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kousaka

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About kousaka

  • Rank
    Deity

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  • Location
    Toronto, Canada
  • PSN
    GG_kousaka
  1. your gonna come back for CP right?

  2. hey is this the same Kousaka who I met at evo in pochp's room? you guys were great and so much fun to fight! lol you asian canadians!

  3. kousaka

    [P4A] Teddie - Gameplay Discussion

    spark to the rescue~ Sent from my SGH-T999V using Tapatalk 2
  4. kousaka

    [P4A] Teddie - Gameplay Discussion

    hmm i watched the vid with the 22ab oki setups but i dont really understand. they iad turn jd charge item throw.... does charged item throw hit them? why cant they just uppercut or something Sent from my SGH-T999V using Tapatalk 2
  5. kousaka

    [P4A] Teddie - Gameplay Discussion

    hmm i dont' know when to use which item throw~ 5d vs 2d vs jD which is best for corner pressure, oki, and zoning?
  6. kousaka

    [CSE] Arakune Technical & Gameplay Discussion Thread

    Its just a timing thing. Delay the jump cancel from 5d a bit and to get all the Ja's in mash it in faster.
  7. kousaka

    [CSE] Arakune Technical & Gameplay Discussion Thread

    You want to go directly into pressure. Cancel the 5d>236b>6b bug>6a bug B bug hits and A bug prevents them from rolling. You can back dash 6cd bug and walk up pressure. Or go directly into a b or c teleport mix up.
  8. kousaka

    [CSE] Arakune Technical & Gameplay Discussion Thread

    it's the same exceptions as CS1 almost, for mu close up 2c FC (ie point blank + side change) -2c FC >5a > jump straight up >JA>JC> A dive> JA>(JB>)JC>JD it's a special case for point blank 2c side change, haven't retested in csex but off the top of my head: noel, mu, lambda, litchi -in cs1 works on ragna, tager also but JC hitbox change makes this fail
  9. oo what's this? is Canada allowed?
  10. kousaka

    [CSE] Arakune Technical & Gameplay Discussion Thread

    pressing 3cd during 3a startup is the best way. You'll get used to the timing. It is easy to get 2d or 3c by accident since 2a goes into them. As for a low mix up after it's usually between 2b and jc. You get 2 tries and depending on which hit hits or guard breaks follow up a dive>c dive to confirm. There is a good section in the jp curse tutorial vid on this scenario.
  11. looks good guys~ i'll start organizing on our end in Toronto
  12. kousaka

    [CSE] Arakune Technical & Gameplay Discussion Thread

    the neutral game is about playing smart and knowing the matchups zoning tips haku - don't use 6d, use cloud, j3d, and 2d carl - 2d, 6d, but less cloud valk - 6d, cloud but you shouldn't use both as he gets in fast, use your second action to evade what they do usually blockstring tips in those matchups haku - use 5d very sparingly as it's 2d countered on reaction, i mostly use 5b>jB>iad>j4b carl - 5d pressure him all day.. relatively safe valk - use 6a in blockstring very sparingly.. valk players tend to mash 6a.. if they do learn to bait and punish it
  13. kousaka

    [CSE] Arakune Technical & Gameplay Discussion Thread

    would some vids of 5c fc help? From your comments and issues it sounds more like your doing a super jump on the first rep which causes issues. That air throw Iad combo sounds interesting. I'll give it a try this week
  14. kousaka

    [CSE] Arakune Technical & Gameplay Discussion Thread

    On fatal the opponent floats towards you. You can walk forward or back a bit and adjust before the combo. I haven't tested all the characters but pause until they are low enough for 5d then Ja>jc>a or b dive>dive cancel 5d> sjA>jc>jd Don't bother with jumping straight uo. B dive works on most of the cast. On the last loop characters like Tao and makoto require a delay before ja.
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