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Lunchbox

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  1. Lunchbox

    Accent Core Venom Thread

    The hits of the j.S j.HS j.D part need to be spaced out. If you can't get the j.D to connect it's because Venom is too high. Jump immediately after throwing but hit j.S as late as possible i.e. at the peak of Venom's jump, right before the opponent can tech. This is so Venom descends as he does j.HS -> j.D, bringing him closer to the opponent and the ground. To get a feel for the timing of the j.S I repeatedly threw the dummy and let it tech. After memorizing the moment when the opponent can tech (using the tech sound effect as an audio cue) timing the j.S became much easier. Also, if you hit j.D too early the opponent will be too high for 6P or 6HS to connect, or at least in the case of Jam. I also tried the combo against Testament and it felt easier. I'll test it on other characters later.
  2. Lunchbox

    Kenshiro make your head asplode

    I stand corrected. I just tested it out and it doesn't work on Mamiya's low arrow. It reflects Juda's 236C though. What terrybogard said about the sjc. A's timing is true, but because you say you can get at least 2 hits it sounds to me like the opponent is too low when you hit them with the 2nd standing D xx 236D. Either close or far D will work but I think you'll want to time it so that close D comes out because it hits above Ken, the opponent is closer to you, etc.. Ideally you want them above Ken's head when you smack 'em with close D but the timing is pretty lenient. If you're using the 236D > j.C, j.D set up, then you must j.C on the way up, pause, and j.D as Ken falls. It's kind of like doing the up+HP in Iron Man's infinite because you want Ken to be closer to the ground while keeping your opponent floating above you.
  3. Lunchbox

    Odds and Ends

    EASE MAH PAIN, EASE MAH RONERINESS!!! Dude your posts are hella random. I still lol at "OH SHIT SPIKE TO NUCLEAR PUNCH YOU IN THE FUCK". Pachinko . Seriously, like who plays these console pachinko games? I suppose playing pachinko on your DS is better than playing real pachinko in some seedy parlor while the blanket of cigarette smoke destroys your body from the inside (NOT UNLIKE A CERTAIN 1800 YEAR OLD MARTIAL ART).
  4. Lunchbox

    Kenshiro make your head asplode

    I don't really use Kenshiro but... Question 1: He can't (OR CAN HE?!). Maybe you were thinking of Toki? They both have counters and the ~*~HOKUTO SHINKENZ~*~ n stuff. Question 2: Yup it's a superjump cancel. I've never used 236D > j.C, j.D |> f.D xx 236D until just now in training mode and I don't really like it. If you must use j.C, j.D then the key is to delay the j.D so only one hit connects and the opponent floats nice and high for f.D xx 236D. Try doing the B&B like this: f.D xx 236D > IAD j.C |> f.D xx 236D > sjc. A B A B C_D |> 236236A. Question 3: A+C+E as soon as the 3rd hit of the DP connects. I never noticed this post before. They really do bounce higher after sjc. A B A B A D. Much easier to land 236236A, 623A_236CD. Thanks!
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