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Everything posted by MikeySupreme
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just delay the super until the shadow's cat3 hits.
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Midscreen jump cancel OD https://youtu.be/warNg2cgD8g Not sure what other options you have to get into the loop without using OD cancel and getting shit damage or burning 50.
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[CP] Taokaka Combo Thread - Now with 33% less loops!
MikeySupreme replied to XDest's topic in Taokaka
i think you can change the second 5[c] into a 2[c] then tk236236D. But it seems like an odd scenario being midscreen with 100% health and 50 meter? -
[CP] Taokaka Combo Thread - Now with 33% less loops!
MikeySupreme replied to XDest's topic in Taokaka
during 6C > 236CC > 2D~whatever , the 2D needs to be delayed superrrr long on kokonoe -
[CP] Taokaka Combo Thread - Now with 33% less loops!
MikeySupreme replied to XDest's topic in Taokaka
ok when j.2d~c doesnt whiff, it feels easier than doing j.5d~c. someone else try and see if it's more consistent for you or it could just be me being bad. The only character i immediately found that j.2d~c whiffed on was azrael. -
[CP] Taokaka Combo Thread - Now with 33% less loops!
MikeySupreme replied to XDest's topic in Taokaka
i guess you can do ...6C > 214d > j.db > 5c > j.2Dc >...> j.da >6C... also. http://youtu.be/6wFFGIWX_kU?t=25m27s maybe it's easier on some characters? -
[CP] Taokaka Combo Thread - Now with 33% less loops!
MikeySupreme replied to XDest's topic in Taokaka
For me, after the 6b i just do the j236b right when the stars hit spark goes away, timing seems kinda flexible too. -
yeah, i was struggling a LOT to get that down too, just delay the j.2d~a more than you think you should and you should hit it consistently. If you're doing it on rachel it might be weird because everything is weird on her.
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hey diar what combo specifically are you doing? most of the time though, you just wait a lot longer than you think after the j.d~c
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[CP] Taokaka Combo Thread - Now with 33% less loops!
MikeySupreme replied to XDest's topic in Taokaka
most jp players, pretty much all of them, will default to this route j.c > 5b> 5[c] > 2c > 6c > 214d > jd~b > 5c > JC > jd~c > j2d~a > 6c > 4d6~b > 6c > 236cc > 5da 3.3k~ but it looks like xdest's second route is more optimal? unless it's very character specific or something. Other one looks good too if they're already in the corner. edit: nevermind, looks like you took out a 5b, they're probably pretty similar then. -
[CP] Taokaka Combo Thread - Now with 33% less loops!
MikeySupreme replied to XDest's topic in Taokaka
i dont think you can much more off a 2b starter without using resources and the damage wouldnt be that great. also, i THINK this is the optimal punish route non fatal 2C > 5[C] > 6C > CT > 6C > 5C > JC > JD~c > J2D~A > 6C > 4D~B > 6C > 236CC > 2DC > JD~C >AIR SUPER 6.5K so maybe try adding the 6C >5C extension to your combo maybe? i havent messed around much with FC 2C yet. this is so cool -
[CP] Taokaka Combo Thread - Now with 33% less loops!
MikeySupreme replied to XDest's topic in Taokaka
nevermind,im dumb. should of read the full post. anyway, need some help for people upbacking/mashing backdash after 236a~b giving you an airstate 5b 5b > 5c > JC > j236bx1 > j5d~6 > j4db > 5c > JC > jdb > 5c > JC> jb> jda i can't get a 5da to connect at the end for knockdown, any ideas? it gives pretty much fullscreen corner carry when i start at back to corner -
[CP] Taokaka Combo Thread - Now with 33% less loops!
MikeySupreme replied to XDest's topic in Taokaka
this is probably better yeah. also some random stuff from tsujikawa CH jdb > land > 66> 2db > jb > j2da > 2da > j5?d > 236bx1 > j4da> 6c > [4db] > 6c > 236cc > 5da 2b >5b > 2c > 5[c] > 6c > 214d > j.C > 236b x1 > j2db > 236aa > 5da > 6c > 236c ~ ender http://youtu.be/QOXgCQWQ-S0?t=51m47s i think i wrote those down right, i cant get 236aa on the last one -
[CP] Taokaka Combo Thread - Now with 33% less loops!
MikeySupreme replied to XDest's topic in Taokaka
finally found something that works off 5b/2b in corner against rachel 5b/2b > 2C > 5[C] > C6 > 214d > j2db > 236AA > 5da > 6c > 236c > 5da 2.8K~ i think you might be able to extend a bit, outside of doing 236cc j236b ender, if you get a better starter this mu sux btw -
[CP] Taokaka Combo Thread - Now with 33% less loops!
MikeySupreme replied to XDest's topic in Taokaka
is this route not possible off of 5b or 2b? http://youtu.be/JrEBf0DjFjI?t=5m17s -
[P4A] Naoto Shirogane - Gameplay Discussion "Ace Detective"
MikeySupreme replied to ludwig van's topic in Archives
Ryoji Ikeda? -
[P4A] Naoto Shirogane - Gameplay Discussion "Ace Detective"
MikeySupreme replied to ludwig van's topic in Archives
grind the fuck out of each match up one at a time. -
[P4A] Naoto Shirogane - Gameplay Discussion "Ace Detective"
MikeySupreme replied to ludwig van's topic in Archives
5AAA, safe jump, J.C ~236B is also really good against liz as it always will FC -
don't think there's a more damaging version of it and it's not really off a trap starter. its from oki high low mix up, you can replace 2A with instant overhead j.a to open them up then the trap goes off mid combo. It fucks over the proration pretty hard, but it's than getting no real big damage off off of it.
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for this combo 214D>2A (214D hits)>5B>5C>IAD j.B>j.C>236236D>2[C]>5AA>5C>SMPx9]>236A~D (50 meter, 6.2k damage) if you're having trouble timing the 2C, wait until mudoon says "miss" then press and hold it to get all the hits. don't know if anyone else was struggling to find the timing for it or not, but that's what works for me.
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[P4A] Naoto Shirogane - Gameplay Discussion "Ace Detective"
MikeySupreme replied to ludwig van's topic in Archives
Yep, it's kind of a street fighter jump back fierce type of thing. Naoto can abuse it pretty well too, but you can still get called out on it with an air throw.