Jump to content

Archived

This topic is now archived and is closed to further replies.

Cotoneaster

ACR A.B.A. Changes and Discussion of

Recommended Posts

Now that Moroha 5HS hits twice, is it still good to fish for counter hits? Does it still stagger for forever on CH or the second hit's hitstun ruins it?

Share this post


Link to post
Share on other sites

regular mode:

- K - GB- 7 -> 5 (*)

- 6H - untechable 30F -> 35F

- D - start-up 23F ->25F

- j.D - CH untechable 52F -> 50F

moroha:

- H - 1 hit -> 2 hit, damage 42 -> 30,25, lvl 5 -> 5,3, start-up 11F -> 15F, recovery 5F -> 12F, SD +1 -> 0, 2nd hit pulls opponent in on hit

- 6H - untechable 18F -> 23F

- D - start-up 22F -> 24F

- j.H - now prorates 80%

goku moroha:

- P - recovery 7F -> 6F

- c.S - recovery 10F -> 9F,

- H - 2 hit attack dmg 33 -> 30,25, lvl 5 -> 5,3, start-up 7F -> 11F, recovery 4F -> 11F, SD +5 -> +1, 2nd hit pulls opponent in on hit

- 6H - untechable 18F -> 23F

- D - start-up 20F -> 22F

- j.P - recovery 14F -> 4F (maybe typo)

- j.S - recovery 6F -> 2F

- j.H - now prorates 80%

- j.D - start-up 9F -> 7F, recovery 13+5F -> 10+5F

- throw - causes wallbounce and knockdown in Normal Mode, causes ground bounce and knockdown in Moroha/Goku, forced prorate 50%, damage in Goku is 32

- air throw - knocks down opponent on hit, forced prorate 50%, damage per mode: Normal = 53, Moroha = 57, Goku Moroha = 45

- Masshou (Moroha) (236S) - untechable 14F -> 16F

- Masshou (Goku Moroha) (236S) - untechable 14F -> 16F

- Fukumetsu (Moroha) (Masshou -> 46S) - untechable 14F -> 35F

- Fukumetsu (Goku Moroha) (Masshou -> 46S) - untechable 14F -> 35F

- Dangoku (Normal) (Fukumetsu -> 63214S) - slides for 32F -> 43F,

- Dangoku (Goku Moroha) (Fukumetsu -> 63214S) - FRC 14-15F -> 14-17F

- Ketsugou (63214H) - FRC removed

- Air Ketsugou (j.63214H) - FRC removed, invincibility removed

- Bunri (Moroha Only) (63214P) - total 46F -> 40F, FRC added 10-13F

- Kashitsu (Moroha Only) (41236K) - damage 50 -> 60, start-up 27F -> 28F, untechable 18F -> 41F

- Ken'in (Normal only) (236D) - FRC added 9-23F

- Kihi (Moroha only) (236D) - damage 18,22 -> 18,10x5

- Danzai (Moroha only) (623D) - 2nd hit forced prorate 80%, 2nd hit ignores OTG

- Shouko: Intoku (1st hit) (632146H) - can perform Shouko: Intoku (2nd hit) 24-43F -> 1-34F after super flash

- Shouko: Intoku (2nd hit) (1st hit -> 236H) - can input motion for Shouko: Intoku (3rd hit) 31-50F -> 1-26F

- Shouko: Intoku (3rd hit) (2nd hit -> 236H) - block: unblockable -> HLF,

- Shouko: Inmetsu Ouro (Moroha) (j.632146P) - FRC added 36-39F, untechable time on last hit 44F

- Moroha Followup (Inmetsu Ouro -> 214K) - untechable time on last hit 44F

- Henshitsu (Moroha only) (6321463214S) - knockdown on air hit -> wallbounces opponent on air hit (untechable for 50F), now refills Gauge to 100%

=== 1.10 patch ===

ABA

- [Moroha/Goku] Masshou (236S) - Less untechable time

- [All] Ketsugou (63214HS) - Throw activation faster

- [Moroha] Henshitsu (6321463214S) - Recovers HP lost during Moroha

----

done by frame data comparison. GB change noted as * because mook contains no info on GB+/GB- so it's unclear how that info was gotten.

Share this post


Link to post
Share on other sites
Now that Moroha 5HS hits twice, is it still good to fish for counter hits? Does it still stagger for forever on CH or the second hit's hitstun ruins it?

