Zakuta Asura
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Actually, the attack whiffed on Sol - and it hit Testament as well as Ky...and it hit Anji too, iirc (check out Testament vs. Baiken, as there is a full combo performed from a normal throw in the corner).
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Exactly. Pure combos were flubbed, also, NO THROWS? How can you use Baiken an not use throws. >:0 In any case, you can indeed combo from normal throw in the corner. Just ask Testament for confirmation. I still think that in some cases it'd probably be better to go with ad -> [K-D] or ad -> [K-S-D] in loop combos. j.K will also leave you closer too...well, who knows!
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A message to all passengers, this bandwagon is ready for departure! Please make sure you have all your luggage and personal belongings with you and any travel documents you may need for your journey to Retireshire.
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I get the impression from the vids that, you may be able to do j > [s-D] > ad > [H] > land > whatever as a combo. Might require an FRC though...if it does connect then H should leave the opponent under enough hit stun to continue with a combo...like 6P > jc > [s-P-K] > jc > [s-D]. After the 6P connects you could attempt an air grab to reset the damage or continue for the guaranteed damage plus knockdown. Also, seen as j.K is slightly quicker than j.S, it might be better to use that instead of j.P during the j.P-S-D air gatling to add more height to the combo, or, remove the j.P-S and make it j.K-D instead. Might work, but you'll lose out on the damage. Have no idea what would really work after Tatami > FRC > iad > j.D. I guess FRCing the j.D into Tatami will work for a quick dust loop. S(f) may connect after j.D without the FRC. TK YZS looks as though it'd work too. Air tatami on CH against someone in the corner, 6H > Tatami > FRC > iad > j.D combos need apply for additional damage (with whatever combo that works) or just standard Tatami > Loop or Tatami > FRC > Loop. Few theories... ^o^
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I looked at the clip where ABA doesn't get hit by the mid mist finer - she does something behind the mist and it isn't blocking. She IB's the second hit of the string and I'm pretty sure she backdashes...but I could be wrong ^^
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I'm sure everyone can tell the different between Sharon and some other Baiken player :B I also think he'd use his own colour, seen as it's available...but all of Baiken's colours are really good.
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Depends on the throw - I think there will be some cases where both characters will be in the air (Robo-Ky jumps remember...so he's guaranteed to be in the air when his throw gets teched). Grabber should still have advantage after a throw tech.
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The change was that she could only do it in the corner - he only did it in the corner. He did YZS RC j > [s-D] against someone outside of the corner (good ol' XX combos) and by god, it's going to take ages to find the clip.
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What I like about the new counter is that she can actually get in from people spamming pure shit now.
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>> Baiken Normal Throw Combo Baiken vs. Ky (200612200012.avi) // 1:26. Either that was an OTG hit or a proper 6H combo from the ground. The damage was decent from the 6H, but whatever ^_^ Tatami tech business is wierd, in some cases there was no tech, but it's really dependant on the opponents position. I got round to watching most of them Baiken vids and got a general idea on how it worked. It's a decent change, imo.
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Millia looks very excitable this time round.
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Baiken thought it was playtime. Too many Baiken vs. Anji vids though.
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Jeeeeez, take the video talk to the video discussion thread! >:| Don't get me hopes up.
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Baiken OBSERVATIONS~ *New art: hot hot hot *New voice: hot hot hot *Ground Tatami Gaeshi draws in on normal hit only. Makes it a bit easier to combo from (not a problem as you won't get consistent combos w/o FRC with Baiken in previous games). Obviously, on CH it guarantees 6H only the tatami doesn't draw in on CH. *Air Tatami Gaeshi wall bounces on normal hit, which prossibly means that it's untechable midscreen (haven't watched all the vids yet). On CH the bounce is totally untechable and still guarantees 6H combos. Nice! You can't tech the hit, but it's really late :0~ *j.D doesn't wall bounce anymore. This just means that in order to extend the loop you must FRC the j.D on the low airdash into an air tatami, of which will wall bound and allow for a follow up. I have a few ideas of DL combos already involving a combo I used to do in XX and #r involving j.H and 6P...hopefully there will be additional variations. Seems like you can't tech it at all anymore ^____^ *New H guard cancel (penned as Ouren now?) is pretty nice as a I WANNA GET OUT OF HERE move, as well as a cross up attack against the opponent. Think of it as her K counter, but actually hits - and has 0% invincibility. *S guard cancel (Sakura) staggers on normal and CH - dunno if the stagger window changes on both counts but we'll see. Seems to guarantee something though. Nice change, and yeah, it scales to 90% normal damage. *Normal throw causes the opponent to slide and I think this is one of my favourite changes to far...looks too tick. I'm proud of you, Baiken! You can still combo from it in the corner too, I had my doubts after watching a couple of matches. *Guard cancels from Suzuran...now I've seen it :D
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Post-release ^C Baiken Video thread GO!
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Post-release ^C Baiken Combo thread GO! Make sure you've looked through The Guide before asking!
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Post-release ^C Baiken Strat thread GO! Make sure you've looked through The Guide before asking!
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This game is officially awesome.
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Air Tatami wall bounce on normal hit :o :o :o I am surprisingly impressed by these chains of events.
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Bacon j.K looks strange, or rather, she doesn't lift herself up as much anymore.
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AC looks cheap all round. :D
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General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE
Zakuta Asura replied to Kairi's topic in Archive
Looking at the constant data with all the CH's, seems like the Lv5 air CH is +19F. -
Great minds think alike.
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Already decided I'll use Saki and Kamui is mains - whenever I ever get to play this game. Probably use Saki as #1 though.
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General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE
Zakuta Asura replied to Kairi's topic in Archive
You can combo into Tatami from 5K as well - but it has to land on CH when they are crouching. ;/