tuka
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Everything posted by tuka
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ITT bitching about the matchups of the most balanced character in the game matchup wise.
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The motion is 2147D, which means - spike = you didn't wait for the jump j.d = you waited too much Sounds pretty easy to me finding the sweet spot once you know those two. Try purposely and consistently getting spikes/j.d for like 5-10 times and then adjust yourself accordingly to get the the TK, until you get that hang of it.
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Huh? Didn't quite get what you are trying to say.
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Don't do CH 6C(1) it has repeat proration. Also CH 3C(3) is now a viable punish into a decent meterless combo.
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No, you just have to dash with some characters.
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http://www.dustloop.com/forums/showthread.php?12967-CSEX-Lambda-Simple-Questions-And-Answers-Thread&p=1264731&highlight=#post1264731
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CH 236C > 236D works, that's all. Try doing something into 236B > RC > 5DD > 236C > 2366D
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I hope your'e not actually trying raw 236C > 2366D, because it doesn't work.
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Oh my, people don't even know how to IAD. The motion is 754 / 956
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Probably not since I don't have direct recording equipment. But I will try getting some off-screen footage in the near future, only after we both get rid of that horrible rust though.
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hammer covers half the screen, pan can be backdashed after IB I guess, but it's so fast that good luck with that.
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6B is not the problem, cat hammer and frying pan are.
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lol, netplay. And on a serious note, the Lambda-Platinum matchup became damn challenging, it feels as if Platinum's buffs where implemented specifically to counter Lambda's ass. Comboable neko hammer and bat gives her easy access to okizeme anywhere, and Platinum's pressure rapes Lambda. Bombs got MAD BUFFED with the new option to control their direction, I had absolutely no idea where they're gonna land, scary as fuck. Pogo invincibility goes through 90% of Lambda's movelist since everything is a projectile, and full-hit super buff is easy damage from everything. Damage nerf is very noticeable, you no longer die from 2 combos (although that applies to Lambda as well) but in exchange she got all of the above. Tiny hitbox + crazy normals you can flail around mindlessly + endless pressure + best overheads in the game = Going to have a lot of fun figuring it out though
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After watching the last set from Kouhatsu I got inspired by Tsukasa and his new(?) combo route. Throw > Dash > Delay 2DD > Delay 214A > 236C > 2366D > Dash > 214D~C > 5C > 6C > 2DD > 6C > Damage / Okizeme as demonstrated in the following videos. http://www.youtube.com/watch?v=M2xbM02WtWY http://www.youtube.com/watch?v=Dm8F9Inx8bY
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kouhatsu http://www.youtube.com/watch?v=UGWFThkXtwU
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Tsukasa beasting @ http://www.youtube.com/watch?v=UGWFThkXtwU I'm gonna rewatch that shit a lot, very interesting combos and okizeme setups. I've known for quite a while that crescent, when used at the right time, can cause hard knockdown, but I never actually bothered studying exactly how and when. Tsukasa's abusing the shit out of it and then rapes with okizeme.
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How do I do the unblockable setup after gear super? Also setting the training dummy to block all and hitting that 1 frame true unblockable is satisfying.
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Apparently doesn't work on Tager. V2 Tager Edition - FC Gravity > 236D > 236C > 5C > 6C [Corner] > 5C > 4B > 2DD > 2147D > 5DD > 6DD > 2DD > air combo with super - (6.3K Damage, 56 Heat) Best corner FC Gravity combo I have so far - FC Gravity > 214D > 5C > 6C > 236D > 214D~C > 236C > Dash back > 5C > 4B > 2DD > 2147D > 5DD > 6DD > 2DD > air combo with super - (6.8K, 68 Heat)
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And for obvious reasons. Why would you waste precious oki in exchange for damage unless it doesn't kill? unless you hit with something fat and then be my guest.
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Nothing has changed you know. It's still a choice between oki and damage.
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That, and the fact that it's only half done. Emjay's stuff are really good (although too much mid combo 2C > 5C > 4B which is impractical) but you still need more material for the thread, written and recorded. It should also include okizeme, mixups, tech-traps and some analysis on the most widely used combos (when is X better than Y, what's burst-safe etc.)
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If you dash 6B than you don't go neutral fast enough, it should be 66(lift your finger from the dpad / let go of the stick)B. If you miss 5B just do it faster.
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Sad times indeed.
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I don't have time for this, and besides, I already made one lol. Why won't the mods do it?
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One of you needs to sit on his ass and make a serious combo thread, I'll help with whatever I can. Some of the stuff you guys list here are pathetic lol.