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Everything posted by XDest
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I actually said the 236C thing a couple pages back. So I knew :3 Also, cat spirit encore is good for oki and resets. People are generally sacrificing corner combo damage to end in it. 5C fully charges fast and combos into 6C easily. So anything near-corner shouldn't need crouch confirm anymore. 5C->6C and 2C->6C will still combo on crouch and ch just like EX though.
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Are there any archives?
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mitsurudabes
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I have to see this before putting it in the combo thread. So this means you no longer have to crouch/ch confirm 6Cs on the ground? Pretty cool. For the new combo thread, I'm also going to try putting video links beside each combo so you can visualize it. Edit: 2A to 4K? Godlike. Her average damage seems.. higher in general? Especially when encore or crush trigger is involved. And it looks like you can end combos with cat3->encore for a reset. Cool.
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CH air-to-air j.2B and j.C should be around 3.5k-4k when optimal ones are found I think. j.D probably not if it's as prorated as the CSEX version.
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Did she get her CT colours back? I want my blue+purple back!
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I've been telling people to not mash B cancel for the longest time. I wonder what the actual disadv on block is now. Edit: After watching the videos, I'm pretty damn sure B cancel itself has less recovery. People are doing it on block and still getting a counter hit 2A afterwards. And apparently 6C 5D~B 6C works based on one of the videos (it whiffs, but it looks like if he was closer to the corner it would have worked). http://www.youtube.com/watch?v=7IfIvzQyr3c&feature=youtu.be&t=17m9s Also, thank god they changed Tao's CA. It was so incredibly bad in EX. Did I just see 5B+C do 3.6k?! Hmm, I think the air grab and back grab combos he was doing weren't optimal. Can 5C/2C still be canceled into D? If so, 5C not having jump cancel isn't a huge deal. Just means we can't do cool looking 5C JC j.B j.2B j.C combos anymore.
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Well, it looks like the only drive cancel they changed is B cancel, and it looks like that recovers faster. I wonder if it that means it's less disadv on block too. Saying this simply because things like 4D~B -> 6C are now possible. I might be wrong about it being recovery related.
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I was getting a $10 gift card with a $20 purchase. Pretty good deal, heh.
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If you'd like to contribute, please feel free to do so! Just link the video along with the time that CHARACTER appears in the video, and I'll update this post with that video. If a suitable title for the video is available please list with it. Please refrain from going off topic in this thread. This thread is for posting of videos only. Dates in Red are PS3 Ranked Matches. Notable Players- - - - Matches Vs. Vs. 11/21/12 Taokaka vs Arakune Vs. Vs. Vs. Vs. Vs. 11/23/12 Satsuno (Taokaka) vs Teru(Hakumen) Vs. 11/21/12 Ojisan (Hazama) vs Kanata (Taokaka) 11/23/12 Satsuno (Taokaka) vs Kawata (Hazama) Vs. Vs. Vs. [*]11/23/12 Satsuno ( Taokaka) vs Shirushi (Jin) Vs. [*]11/21/12 Kanata (Taokaka) vs Sazanami (Litchi) [*]11/24/12 Tsujikawa (Taokaka) vs Puromete (Litchi) Vs. Vs. Vs. Vs. Vs. Vs. Vs. Vs. Vs. Vs. Vs. Challenge Mode Combos [*]- Combo Videos [*]-
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After more information/videos show up, we should get started on updating/revising this for BBCP as soon as possible. I don't want to put things off like in last time, I'm actually pretty hype for the new game.
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Also reserved...
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Reserved...
