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Everything posted by Reioumu
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Yeah, I've completely stopped playing CT :/
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You can barrier block and then go behind him, if he hits you, you don't have to worry if you've saved your burst. Also, getting a combo nets you 4k+ so w/e
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if you have health advantage over Ragna, you can just camp him pretty easily. Litchi is a different story, don't even try against her. Though for the people who I face (Tager, Ragna, and Tsubaki), they pretty much give up once I use FRKZ... Tager still tries, but can't do much about it since I can wait for him.
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lol you can combo INTO 6B. Grab 236B cancel 6B 2A 5B j.A j.B j.623B is all I can get off of it. (623B doesn't work after 2A 5B) Doesn't do as much as your other grab combos though. nailless 4 seal combo off of 2D 2D j.D 2B 623B d.2D j.D 2C
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It would be best not to start with j.4B for listing combos, that's situational, but still a good attack. also you can add 2C at the end of the combo for oki making it a lot better for only 1 seal 5B > 2B > 6C > j.D > 6A > 623B > d.6C > j.623B > 6C > j.623B 2C- 3331dmg with the j.4B starter the combo I listed above is 3579 Also, vs Carl the throw combos don't work normally, you need to dash 6A him if you want to do Throw -> d.6A
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It's indeed 2380. you don't need to do d.2A, but the d.2D link is tough... especially on hakumen since 2D hits him up high. I got it to work on Lambda (and recorded)
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OTG doesn't work. Anyway, it seems like FRKZ is getting more usage in CS. The combos are pretty damn good especially when you start from 5B or some shit and you can barrier guard after burst which is nice. Of course I know Dora does it. Not sure if he's doing it to troll, or if that's really the best way, but of course he makes it work... it's like, instead of doing 5D in the middle of a combo, he'll go for d.2D sj.D which is a tough link and usually blacks out lol. Yay something to test <3
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the only problem is that you're starting with the slower 2B :/ 5B is so reliable and good in this game
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I've gotten j.D and 5B starts, I'll test the 6C one next... Though I should also try and see if 5B 623B d.2B j.623B aerial works.
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For gold burst you can do some basic stuff like Burst -> -5B 623B 5D sj.BC 1.6k - j.D 2B 623B 5D sj.BC 1.7k -5B 623B daifunka 2.9k - j.D 2B 623B daifunka 2.9k
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You need to slow down your input for TK most likely, all I know is when I slowed my input for 2369D it worked a lot better. I can still Daifunka after 2C just fine.
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Update your air enders with this. sj.BC - true oki Reason being is that on the longer combos, jB j.4C dj j.4C j.C or just j.C on the double jump will let them tech in the air. With just 2 hits, they can't tech as early and are hit to the ground, giving you true oki and better pressure. Allowing you to throw out meaties. About 300+ less damage from a combo can sound bad, but it puts you in a better position, even if the person has a reversal/DP.
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for air combos, I always start with j.B or j.A. I do j.A cause of CT lol, and follow up with j.B dj.BC Though for CS, I've been starting most with j.B which you can do j.B j.4C dj.4C j.C OR j.B j.4C dj.C (Character dependant. For example, use the 2nd one on Hazama) as for omitting the 5C in the throw combo, it's like 200-300 I think. I'll edit this post with the exact number. Though if you're near the corner, the 5C one isn't hard. The 6A one is so much easier that I'm doing it instead of 5C
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Poison is completely separate from combo proration. <3
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Ok, I've only found like 1 advantage for doing a bumper dash in the middle of a combo lol You know how you can do 5A 5B 2B 2C 2B 623B? You can do 5A 5B 2B 2C jump to bumper dash down at opponent, 6A 623B. That's all lmao...
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If you start with 2A you can replace 6A with 2B in the combos for them to be valid. I haven't gotten it to work on Ragna or Hakumen either. They get hit really high.
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better 5D combo 5D j.B j.623B land 5B 623B 5D j.B4C dj j.C does a little over 3k for 2 seals Also 2D->j.D needs to be categorized. It doesn't work on Ragna anymore and I'm pretty sure it doesn't work on Tager. Corner BnBs Standing 5B 2B 6C j.D 5C 6A 623B 5B 2B j.B4C dj.C - 3637 damage Crouching 5A 5B 2B 2C 2B 623B 5B 2B jBJ4C dj4CjC - 3195 damage 3 seals off throw - character specific, but tested on Jin Throw 3rd hit connects 236B cancel delay 2D j.D 2B 623B 5D j.BC I think it was 2.7k The standard throw combo is hard to link the dash 5C, for the ez mode version I suggest omitting the d.5C and just do 6A 623B 5D then aerial. Very easy to do and does maybe a few hundred less damage I think
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FRKZ combo ATG showed me on nico. I had to recreate it in HD quality. It's so beautiful *tear* http://www.youtube.com/watch?v=FEaa4CCxJw4
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I honestly prefer to have knockdown on my combos. If I can sacrifice a few hundred damage for knockdown, I would most of the time.
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LMAO I'm recording that for the combo vid I'm making. Yeah, daifunka just does 400 more damage :/ edit: I just did it, but for aerial i did j.B j4C dj j.C only does 4.4k :/ what air combo did you use? edit2: just did j.B j.4C dj j.B j.623B for 4.6k
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you press B+C then start at the title
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Sparring mode is alright, I prefer vs
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Hey guys, do you want me to record any combos? I can record in full HD. did a quick test here http://www.youtube.com/watch?v=7pT8zERXaCI I'm thinking of doing a general CS Bang combo guide.
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I think it's worth noting that you can jump cancel drive moves on block in FRKZ :D I've been working on FRKZ shit. Just about every FRKZ combo from CT still works.
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6D is still good because it can be done on reaction and you can tele from the first frame.