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Kashou

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  1. Kashou

    [Xrd] King Ky - Combo/Setup Listing and Discussion

    Mid-screen Air Throw Combos Just some different ways you can combo from throw, all of them leads to knockdown. You can do more damage if you don't do KD ofc and I'll leave it to you to find the best choice. If you land a throw closer to the ground you can usually connect a 2HS into GS on most characters I think, but it's a bit trickier when they are higher up. vs Sol: AT RC Airdash late j.S c.S 2HS 623HS - 105 Damage AT RC 2HS(2) 214K 623HS - 107 Damage AT RC 3HS 623HS - 91 Damage vs Chipp AT RC Airdash late j.HS c.S 2HS 623HS - 141 Damage AT RC land dash c.S 2HS(2) 214K 623HS - 147 Damage AT RC 3C 623HS vs Millia AT RC Airdash late j.HS c.S 623HS - 122 Damage AT RC 2HS(2) 623HS - 118 Damage vs Potemkin AT RC c.S 2HS(2) 214K 623HS - 106 Damage If you time the RC well he will glitch and stay behind you instead of going to your front so anything will connect, luckily everything still connects even if you throw him in front of you.
  2. I dunno if people are still watching this thread, but I can't get the viewer to work anymore. I'm using the same PCSX2 version and setup as when it did work but now I'm just getting Unhandled exceptions. I've tried everything, and downloaded everything that you are supposed to need but it keeps giving me the same error anyway. I got it to work with no issues last time, before I formatted my computer. Or does it HAVE to be the JP version?
  3. Kashou

    AC+R: Chipp Combos

    You will find that most Chipp combos, even his BnBs, are extremely char dependant for pretty much every character in the game. I don't have access to the game atm but there are corner combos on the first page for Faust. Otherwise you'll just have to experiment with c.S 2D 236S and see what works after that. 5HS iad j.P j.D j.236P 5HS and try out every combination of j.P and j.K until you can either get a j.D or a j.D j.236P knockdown. dash j.P and do the above. I dunno man, Chipp combos are dumb. Merry Christmas. 8)
  4. It doesn't slow down at all in the 10-30 range. But I wouldn't play anybody with higher than that to begin with. I do notice slowdowns when I play against some of the russians so I understand what you're talking about.
  5. There's nothing wrong with the netcode. There's something wrong with your internet connection and the one you're trying to play with. Delay is Delay no matter the netcode. Programming won't make that 30 ms delay suck less, and I bet you guys are sitting on a nice and good 50+ ms with your ADSLs and 8mbit connections. Not to mention distances.
  6. Kashou

    [GGAC+R] Combo Thread

    This is the most important combo for any justice to know. Works on Chipp AND ANJI THROW -> 6HS WHIFF FIRST HIT SUPER CANCEL ON SECOND-> 46463214HS
  7. Kashou

    AC+R: Chipp Combos

    Updated my post with a couple of new characters. Ky made me take a break but I'll get back to that in a moment. I'm discovering new stuff along the way so I'll go back and recheck everything later.
  8. Kashou

    [GGAC+R] Combo Thread

    Never mind, had counterhit on So you will have to make do with: Air throw -> RC 6HS j.S(1) j.D dj.S(1) j.41236HS j.HS - 173 damage 50% tension - Knockdown
  9. Kashou

    AC+R: Chipp Discussion & General Strategy

    How to 22S FRC iad: 22S 6, FRC, 6 Press 6 first, then FRC, then 6 after FRC. Don't input 6+FRC, 6 or 6, FRC+6. Easy! *vomit*
  10. Kashou

    AC+R: Chipp Combos

    41236HS 6HS 632146HS is probably one of our most damaging combos with a little guard guage. It does 308 damage with 50 guage on Jam. While 50 is a lot, 20 or so is realistic and will make it do quite a bit more than 182 or whatever it does with 0. Too bad it doesn't work on HOS and Sol.
  11. Kashou