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Information:- [table=width: 700, align: center] General Notations Used Guide Specific Notations Used [table=width: 350, class: grid, align: center] j Jump sj Super Jump ad Air Dash iad Instant Air Dash jc Jump Cancel sjc Super Jump Cancel CH Counter Hit FC Fatal Counter RC Rapid Cancel [ ] Hold Input (N) Attack must deal N amount of hits. [???] xN Repeat ??? N amount of times. ... Delay this part of the combo. Do not do it right away. [/table] [table=width: 350, class: grid, align: center] DM Damage HG Heat Gain % Text Challenge Mode Combo Text Input Replaceable KD Combo ends in a knockdown Text Possibly Not Optimal (More Info Needed) [/table] [/table] Simple: 2A -> 5B -> 2C -> 5[C] -> 6C Follow up with 214D or 5D~B if not near the corner You can also omit the 6C and go for 214D after the 5[C] if you don't want the knockback 2A -> 5B -> 5C -> 2C -> 236AxN -> 5D~A Classic gatling into A cancel. Leaves you at + on hit. 2A -> 5B -> 5C -> 2C -> 236AxN~B New gatling into Cat Spirit Encore. Forces crouch. Vacuum Effect. Leaves you at + on hit. All combos ending in 5D~A can be added to with one of these enders for more damage but meter usage or no oki Alternative Corner Enders: 5D~A -> 6C -> 236CC -> 2D~C -> j.9D~9 -> j.236Bx5 5D~A -> 6C -> 236CC -> 2D~9 -> j.236Bx5 5D~A -> 6C -> 236CC -> 2D~C -> j.D~C -> j.D~C -> j.C -> j.236236D 5D~A -> 6C -> 236CC -> 2D~C -> j.D~C -> j.C -> j.236236D 5D~A -> 6C -> 236CC -> JC -> j.D~C -> j.C -> j.236236D 5D~A -> 6C -> 236236D 5D~A -> 6C -> 236C~B 236CC -> 5D~A can be replaced with 6D~6 -> j.4D(2)->A -> taunt -> 236C -> 5D~A Overdrive Corner Enders: (<=100% health) 4D6~B -> OD -> 5B -> 5B -> 5D~A -> 6C -> JC8 -> j.236Bx5 -> JC8 -> j.236Bx5 -> j.236236D (<=100% health) 6C -> OD -> 6C -> JC8 -> j.236Bx5 -> j.236236D (<=90% health) 4D6~B -> OD -> 5B -> 5B -> 5D~A -> 6C -> JC8 -> j.236Bx5 -> JC8 -> j.236Bx5 -> JC8 -> j.236Bx5 -> j.236236D (<=75% health) 4D6~B -> OD -> 5B -> 5B -> 236C -> 5D~A -> 6C -> JC8 -> j.236Bx5 -> JC8 -> j.236Bx5 -> JC8 -> j.236Bx5 -> j.236236D (<=75% health) 6C -> OD -> 6C -> JC8 -> j.236Bx5 -> JC8 -> j.236Bx5 -> j.236236D (<=50% health) 6C -> OD -> 6C -> JC8 -> j.236Bx5 -> JC8 -> j.236Bx5 -> JC8 -> j.236Bx5 -> j.236236D (<=50% health) 6C -> OD -> 6C -> 6C -> JC8 -> j.236Bx5 -> JC8 -> j.236Bx5 -> JC8 -> j.236Bx5 -> j.236236D (<=20% health) 6C -> OD -> 6C -> 6C -> 236C..~B -> JC7 -> .. -> j.236Bx5 -> JC9 -> j.236Bx5 -> JC8 -> j.236Bx5 -> j.236236D Mid-screen: Normal Starters 2A Short midscreen combo, use simple gatling above. 2B Short midscreen combo, use simple gatling above. 