The first hit still staggers on CH, but the 2nd hit will knock them out of it. I'm guessing CH 5H (1hit) > RC, special cancel, or maybe try to gatling into something that will whiff. It might be possible to only connect with the first hit at max range too, if it is I haven't seen it yet though.

regular mode:

- K - GB- 7 -> 5 (*)

- 6H - untechable 30F -> 35F

- D - start-up 23F ->25F

- j.D - CH untechable 52F -> 50F

moroha:

- H - 1 hit -> 2 hit, damage 42 -> 30,25, lvl 5 -> 5,3, start-up 11F -> 15F, recovery 5F -> 12F, SD +1 -> 0, 2nd hit pulls opponent in on hit

- 6H - untechable 18F -> 23F

- D - start-up 22F -> 24F

- j.H - now prorates 80%

goku moroha:

- c.S - recovery 10F -> 9F,

- H - 2 hit attack (no damage info in frame data), start-up 7F -> 11F, recovery 4F -> 11F, SD +5 -> +1, 2nd hit pulls opponent in on hit

- 6P - (1-6F upper body, 7-8F above the knees invincibility) -> (1-9F upper body, 10-12F above the knees invincibility)

- 6H - untechable 18F -> 22F

- D - start-up 20F -> 22F

- DAA - now prorates 50%

- j.P - recovery 14F -> 4F (maybe typo)

- j.S - recovery 6F -> 2F

- j.H - now prorates 80%

- j.D - start-up 9F -> 7F, recovery 13+5F -> 10+5F

- throw - causes wallbounce and knockdown in Normal Mode, causes ground bounce and knockdown in Moroha/Goku, forced prorate 50%, damage in Goku is 32

- air throw - knocks down opponent on hit, forced prorate 50%, damage per mode: Normal = 53, Moroha = 57, Goku Moroha = 45

- Masshou (Moroha) (236S) - untechable 14F -> 16F

- Masshou (Goku Moroha) (236S) - untechable 14F -> 16F

- Fukumetsu (Moroha) (Masshou -> 46S) - untechable 14F -> 35F

- Fukumetsu (Goku Moroha) (Masshou -> 46S) - untechable 14F -> 35F

- Dangoku (Normal) (Fukumetsu -> 63214S) - slides for 32F -> 43F,

- Dangoku (Goku Moroha) (Fukumetsu -> 63214S) - FRC 14-15F -> 14-17F

- Ketsugou (63214H) - FRC removed

- Air Ketsugou (j.63214H) - FRC removed, invincibility removed

- Bunri (Moroha Only) (63214P) - total 46F -> 40F, FRC added 10-13F

- Kashitsu (Moroha Only) (41236K) - damage 50 -> 60, start-up 27F -> 28F, untechable 18F -> 41F

- Ken'in (Normal only) (236D) - FRC added 9-23F

- Kihi (Moroha only) (236D) - damage 18,22 -> 18,10x5

- Danzai (Moroha only) (623D) - 2nd hit forced prorate 80%

- Shouko: Intoku (1st hit) (632146H) - can perform Shouko: Intoku (2nd hit) 24-43F -> 1-34F after super flash

- Shouko: Intoku (2nd hit) (1st hit -> 236H) - can input motion for Shouko: Intoku (3rd hit) 31-50F -> 1-26F

- Shouko: Intoku (3rd hit) (2nd hit -> 236H) - block: unblockable -> HLF,

- Shouko: Inmetsu Ouro (Moroha) (j.632146P) - FRC added 36-39F, untechable time on last hit 44F

- Moroha Followup (Inmetsu Ouro -> 214K) - untechable time on last hit 44F

- Henshitsu (Moroha only) (6321463214S) - knockdown on air hit -> wallbounces opponent on air hit (untechable for 50F), now refills Gauge to 100%

=== 1.10 patch ===

ABA

- [Moroha/Goku] Masshou (236S) - Less untechable time

- [All] Ketsugou (63214HS) - Throw activation faster

- [Moroha] Henshitsu (6321463214S) - Recovers HP lost during Moroha

----

done by frame data comparison. GB change noted as * because mook contains no info on GB+/GB- so it's unclear how that info was gotten.

Thank you very much for this!

Share this post


Link to post
Share on other sites

DL wiki got updated, list was updated accordingly.

diff:

-- goku moroha

- 5P - recovery 7F -> 6F

- 5H damage 30,25, lvl 5,3

- 6P invincibility changes were wrong

- 6H untechable is 23 not 22

- DAA has no prorate (like in AC)

- 623D Danzai ignores OTG on 2nd hit

Share this post


Link to post
Share on other sites

A small +R write up after playing a couple of hours against friends.

