DC (push them towards corner). Lastly, stop doing random supers! Just flashkick if you think they're going to attack you. You can use the 50 meter to make it safe on ground block (it's already safe on air block), and on counter-hit, you can combo into a super for about 3k if you want. (Although personally, I think it's better to save the meter for drive mixups / making drives safe / comboing from 2DB.)