    AC+R: Chipp Combos

    It doesn't give KD without the c.S 6P c.S
  12. Kashou

    AC+R: Chipp Combos

    Yeah but that combo only works properly with a running start, and then you can go for the loop instead unless they are crouching. In my experience c.S 2D 236S combos are done standing still almost always and now we can go for 236P-D combos from any running hit very easily. That being said my first justice combo sucked but I found a new one that works standing still. c.S 2D 236S 5HS j.K(1) j.K(2) j.K(2) j.D j.236P - 146 damage 0% tension and it does 157 damage with c.S 6P c.S starter and 1 less j.K hit at the end. Also loop is combo of choice vs justice since you can poke into it with f.S 5HS and even if you're just standing still c.S f.S 5HS iad j.P still connects.
  13. Kashou

    AC+R: Chipp Combos

    All combos lead to knockdown unless otherwise specified. In my post I will list all the good combos I find BY CHARACTER because everything is so character specific for Chipp. Will keep updating this one. vs. Anji 2K c.S 2D 236S 236K 5P j.P j.K(2) j.K(2) j.D - 82 damage 0% tension Get used to it. Anji outpokes you like crazy and this is the only thing you can convert to from a low. Either this or get guard pointed to death. (Yes, I'm salty.) c.S 2D 236S 5HS j.K(1) j.K(2) j.K(2) j.D - 140 damage 0% tension Corner Only c.S 2D 236S 5HS j.D j.236P - 140 damage 0% tension From jump in (j.S) c.S 2D 236S 236K 5P j.P j.K(2) j.K(2) j.D - 140 damage depending on starter 0% tension Do this combo from D and HS teleport FRCs. c.S 2D 236S delayed 5HS 41236K-D f.S 5HS iad j.K(2) j.D - 188 damage 25% tension c.S 2D 236S 5HS 41236K-D f.S 5HS iad j.P j.S dj.S j.HS j.623S - 200 damage 25% tension - NO Knockdown Corner Only c.S 2D 236S 5HS 41236K-D c.S 5HS iad j.P j.D j.236P - 195 damage 25% tension dash c.S f.S 5HS 236P-D c.S 5HS iad j.P j.S dj.S j.HS(1) j.623S - 215 damage 25% tension - NO Knockdown dash c.S f.S 5HS 236P-D c.S 5HS iad j.K(2) j.D - 203 damage 25% tension j.D CH 6HS iad j.K(2) j.D - 114 damage 0% tension j.D CH 6HS 41236K-D c.S 5HS iad j.K(2) j.D - 189 damage 25% tension Corner Only j.D CH 6HS iad j.K(1) j.D j.236P - 130 damage 0% tension CH 6K 6HS 41236K-D c.S 5HS iad j.K(2) j.D - 165 damage 25% tension Corner only 41236HS 6HS 41236K-D c.S f.S 5HS 41236K-D c.S 5HS j.D - 214 damage 50% tension 41236K FRC 5HS iad j.K(2) j.D - 126 damage 25% tension vs. Roboky c.S 2D 236S 5HS iad j.P j.D j.236P - 116 damage 0% tension c.S 2D 236S 236K 5HS 41236K-D - 131 damage 25% tension Corner Only c.S 2D 236S (delay + hold 4) 5HS 41236K-D c.S f.S 5HS iad j.P j.D j.236P - 165 damage 25% tension j.D CH c.S f.S 5HS iad j.P j.D j.236P - 105 damage 0% tension Corner only j.D CH c.S f.S 5HS 41236K-D c.S f.S 5HS iad j.P j.D j.236P - 154 damage 0% tension 41236HS 6HS iad j.P j.P j.D j.236P - 103 damage 0% tension (depending on iad timing it will either knock down with 1 j.P or 2 j.P but if you do the 1 j.P version you either get knockdown or a whiffed j.236P 2 j.P is better unless you can get the knockdown every time with 1. 