Overall it feels like you can't just get into Moroha and go ham like in AC.

Fishing for CH with 5H is still okay, but only from max range. I think they moved her hurtbox into the move so it gets stuffed/ trades at closer ranges. (Lol HOS 5P mashes her out of it)

5H yank back hitbox is still good.

Im having trouble finding the spacing for when just 1 hit of 5H happens. Second hit makes for an easy confirm. Empty buffer rekka or 2D when you do it, because the cancel point is small and right after the move hits.

f.S and 2D feel like the better poke option over 5H.

j.H seems to get beaten a lot more. Had better luck with j.S.

Rekka loops are silly but easy to combo from everything. Goes to corner from around match start position. It does less damage than orb loops, but I prefer the oki more. Its easier to hide what your next move is imo. Timing the delay on Dangoku feels awkward, need to do it as late as possible.

Stuff xx bloodpack frc > keystab is really tight. I don't have the execution to pull it off yet.

Some thoughts from a mediocre player.

Share this post


Link to post
Share on other sites

How come nobody uses Kashitsu/Blunder/Unblockable in combos? Now that rekkas can be used in mid-air it opens up a ton of options, since it launches (rising opponents) REALLY high it makes some stuff easier too, like throw>5HS>unblockable>r.jS instead of throw>HS>danzai>r.jS

c.S>2HS>IADj.S>jHS>orbs>r.jS>jHS>jD>orbs does like 200 damage on ky

c.S>2D>236S>46S>unblockable>r.jS>jHS>jD>orbs does like 210 damage, another rep of orbs does 250

c.S>2D>rekka loopx3 does like 180 dmg on ky lol

Also I haven't figured how to use 5HS(1)>bloodpack FRC>keystab in combos help

PS. We really need some cleanup here!

Share this post


Link to post
Share on other sites

Do you have to delay it in the same manner as Dangoku? Honestly I feel a little weird letting someone see that move outside of an unblockable situation. I want it to sneak up on them lol

Also how are you getting rekka loop x3? Im getting tech'd out after the first hit on third loop.

5H xx bloodpack frc > keygrab ughh. Im still working on it. I wonder if doing a 420 motion would make that easier or if the frc would send you jumping. Im still really blah at 63214 motions and doing two of them back to back so fast feels like death to me.

I gotta work on getting that frc point way more consistent first though.

Share this post


Link to post
Share on other sites

It really depends on the character I guess, Ky is really easy to rekka loop, Sol like always is dumb and is deformed when he's airborne, gives me problems with the first damn rekka even, haven't practiced it that much with other characters.

To use unblockable in combos you've gotta hit them as fast as possible after the 46S, no delay at all, if there's delay it doesn't bounce as high as it should.

Also I meant how to hit 5HS in combos to do the FRC, can't even get to hit the damn thing. I think I saw it connect in a combo before before but I don't know what links into it, does it work with rekka? is it after danzai? was it during goku moroha? Why does noone play this character? :?:

Share this post


Link to post
Share on other sites

Observations:

- With Goku Moroha being so good now, I'm thinking of taking a "double-down" approach in regards to refreshing bar. Double key doesn't work outside of command grab and BP FRC > Key seems too unstable/impossible in most situations. Keygrab > BP is riskier now; some chars can punish upon waking up. But for only one BP and 50%, it's essentially the same as a complete transform since it refills 100% of gauge, only costs one pack, and usually gives you great oki (cancel into from Dangoku > good times).

- Easy Goku filler combo (until I figure out something better) is launcher (basically anything that puts them airborne, e.g., 2D) > [c.S > 2S > Butt > air IAD j.S > j.H > Orbs]x2. End with Keygrab in some way if needed. On ground, [5S > 5H(2)]xN works.

- 5H got MUCH worse at footsies since it's molasses slow. First hit still staggers on CH, but is harder to follow up since the 2nd hit ruins it, or if max ranged, gives you more recovery/less time to run in before they shake out. Fortunately, it's badass as a pressure tool. It's even on block so you can tick throw on non-IB, is airtight when strung into Rekka, and does hella guard gauge. Try 2H FRC > 5H > 2H and smile. Note: there's a gap between 5H > 2H, but you can negate this with conditioning.

- 2D, OTOH, got much better as a poking tool. Corner 2D gets you 2D > [Rekka loop]x3, meterless. Decent damage (180ish), GREAT oki positioning.