5B Short midscreen combo, use simple gatling above. 5B -> 2C -> 5[C] -> 236A~B -> RC -> 2[C] -> 236[C]C -> 2D~9 -> j.236Bx5 [3674] (Can do 2D~C -> j.9D~9 -> j.236Bx5 [3815] or 2D~5 -> j.6D~6 -> j.236Bx5 [3806] against large characters) 6A AA 6A(2) -> JC -> j.B(2) -> j.2D~B -> (.. 5C -> JC -> j.D~B)x2 -> 5C -> JC -> j.B(2) -> j.D~A -> 5D~A [2267] AA 6A(2) -> JC -> j.B(2) -> j.D~A -> 5C -> JC -> j.236B -> .. -> j.D~A -> j.4D~A -> 6C -> 4D6~B -> 6C -> 236CC -> 5D~A [2691] AA 6A(2) -> JC -> j.236B -> j.D~A .. -> j.4D~A -> 66 -> 5C -> JC -> j.236B -> .. -> j.D~A -> j.4D~A -> 6C -> 4D6~B -> 6C -> 236CC -> 5D~A [2987] CH 6A(2) -> JC -> j.D~B -> 5C -> JC -> j.236B -> j.D~A .. -> j.4D~A -> 66 -> 5C -> JC -> j.236B -> .. -> j.D~A -> j.4D~A -> 6C -> 4D6~B -> 6C -> 236CC -> 5D~A [3140] FCH 6B This could be better, let's find some stuff for this! 6B -> (5C -> JC -> j.D~B -> ..)x4 -> 5C -> j.B(2) -> j.D~A -> 5D~A CH 2C 2C -> 236CC -> JC -> .. -> j.D~B ->( .. -> 5C -> JC -> j.D~B)x2 -> 5C -> JC -> j.B(2) -> .. -> j.D~A -> 5D~A [3862] 2C -> 236CC -> JC -> .. -> j.D~B -> .. -> 5C -> JC -> j.D~B -> 5C -> JC -> j.B(2) -> .. -> j.D~A -> 6C -> 4D6~B -> 6C -> 236AA -> 5D~A [3986] 2C -> CT -> 66 -> 2C -> 5[C] -> JC -> j.236B -> .. -> j.D~A -> j.4D~A -> 6C -> 4D6~B -> 6C -> 236CC -> 5D~A [4710] CH 6C (Corner to Corner) 6C -> 214D -> j.D~B -> (.. -> 5C -> JC -> j.D~B)x3 -> 5C -> JC -> j.B(2) -> j.D~A -> 5D~A [3619] (Corner to Corner) 6C -> 214D -> j.2D~B -> 5[C] -> JC -> j.D~B -> (.. -> 5C -> JC -> j.D~B)x2 -> 5C -> JC -> j.B(2) -> j.D~A -> 5D~A [3801] 6C -> 214D -> j.D~B -> (5C -> JC -> j.D~B)x2 -> 5C -> JC -> j.B(2) -> .. -> j.D~A -> 6C -> 4D6~B -> 6C -> 236CC -> 5D~A [3928] 6C -> 214D -> j.2D~B -> 5[C] -> JC -> j.D~B -> 5C -> JC -> j.B(2) -> j.D~A -> 6C -> 4D6~B -> 6C -> 236CC -> 5D~A [4117] 6C -> 214D -> j.D~B -> 5C -> JC -> j.D~B -> 5C -> JC -> j.236B -> .. -> j.D~A -> j.4D~A -> 6C -> 4D6~B -> 6C -> 236CC -> 5D~A [4209] 2D 2D~B -> JC -> .. -> j.B(2) -> .. -> j.2D~B -> .. -> 5C -> JC -> j.D~B -> 5C -> j.B(2) -> j.D~A -> 6C -> 4D6~B -> 6C -> 236CC -> 5D~A [3327] CH 2D 2D~5 -> j.4D~6 -> j.2D~B -> 5C -> JC -> j.D~B -> 5C -> j.236B -> .. -> j.D~A -> j.4D~A -> 6C -> 4D6~B -> 6C -> 236CC -> 5D~A [4005] CH j.D~B j.D~B -> 6[6] -> 9 -> j.C -> JC - > j.B(2) -> ... -> j.2D~A -> 5C -> JC -> j.236B -> j.D~A -> ... -> j.4D~A -> 6C -> 4D6~B -> 6C -> 236CC -> 5D~A [3247] j.D~B -> 6[6] -> 2D~B -> JC - > j.B(2) -> ... -> j.2D~A -> 5C -> JC -> j.236B -> j.D~A -> ... -> j.4D~A -> 6C -> 4D6~B -> 6C -> 236CC -> 5D~A [3506] CH 5D~B/Air-to-ground j.B(2)/j.C j.B(2)/j.C -> 2C -> 5[C] -> 236A~B -> RC -> 2[C] -> 6[C] -> 236[C]C -> 2D~6 -> j.236Bx5 [4017] Air-to-air j.B j.B(2) -> j.2D~B -> 5C -> JC -> j.D~B -> .. -> 5C -> JC -> j.D~B -> 5C -> JC -> j.236B -> j.D~A -> .. -> j.4D~A -> 6C -> 4D6~B -> 6C -> 236CC -> 5D~A [3333] CH Air-to-air j.C j.C -> land -> 7 -> j.D~B -> 5C -> JC -> j.D~B -> 5C -> JC -> j.236B -> .. -> j.D~A -> j.4D~A -> 6C -> 4D6~B -> 6C -> 236CC -> 5D~A [3453] j.C -> 5C -> JC -> j.236B -> .. -> j.D~A -> j.4D~A -> 66 -> 5C -> JC -> j.236B -> .. -> j.D~A -> j.4D~A -> 6C -> 4D6~B -> 6C -> 236CC -> 5D~A [3400] Special Starters 236CC 236CC -> JC -> .. -> j.D~B -> (.. -> 5C -> JC -> j.D~B)x2 -> 5C -> JC -> j.B(2) -> .. -> j.D~A -> 6C -> 4D6~B -> 6C -> 236AA -> 5D~A [3826] Throw Starters 5B+C 5B+C -> j.D~B -> .. -> 5C -> JC -> j.D~B -> .. -> 5C -> JC -> j.B(2) -> j.D~A -> 5D~A [2779] (omit JC j.236Bx5s according to OD timing) Overdrive Combos (100% Health) 5B -> 2C -> OD -> 5[C] -> 5[C] -> JC -> j.[C] -> j.236236D [~3700] 5B -> 2C -> OD -> 5B -> 5[C] -> 2[C] -> 236[C]C -> 2D~6 -> j.236Bx5 -> JC9 -> j.236Bx5 -> JC8 -> j.236Bx5 -> j.236236D Near-corner: Normal Starters 2A 2A -> 5B -> 2C -> 5[C] -> 6C -> 5D~B 2B 2B -> 2C -> 5[C] -> 6C -> 5D~B 5B 5B -> 2C -> 5[C] -> 6C -> 5D~B FCH 6B - CH 2C 2C -> 6C -> 214D -> j.D~B -> 5C -> JC -> j.D~C -> .. -> j.2D~A -> 6C -> 236CC -> 5D~A [4052] CH 6C 6C -> 214D -> j.D~B -> 5C -> JC -> j.D~C -> .. -> j.2D~A -> 6C -> 4D6~B -> 6C -> 236CC -> 5D~A [4014] 6C -> 214D -> j.D~B -> 5C -> JC -> j.D~B -> 5C -> JC -> j.236B -> .. -> j.D~A -> j.4D~A -> 6C -> 4D6~B -> 6C -> 236CC -> 5D~A [4209] 2D - CH 2D - CH j.D~B [*]- CH 5D~B/Air-to-ground j.B(2)/j.C [*]j.B(2)/j.C -> 2C -> 5[C] -> 6C -> 214D -> 5C -> JC -> j.D~C -> .. -> j.2D~A -> 6C -> 4D6~B -> 6C -> 236CC -> 5D~A [3743] Air-to-air j.B [*] Air-to-air j.C [*] Special Starters 236CC [*]- Throw Starters B+C [*]5B+C -> j.236B -> 6D~6 -> j.4D~A -> 6C -> 4D6~B -> 6C -> 236CC -> 5D~A [3013] [*]5B+C -> j.236B -> j.2D~B -> 5[C] -> 6C -> 4D6~B -> 6C -> 236CC -> 5D~A [3400] 4B+C [*]- j.B+C [*]- Corner: Normal Starters 2A [*]2A -> 5B -> 2C -> 5[C] -> 6C -> 4D6~B -> 6C -> 236CC -> 5D~A [2120] 2B [*]2B -> 2C -> 5[C] -> 6C -> 4D6~B -> 6C -> 236CC -> 5D~A [2500] 5B [*]5B -> 2C -> 5[C] -> 6C -> 4D6~B -> 6C -> 236CC -> 5D~A [2918] FCH 6B [*]- CH 2C [*]2C -> 6C -> 214D -> j.D~B -> 5C -> JC -> j.D~C -> .. -> j.2D~A -> 6C -> 4D6~B -> 6C -> 236CC -> 5D~A [4052] [*]2C -> 6C ->236CC -> JC -> j.D~C -> .. -> j.2D~A -> 6C -> 4D6~B -> 6C -> 236AAA -> 5D~A [4123] CH 6C [*]6C -> 214D -> j.D~B -> 5C -> JC -> j.D~C -> .. -> j.2D~A -> 6C -> 4D6~B -> 6C -> 236CC -> 5D~A [4014] [*]6C ->236CC -> JC -> j.D~C -> .. -> j.2D~A -> 6C -> 4D6~B -> 6C -> 236AAA -> 5D~A [4092] [*]6C -> 214D -> j.D~B -> 5C -> JC -> j.D~B -> 5C -> JC -> j.236B -> .. -> j.D~A -> j.4D~A -> 6C -> 4D6~B -> 6C -> 236CC -> 5D~A [4209] [*]6C -> 236CC -> JC -> j.D~B -> 5C -> JC -> j.236B -> .. -> j.D~A -> j.4D~A -> 6C -> 4D6~B -> 6C -> 236AAA -> 5D~A [4328] [*]6C ->236CC -> JC -> j.2D~B -> 5[C] -> JC -> j.D~B -> 5C -> JC -> j.236B -> .. -> j.D~A -> j.4D~A -> 6C -> 4D6~B -> 6C -> 236AA -> 5D~A [4638] 2D [*]- CH 2D [*]- CH j.D~B [*]- CH 5D~B/Air-to-ground j.B(2)/j.C [*]j.B(2)/j.C -> 2C -> 5[C] -> 6C -> 214D -> 5C -> JC -> j.D~C -> .. -> j.2D~A -> 6C -> 4D6~B -> 6C -> 236CC -> 5D~A [3743] [*]j.B(2)/j.C -> 2C -> 5[C] -> 6C -> 236CC -> JC -> j.D~C -> .. -> j.2D~A -> 6C -> 4D6~B -> 6C -> 236AAA -> 5D~A -> [3795] Air-to-air j.B [*] Air-to-air j.C [*] Special Starters 236CC [*]- Throw Starters 5B+C [*]5B+C -> 6D~6 -> j.4D~A -> 6C -> 4D6~B -> 6C -> 236CC -> 5D~A [2997] [*]5B+C -> j.236B -> 6D~6 -> j.4D~A -> 6C -> 4D6~B -> 6C -> 236CC -> 5D~A [3013] 4B+C [*]- j.B+C [*]- (omit JC j.236Bx5s according to OD timing) Overdrive Combos Notes: Remember, these are just for challenge, and are not optimal for use in matches. It's good for training execution, and letting you know about certain combo routes. Challenge Mode Combos: [*] #20 Combo into Astral: (Demo recommended, you can make up your own) 2[C] -> 6[C] -> [4]27D [*] #21 5B -> 2C -> 5[C] -> 6C -> 4D6~B -> 6C -> 236A -> 5D~A -> 6C -> 236C~B [3173] [*] #22 5[C] -> 6C -> 214D -> 5C -> 2D~C -> j.9D~5 -> j.6D~6 -> j.236Bx5 [4144] [*] #23 air to air NH j.D~B -> 5C -> JC -> j.B(2) -> JC -> j.4D~6 -> j.C -> j.8D~C -> j.236236D [3073] [*] #24 5B+C -> j.D~B -> .. -> 5C -> JC -> j.D~B -> .. -> 5C -> 2D~C -> j.8D~5 -> j.6D~6 -> j.236Bx5 [3874] [*] #25 Do 4000 damage from a Crush Trigger!: (Demo recommended, you can make up your own) CT -> 2[C] -> 6[C] -> OD -> .. -> 236C~B -> JC -> j.236Bx5 -> j.236236D [4139] [*] #26 2[C] -> 6[C] -> 6C -> CT -> .. -> OD -> 2C -> 5[C] -> .. -> 236C~B -> JC7 -> j.236Bx5 -> JC9 -> j.236Bx5 -> j.236236D [6529] [*] #27 Air-to-Air j.C -> JC -> j.B(2) -> .. -> j.4D(2)~6 -> j.2D~B -> 2C -> 5C -> JC -> j.B(2) -> j.D~A -> 5D~A -> 6C -> 236C~B [2223] [*] #28 NH 6B -> .. -> whiff j.236B -> 5B -> 6A(1) -> 236CC -> JC -> j.6D~6 -> j.4D~6 -> j.2D~B -> .. -> j.C -> JC -> j.D~B -> 5C -> 2D~C -> j.8D~5 -> j.D~C -> j.236236D [3059] [*] #29 5[C] -> 6C -> 4D6~B -> 6C -> 214D -> 2C -> 5C -> JC -> j.B(2) -> j.D~A -> 5D~A -> 6C -> OD -> 6C -> 6C -> 236C~B -> JC7 -> j.236Bx5 -> JC9 -> j.236Bx5 [7052] [*] #30 Do a 200 hit combo!: (Demo recommended, you can make up your