2 either gets knockdown or damage) Corner only 41236HS 6HS 41236K-D c.S f.S 5HS 41236K-D c.S f.S j.D - 175 damage 50% tension 41236K FRC 2S 5HS iad j.P j.D j.236P - 118 damage 25% tension vs. Justice c.S 2D 236S 5HS j.K(1) j.K(2) j.K(2) j.D j.236P - 146 damage 0% tension c.S 2D 236S 5HS 41236K-D 5HS iad j.P j.D j.236P 181 damage 25% add delayed f.S or 2S before 5HS for harder combo and 8 more damage dash c.S f.S 5HS (or standing c.S 5HS) 236P-D delay until near ground 5HS iad j.P j.D j.236P - 193 damage 25% tension c.S f.S 5HS iad j.P j.S j.HS c/f.S 5HS iad j.P j.S j.HS c.S 2D - 175 damage 0% tension alternatively c.S f.S 5HS iad j.P j.S j.HS c/f.S 5HS iad j.P j.S j.HS c.S 5HS iad j.P j.D 181 damage Situational with back towards corner dash c.S f.S 5HS 236P-D 5HS 41236K-D c.S 5HS iad j.P j.D j.236P - 232 damage 50% tension vs. Jam c.S 2D 236S 236K 5P j.P j.K(2) j.K(2) j.K(1) j.D j.236P - 133 damage 0% tension Corner Only c.S 2D 236S 236K 5P j.D j.236P - 133 damage 0% tension CH j.D dash 6HS 41236K-D c.S 5HS jump delay j.P j.K(2) j.K(2) j.D j.236P - 199 damage 25% tension CH (close or running or corner) 6K 6HS 41236K-D c.S 5HS jump delay j.P j.K(2) j.K(2) j.D j.236P - 176 damage 25% tension CH 6K dash c/f.S 5HS iad j.P j.D j.236P - 96 damage 0% tension dash c.S f.S 5HS 236P-D -> Look below Close trajectory -> c.S 5HS jump DELAY j.P j.K(2) j.K(2) j.D - 206 damage 25% tension Far trajectory -> f.S 5HS j.D - 193 damage 41236HS dash 6HS iad j.P j.D j.236P - 125 damage 0% tension 41236HS far 6HS c.S 5HS jump delayed j.P j.K(2) j.K(2) j.D - 180 damage 25% tension 41236D 6HS 6HS iad j.P j.D j.236P - 162 damage 25% tension vs. Chipp c.S 2D 236S dash 5P j.P j.P j.K(2) j.K(2) j.D j.236P - 145 damage 0% tension c.S 2D 236S 236K RC 6HS iad j.K(2) j.D - 201 damage 50% tension c.S f.S 5HS 236P-D c.S 5HS j.P j.P j.K(2) j.K(2) j.D j.236P - 252 damage 25% tension 6K CH dash c.S 5HS iad j.P j.D j.236P - 141 damage 0% tension Corner Only 6K CH 2S 5HS 41236K-D c.S 5HS j.D j.236P - 197 damage 25% tension Corner Only 6K CH 2S 5HS 41236K-D c.S 5HS 41236K-D c.S 5HS iad j.P j.D j.236P - 242 damage 50% tension (You can do 1 more damage with 6HS iad j.K(1) j.D j.236P FRC loops, but this way you don't have to FRC, and 2S is easier to land than 6HS.) j.D CH 6HS iad j.K(1) j.D j.236P - 159 damage 0% tension j.D CH far 6HS 41236K-D c.S 5HS j.P j.P j.K(2) j.K(2) j.D j.236P - 239 damage 25% tension 41236HS 6HS iad j.K(1) j.D j.236P - 160 damage 0% tension 41236D 6HS 6HS iad j.K(1) j.D j.236P - 204 damage 25% tension vs. Johnny c.S 6P c.S 2D 236S 236K 5HS j.P j.K(1) j.K(2) j.K(2) j.D - 158 damage 0% tension c.S 6P c.S 2D 236S delayed 5HS 41236K-D c.S 5HS j.D - 182 damage 25% tension CH j.D dash c.S 5HS j.P j.P j.P j.K(2) j.K(2) j.D - 107 damage 0% tension c.S f.S 5HS 236P-D -> Look below: Close trajectory -> c.S 5HS j.P j.P j.P j.K(2) j.K(2) j.236P - 197 damage 25% tension Far trajectory -> f.S 5HS j.D - 187 damage 25% tension The close trajectory combo is very prone to dropping and I recommend using the simpler one. 41236HS 6HS iad j.K(2) j.D - 111 damage 0% tension 41236HS 6HS 41236K-D c.S 5HS j.D - 164 damage 0% tension vs. Ky c.S 2D 236S 236K 5HS j.K(1) j.K(1) j.K(2) j.K(2) j.D j.236P - 161 damage 0% tension c.S 2D 