- Meterless Rekka loops seem uncommon, but doable. Otherwise FRC the first Dangoku and immediately Rekka to get them. Can't get these to work on certain lights (Millia?). Meterless might always be possible on Potemkin.

- Meaty FB BB > Unblockable Flipkick is LOOOOOOOOOOOL

- With double key gone, I'm thinking damage will probably take priority in combo selection. Want oki? Rekka loops. Want to refresh gauge? Goku Moroha ender.

- Normal mode got a lot better, even if it still mostly sucks. f.S actually has decent range now, j.H can cross up, 5H KDs on CH. Mushroom super is notably worse; harder to get all three hits and 3rd lost unblockable property.

- The Justice matchup is ASS. Example: she can Michael Blade punish normal mode ground dash or slide anywhere on the screen on reaction :( All she has going for her in NM is FB slide and its FRC, in MM it might actually be worse (until you're already on top of her, of course). Missiles are a bitch and a half to get around, her f.S dominates you at midrange, tk Michael Sword has an ENORMOUS hitbox, j.K blows ABA up air-to-air, nearly EVERYTHING leads to KD... I'll try to elaborate later or start the thread for the matchup, but right now it feels like it's possibly ABA's worst in the game. Kliff is annoying because Kliff, but he's much more manageable IMO.

Share this post


Link to post
Share on other sites
- Easy Goku filler combo (until I figure out something better) is launcher (basically anything that puts them airborne, e.g., 2D) > [c.S > 2S > Butt > air IAD j.S > j.H > Orbs]x2. End with Keygrab in some way if needed. On ground, [5S > 5H(2)]xN works.

In the corner, you can let them drop from butt without doing a jump cancel the first time, then do two reps of c.S 2S butt IAD j.S j.H orbs. Seems like on everyone except the super floaties you can leave off the last orbs and get a knockdown with j.H.

You can also do this hilarious combo midscreen: c.S 5H c.S 5H c.S 5H (f.S(1) 5P(whiff)) x 4/5 236S 46S FRC dash c.S 5H c.S 5H (f.S(1) 5P(whiff)) x 4/5 2D. ~220 damage on Sol, great knockdown, works anywhere. I'm sure you can get better off butt loop stuff, but this one is a lot of fun.

f.S(1) 5P(whiff) repeat is amazing pressure and combos into itself as long as you like - probably my favourite thing about playing Goku Moroha a lot more.

Share this post


Link to post
Share on other sites

Goku Moroha combos work with reps, and everything seems to end in 260-80 damage no matter what.

In the corner you can do buttloop pretty easily: launcher (I really like 2D>c.S>)2S>butt>c.S>2S>butt, like 3 or 4 times for great damage.

You can also loop r.jS>jHS>jD>dj.HS>jS>jHS>orbs (kinda hard compared to the other corner options you have but looks mad cool)

And of course the classic butt>IAD>jS>jHS>orb loop

Also you can exchange each of these and it still works, like 2D>c.S>2S>butt>(c.S>)2S>butt>IADjS>JHS>orbs>r.jS>jHS>jD>dj.HS>jS>jHS>orbs

Off a throw anywhere in Goku Moroha: r.jS>jHS>jD>dj.HS>jS>jHS>orbs>land>r.jS>jHS>jD>dj.HS>jS>jHS>orbs, needless to say this corner carries like a bitch, pretty fun combo to land.

Huge question, just how does double keygrab work? haven't seen it at all in any vids. I'm guessing it doesn't work off dust combos anymore.

Share this post


Link to post
Share on other sites

A.B.A vs. Justice thread up. If I missed something, point it out and I'll add it.

Double Keygrab only works from command grab Keygrab, which actually became much easier due to increased KD time on command Keygrab. You can even do Rekka1 > Rekka2 > Keygrab > Keygrab. It doesn't work at all from the strike version anymore AFAIK.

Share this post


Link to post
Share on other sites

I only have very minor experience in the matchup (when's US +R), but how effective is superjumping or dash jump as far as getting around curved missiles?

The justice I was playing a few weeks ago wasn't detonating early or using f.S often so I was able to time my jumps to get in...

