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AtTheGates

Sengoku Basara X: Combos, strategy, discussion

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keiji's actually not that bad

using his egun in combos is pretty easy

quick little combo 2A-2C-214A-*E*-5C-6C-5C-6C-214A

also near corner 2B-jB-jC-land-5C-6C-5C-214A-*E*-5A-214A

look at vids of kubo using him once you get the basic timing for his combos you open up to more shit

http://www.youtube.com/watch?v=P8ypiXjvWXE Kubo(keiji) vs Sarashi(yuki)

Thanks. I only played for like 5mins after I got home and then I fell asleep but in the first combo after 2A-2C, don't you mean 214B instead of 214A? I didn't check to see if you could combo after 214B but I certainly couldn't get 214A to connect after 2A-2C.

And I do use the 5C-6C loop thing at the end of your combo but I typically charge B+C first to drive em to the wall and cause guard crush first. I typically get 3 reps of 5C-6C but I found that if you catch em high when you land the 6C or 5C(whichever you start with), like where he's actually hitting their feet or legs, you can get another rep or half of one. And then once, i used an Engun cancel to dash in after like the 2nd rep and repeat the shit again for 3 reps but I can't really confirm shit I do in this game yet as I haven't had any time to thoroughly test anything.

Also, are you making sure you have air recovery,etc. on? Because it fucked up a lot of neat shit I did the first time I entered training mode that wasn't really possible in a real match lol. Like, 11+ hit shit after the 236B launcher nearly, or fully, charged. But air recovery after the first hit after the launch frustrates things and like I said I haven't really been doing anything but messing around.

Btw, I can't watch ANY vids because I only have online access from my phone. Sucks. Because I wonder if there is anything extensive or damaging to do after the command grab besides a little 2 hit -> 214A?

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na all my combo's are legit the timing is sort of strict for some and it depends because some characters might need a little adjusting 214A is his left to right pogo thing right?? the up and down one is 214B 2C should connect with 214A the only one that is kinda weird to do it against is the ring guy this is stuff i got right from Kubo and how he finishes and starts his stuff

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Ok Jack:

1. We'll talk about the first line of your post I bolded in person. It's something I don't really want to share to hardcore with the community yet.

2. Since this will get figured out anyway, Motonari's light on the ground in completely unblockable. The right combos will place the light on the ground, summon a pikeman at the same time, and give you a free combo. It even hits people out of shoryukens. It's entirely essential to his game, as it's one big fear beacon.

Characters I have learned a lot about:

Hideyoshi

Motonari

Honda

Kenshin

Oichi

So ask away about these characters and I will give you answers.

-Slymoogle out.

Give me aaaalll the Oichi info you can give me! I haven't been playing this much(sadly) due to other stuff I've been doing. And also I can't find much info on Oichi other than the match videos I've seen. So after trying a lot of other characters and stuff in this game, I decided to go back and indeed stay with Oichi. So give me all the info you can give! \o/

EDIT: To be more precise: I know a few stuff.. But I'd like to expand on that. Like for one I know you can do crazy combos with 214a a 214a etc while in the corner and in possessed mode. I saw a video in nicovideo where she went from normal mode (her BnB) into Possessed mode and into that 214a combo. I wasn't too sure what was going on there. So if you can give me more info on how to do this.. What I was guessing it was that she did 2C > 214B > engun (not sure what level) > shadow mode > combo, but I need to elaborate on this.

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Keiji 5C~2C~214A~E~5B~5C~236+[A]+E~]A[~Whirlwind Super FULL SCREEN KNOCKDOWN

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Motochika

He has a complete cancel from grounded Flame Kick.

You need to do 28 then strum A,B,C. You can cancel the superjump with any attack so if you strum them you get 3 chances this makes it easier.I wish you could negative edge to get 6 chances, but I'll take three chances with a triple hammer-on.

Great Anti-Air: Jump backwards with a J.B to nab a Counter Hit

CH J.B, Airdash, J.B, Land, B, C... from here you can combo however you like.

Great re-launch: After an aerial FlameKick, air dash, J.C knockdown. You technically land first, and the super has enough freeze frame to get a full launch. SO, combo's like this are possible.

2B, 6B, C, J.B, J.C, 623A~B, Airdash, J.B, 623A~B, Airdash, J.C, Land, 214214C, 623A~B, SJ{ABC}, B, C, 623A~B, SJ{ABC}, C, J.C

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cool, more ppl there the better. my brother posted an assload of hondam combos on the forum if anyone's interested. he seems to be the least popular character I could post some hideyoshi stuff here, his combos change based on his character he's fighting quite a bit, but they are generally pretty easy, just some memorization. bleh, im too lazy so what level you guys think oichi should summon her assist at? It seems like she's ok with summoning him at a low level from what I've seen, but I want a second opinion. any good combos using him in normal mode ppl might want to share? also with oichi you can do a midscreen loop of sorts with 214C > 214A > 214C etc but it's kinda hard and sometimes inconsistent. the 214A to the 214C is kinda strict timing.

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Motochika

I've since realized that my combos are limited to vs Hideyoshi. Sorry guys. =(

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I hope this puts everything back on track for you (if it even works:psyduck: )

Motochika

Various launchers into a possible aerial finisher

J.b as air to air

2b > c >

(corner only) 6b > c > 623a~b > SJ{abc} > b > 6b > c >

(corner only) 623a~b > engun cancel > b > 6b > c >

J.c on Counter hit >

combo into 236a[4] > b > (6b) > c (its tough if you start from so many hits, might not work)

214214c > b > 6b > c

The aerial :eng101:

j.b > 623a~b > delay ad > j.b > 623a~b > iAD falling j.b |> b > 6b > c > j.b > 623a~b

> ad.b > 623a~b > ad.c

Edit: Works best if your on 2p side... its not my fault. Its works perfectly fine on the other side its just that sometimes if you ad too early at the start the opponent will fly over your head... lol

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Noooo! Game.. can't... die.... Sly, how the hell do you play Honda. I need to know like, everything.

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I finally got to play this for the second time this weekend. So far, I love the game (besides the stupid infinites, those need to go). Oichi is definitely my favorite character so far. As for it being dead? I don't find it likely people will play this competitively due to the imbalance issues. However, if they made a sequel or released a new version that is more balanced, I can see this game getting a competitive scene. I'd like to fight more people, but I don't even own the game right now so it's kind of an issue lol.

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game is tight but no one plays, is so lame oichi corner combo (normal mode): combo to 214B > 6D (summon on last hit of the special) > 214214C i think you need engun lv50+ and 6D seems to work best but im sure the combo could be improved

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So, are there actually 23 characters in this game, like Tia asserted in the other forum?

Or is the PS2 version still stuck at 10?

23? What? I wish...

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I pretty sure he means no one within reasonable distance.

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i more noiser than zappa, thats for sure and yes Koichi and Kaqn are playing this game, there are some videos of them in basarako

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What does that mean? That they are playing this? Will they come over my house, host a few sessions, or throw a tourney? Not trying to be a jackass but I don't see the importance of two guys playing a game as opposed to a whole community. Unless of course they have some sort of pull and influence over that community.

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Motochika updates guys. Don't play him. He is a very unique character who can't hang with escaping pressure, doing damage or having any purpose to his Engun in this version of the game. Next version he will be tweeked enough to use. =P

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