-
Content count
8 -
Joined
-
Last visited
About DJScrub
-
Rank
Power of science!
Other Info
-
Location
Tennessee
-
SteamID
djscrub
-
DJScrub changed their profile photo
-
[Xrd] King Ky - Combo/Setup Listing and Discussion
DJScrub replied to Kazuki Slice's topic in Ky Kiske
I am having trouble getting 5K>c.S>6P>HS>236K>RC>214K>c.S>236D to land. Specifically, the last 236D whiffs. This is against Sol in training mode. Is there some weird timing at some stage of this combo? Does someone have a video of it being done? -
The Challenge #5 combos are both good launchers, but remember that j.C>jc>j.C>jc>j.C>Cat2 is not the best juggle to do with Tao. You are much better off with j.8D~A.
-
Can someone explain to me what is meant in this thread by "level 2" normals, etc.? I have never heard of this categorization before.
-
Yeah, that's kind of why I ask. Hell's Fang seems like guaranteed, easy damage on the end. I am having a lot of trouble with the 236C version, and my inclination is to set it aside for awhile and just go back and learn it once the rest of the combo is a part of my standard routine in actual matches. I have seen even really superb Ragnas finish this combo with Hell's Fang, as in this video at 3:30. But if the consensus here is that 236C is really crucial, I can work on it some more. I do feel like my corner game currently needs more work than my midscreen game, so it's fine to focus there for a while. I really do appreciate all the advice.
-
Thanks a lot for the tips. I will probably just end up sticking with Seo's suggested combo. It seems much less prone to randomly dropping when I'm under stress than the Challenge Mode version. How high a priority, in the grand scheme of Ragna play, would you say I should place on mastering the 236C mini-loop dash-under ender instead of the Hell's Fang ender?
-
I am working on my corner combos right now, specifically those with Belial Edge in them. I have been doing the second combo of Challenge #5 (Throw, 5C>5D(1)>214D>5C>jc>j.C>jc>j.C>j.214C>5D>214A>214D). I can do it, but sometimes Bang techs instantly upon hitting the ground after the Belial Edge, like before the Belial Edge animation even ends (but the move has connected and dealt its damage). Other times he flies back up into the air as he needs to do in order to land the 5D. I cannot for the life of me figure out the difference between what I'm doing when this happens and when it doesn't. Any ideas?
-
[CSE-CP] Tsubaki Yayoi Simple Questions and Answers thread! Version 3!
DJScrub replied to Ginseng's topic in Archive
Oh, wow! I made a new Live account yesterday and did not even notice that it wanted me to download the patch again! All I have done since then is tool around in Challenge Mode with characters I don't normally use, so I didn't catch the difference. Thanks for the tip on the combo, but thanks way more for pointing out that I was playing CS1!!! -
[CSE-CP] Tsubaki Yayoi Simple Questions and Answers thread! Version 3!
DJScrub replied to Ginseng's topic in Archive
I am having a hard time with the second combo of challenge #3. Specifically, I can't land the first j.B after the 5B juggle (for those who don't recall, the combo starts Throw > 214B > 5B > jc > j.B). I am wondering if I am jump canceling the 5B too early. I have no problem with other combos of this type. For example, Arakune's 5C > jc > j.6C > jc > J.6C > 236C is very easy for me to do. What am I doing wrong? I know that I am successfully jump canceling because the prompter does advance to the j.B, but it whiffs as Bang techs.