own) OD -> bowling ball from one corner -> push opponent into other corner into 6C range -> 6C -> 214214C -> bowling ball hits once -> 214214C [202 hits, 4841] [*] 6C can be crouch confirmed into without charging 5[C] [*] 236CC can be crouch confirmed into, and can be CH confirmed into. It might be easier to do 6A -> 236CC to crouch confirm into this. [*] Rapid canceling Cat Spirit Encore (Cat Spirit One or Three canceled into B) allows you to fully charge 2[C] [*] 5D blowback at an extremely low height can cause a side switch [*] Dashing into a confirm into 3C makes 3C -> 22C -> 5D~B possible [*] If close enough to the corner, you can combo off the 5D~B blowback after dashing and doing a meaty (6C) [*] If the opponent is too high during an aerial CH confirm, you can bring them back down with j.B(2) -> j.2D~A [*] 5C -> JC -> j.236B -> .. -> j.D~A can be done on normal starters when they're high above your head when hitting the 5C. If the opponent is too low to the ground, this route won't work. The delay needed after the j.236B is very tiny. [*]6B -> OD -> 5C -> 6C -> JC7 -> j.236Bx5 -> JC9 -> j.236Bx5 -> JC8 -> j.236Bx5 -> j.236236D Watch
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Get hype for the new shiny Tao, now with Torakaka assist super!
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Apparently I'm two-faced for not being able to read his version of the English language. Heh. In better news, Pizza Pizza is giving away $10 Sears gift cards with purchases. Now we can get cheaper dakimakura!
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Oh I missed an event? Damn, I think I remember someone making a passing mention of it, but no announcement. So which Seneca is this pub at? The Newnham one?
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Hopeless Masquerade - New Official Touhou Fighter!
XDest replied to YoYoCheese's topic in Misc Fighter Central
Aerial footsies: the game? With 2hus? Oh god I want this. -
TTT Final Impact is on the 15th. How about that?
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If you need to ask, it's probably everyone. OR MAYBE EVERYONE IS BEING SERIOUS AND MATURE. WHO KNOWS? \( ゚◡◡゚)/
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VIDADAGOD ლ(╹◡╹ლ)
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You deserve an award for even trying to decipher that. ♪~ヽ(´▽`)/~♪
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What the hell did I just read?
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I really want to play BB offline again too. And I don't want to wait for BB:CP for that to happen.