Share this post


Link to post
Share on other sites

Super jump is okay, but I prefer double jump since the initial jump leaves you with an air option. Dash jump is kinda lacking. The angle puts you in prime range to get hit by head level missile or the lower arcs. However, "staggered" dash jump is okay, where you dash jump forward, but time your double jump so it has different momentum. You might be able to surprise her by coming in at a weird angle. Still not great, but getting in on JU is all about "least bad" options :(

Share this post


Link to post
Share on other sites

In the vids, whenever I see ABA jump over bombs Justice just air throws her into more bombs, it's really sad to see :v:

http://www.youtube.com/watch?v=Al7Xiw9ILIc

Tsubu using unblockable in combos (crazy coincidence I know), like I said before it's pretty good in combos but it also seems great for setting up oki. Not as many BP FRC>Keystab as I'd expect, Goku seems like the way to go like you said SM. Not enough orbs in combos makes me sad :(

That fucking Sol's air hitbox jesus christ.

Share this post


Link to post
Share on other sites

I don't know if this was posted already, I believe not, but here we go, Throw>Keystab for each character, way easier now, but Anji and Zappa are pretty hard to pull off compared to the rest of the cast. You can't use dash against certain characters (e.g. Axl), and you NEED to dash for others (Justice). Some characters can be done both ways, sometimes easier one way than the other (Slayer is easier with throw>dash>keystab).

Sol - dash needed

Ky - dash needed

A.B.A - dash needed

Dizzy - no dash needed, can't dash>keystab

Johnny - no dash needed, can dash>keystab

Millia - no dash needed, can dash>keystab

Anji - dash needed

Slayer - no dash needed, can dash>keystab

Chipp - dash needed

Zappa - dash needed

Jam - dash needed

Kliff - dash needed

Axl - no dash needed, can't dash>keystab

Order Sol - dash needed

Eddie - no dash needed, can dash>keystab

May - dash needed

Robo-Ky - dash needed

Testament - no dash needed, can dash>keystab

Baiken - no dash needed, can dash>keystab

Potemkin - dash needed

Venom - dash needed

Faust - no dash needed, can dash>keystab

Bridget - dash needed

I-No - no dash needed, can dash>keystab

Justice - dash needed

Disclaimer: Maybe you can do throw>keystab without the dash on all characters, or dash>keystab on characters I said it's not possible, I'm not a god in this game so if you know that you can actually do something I said you couldn't in the list feel free to correct me :eng101:

The combo I posted before can also be done this way:

2D>236S>46S>unblockable>r.jS>jHS>jD>orbs>sj.(jK>)jS>jHS>keystab to get your HP back, 240 damage on Ky.

Also can someone try this combo for me? I just can't run dash fast enough I think? Did it on good ol' Ky.

Near the corner 2HS>IADjS>jHS>236S>46S>unblockable>r.jS>jHS>jD>orbs>[r.jS>jHS>keystab] OR [sj.jS>jHS>keystab]

Red part I'm having trouble with. The 46S must hit at the highest possible height? Maybe? If you do it too low the opponent can't tech after unblockable, too high they can tech but it's easier to combo with? Maybe? Dunno. After the orbs, jS>jHS did connect sometimes so surely r.jS or sj.jS connect too, right? I can't pull it off, can someone test it and tell me if I just suck?

EDIT: Managed to do the [r.jS>jHS>keystab] part ONCE on Testament for like 230dmg, he was dizzied though, does it still count? combo didn't go black. Also my wrist is a mess :v:

Share this post


Link to post
Share on other sites

^Nice list, thanks!

When experimenting with combos, your opponent being dizzied can skew the outcome since opponents become slightly heavier when dizzied. That's not to say it rules out the combo working entirely, just that it should be considered when testing.

I haven't tested the combo you specified, but it seems like it should be possible via dash j.S. Time the Flipkick so they bounce high, but slightly lower the max height. Don't bother hitting them with it at low height unless you're not going to do it and want the oki set up.

Share this post


Link to post
Share on other sites

Yeah I've been testing it and a "medium height" bounce is the best way to do it. Maybe a delay after unblockable? The timing is... :(

Also like mikenapalm asked me before, you DO need to delay the unblockable on light characters, like May, otherwise they bounce too high and the orbs in the r.jS>jH>jD>orbs part miss, it's very tricky to be honest. You can butt loop everyone (it seems, haven't tested everyone) pretty easily ater the 46S or unblockable part of the combo though, unblockable launches lighter characters too high for the butt loop to work, so you just skip it.

2D>236S>46S>(unblockable>)c.S>2S>Butt>c.S>2S>Butt>5K>6P>2S>j.D (Not tested 100%)

Also gimmicky unblockable combo

Corner (duh) unblockable(hit)>5K>6P>2S>Butt>5K>6P>2S>Butt

6P isn't really necessary on lighter characters I believe, you have to be reeeeal close when it hits, hence, gimmicky :roboky:

Been trying to work Danzai into combos but outside of HS moves (wich never hit air opponents) it doesn't seem to ever connect.

Share this post


Link to post
Share on other sites

General recent findings:

- I realize why 5H > 2H gatling is so slow/has a gap. With 5H being +0 on normal block, it's pretty damn great for tick throwing. If they get sassy and start trying to break the throw, the gatling into 2H is timed so that their throw break attempt will come out just as 2H is throw invincible, netting you a juicy 2H CH. Just be wary if they instant block the 2nd hit of 5H; haven't tested to see if 2H's throw invul window also lines up if they do.

- A really good general BnB I've been using lately is 2H > slight delay iad > j.S > j.H > land > Rekka 1st, 2nd, delay 3rd > Rekka 1st, 2nd, Flipkick. Does 182dmg on Testament. Good mix of corner push, damage, and oki.

- Combos ending in corner Flipkick Rekka set up free unblockable if you've got 25%. Finish the combo with Flipkick to get pushed into perfect spacing to throw out a meaty FB Bloodball, which of course can be followed up with dash in > Flipkick for the unblockable. Just don't get DAA'd!

- Decent throw BnB midscreen is Throw > 5H(2) > Danzai > dash j.S > j.H > j.D > Orbs.

- 6H's increased untech time means you can typically cancel into Butt in the corner and it will work. This is good since it lets you combo groundslides into Butt RC > Orbs(2) with out being forced to used 2K > 5S > 2S, since the 2K waters down the damage with its prorate. Try this in corner: Rekkas > dash 6H(2) > Butt RC > Orbs(2) > usual two hit orbs combo ender of your choice.

Also, not sure if it's been mentioned, but I've seen Tsubu using a REALLY gross instant-fuzzy on cornered opponents lately. To set up, dash jump > meaty or blocked j.S > reverse gatling into j.K for instant fuzzy. This is neat for a few reasons:

- You can mash extra j.Ks if they only want to block the first one when performing the fuzzy in Goku Moroha.

- If their guard gauge is flashing, CH j.K offers AMAZING reward. It basically launches them vertically similar to 2S with huge untechable time, allowing you to essentially do whatever combo followup you like. Which is great because...

- If they block the j.K, you can dj.S > j.H to continue pressure. If the j.K hit, autopiloting into the j.S > j.H will combo and probably net ridiculous damage since it positions you/them for Orbs(2). Go into Goku Moroha, get their guard gauge flashing, and do this: rj.S > j.K fuzzy (lands as CH) > j.S > j.H > [Orbs(2) FRC]x4 > Orbs(2). Just silly. (There's more damaging combos out there, just wanted to list that one for the example because it's lulz).

- Don't have tension to spend on Orbs FRC? If the j.H was also CH due to high guard gauge, don't followup with Orbs, let them plummet for groundslide > whatever. If not, you can land and do Butt loops. Dash jump combos (j.S > j.H > j.D > Orbs, etc) should work too if you did j.H > Orbs.

- j.K can also be substituted with j.P if you want to continue with a ground combo, but I don't recommend it since it's harder to convert from and the return from j.K is much better.

Share this post


Link to post
Share on other sites

- j.K can also be substituted with j.P if you want to continue with a ground combo, but I don't recommend it since it's harder to convert from and the return from j.K is much better.

Remember that j.P gatlings into j.K on whiff, wich helps to time the j.K on some characters, also helps mixup.

Share this post


Link to post
Share on other sites

Arcsys has some clever guys, they turned one of my combo drops (air series into orbs becomes ground rekka) into a real combo. :v:

Share this post


Link to post
Share on other sites

Tsubu's Arc Revo matches were uploaded:

vs. Eki-chan (Zappa)

http://www.youtube.com/watch?v=nWIHFr_luNM

vs. Karun (Jam)

http://www.youtube.com/watch?v=DQ8wHo8qKik

vs. Kuni (Baiken)

http://www.youtube.com/watch?v=jW3HdTBLeQw

vs. Kiisha (Faust)

http://www.youtube.com/watch?v=0GVL3m18nCI

We all know how the ride ends, but I hadn't seen the other matches. At least I know that the double super jump swag combos still work here, was it always jK used in the second super jump? I thought it worked with jS.

Share this post


Link to post
Share on other sites

×