236S (delay+hold 4) 5HS 41236K-D f.S 5HS iad j.P j.D j.236P - 188 damage 25% tension I find that if you don't hold back to get that pixel more spacing and delay the 5HS you won't get them high enough to hit the iad j.P. I don't like this combo. Against Ky you can always combo c.S 5HS to 236P, even standing still if you are point blank. It is very hard to do anything worthwhile for 25% tension against him otherwise so I recommend doing FB Alpha Blade combos on him. c.S (f.S) 5HS 236P-D c.S 5HS j.D - 186 damage 25% tension c.S (f.S) 5HS 236P-D c.S f.S 5HS 41236K-D - 211 damage 50% tension j.D CH dash c.S f.S 5HS j.K(1) j.K(1) j.K(2) j.K(2) j.D j.236P - 130 damage 0% tension Corner Only j.D CH c.S f.S 5HS 41236K-D c.S 5HS j.D - 163 damage 25% tension Corner Only j.D CH c.S f.S 5HS 41236K-D c.S 5HS 41236K-D c.S 5HS iad j.P j.D j.236P - 207 damage 50% tension 6K CH dash c.S f.S 5HS j.K(1) j.K(1) j.K(2) j.K(2) j.D j.236P - 110 damage 0% tension Corner Only 6K CH c.S f.S 5HS 41236K-D c.S 5HS j.D - 142 damage 25% tension The 50% j.D CH combo should work with 6K too, but I'm having great difficulty landing it so I can't be sure. 41236HS dash c.S f.S 5HS j.P j.K(1) j.K(2) j.K(2) j.D j.236P - 129 damage 0% tension 41236K FRC 2S 5HS j.P j.P j.K(2) j.K(2) j.236P - 138 damage 25% tension 5D 8 dj.D \/ 6HS iad j.P j.K(2) j.D j.236P - 123 damage 0% tension 5D 8 dj.D \/ 6HS 632146HS - 177 damage 50% tension Works mid screen as well. Just remember to input 8 to initiate homing jump and then 9 to jump forward, or else you will iad. Try to double jump as fast as you can and time the j.D when you are at the top of your jump so you have enough time to land. vs. Bridget c.S 2D 236S 236K 5P j.P j.K(1) j.K(2) j.K(2) j.D j.236P - 135 damage 0% tension Corner Only c.S 2D 236S 236K 5P j.D j.236P - 135 damage 0% tension Corner Only c.S 2D 236S 236K RC 6HS iad j.P j.K(2) j.D j.236P 177 damage 50% tension (dash) c.S (f.S) 5HS 236P-D c.S 5HS j.P j.P j.K(2) j.K(2) j.D j.236P - 211 damage 25% tension j.D CH dash c.S f.S 5HS jump delayed j.K(1) j.K(2) j.K(2) j.D j.236P - 135 damage 0% tension Corner Only j.D CH dash c.S f.S 5HS 2S 5HS iad j.K(2) j.D j.236P - 185 damage 25% tension Corner Only 6K CH dash c.S f.S 5HS 2S 5HS iad j.K(2) j.D j.236P - 163 damage 25% tension 41236HS 6HS iad j.K(1) j.D j.236P - 131 damage 0% tension 41236K FRC 2S 5HS j.P j.P j.K(2) j.K(2) j.D j.236P - 144 damage 25% tension vs. Slayer (dash 2K) c.S 2D 236S dash 5P j.D j.236P - (69) 105 damage 0% tension You CAN do other combos but they are prone to dropping. c.S 2D 236S 5HS 41236K-D 2S 5HS iad j.P j.D j.236P - 177 damage 25% tension c.S f.S 5HS 236P-D c.S 5HS iad j.P j.D j.236P - 190 damage 25% tension 6K/j.D CH 2S 5HS iad j.P j.D j.236P - 90/106 damage 0% tension 6K/j.D CH 2S 5HS iad j.P j.D j.236P FRC 6HS iad j.P j.K(2) j.D j.236P - 124/141 damage 25% tension Above 6K/j.D combos are more reliable, below are more damage. 6K/j.D CH 6HS iad j.P j.K(2) j.D j.236P - 99/118 damage 0% tension 6K/j.D CH 6HS 41236K-D c.S 5HS iad j.P j.D j.236P - 157/178 damage 25% tension 41236HS (dash) 6HS iad j.P j.K(2) j.D j.236P - 118 damage 0% tension 41236HS (dash) 6HS 41236K-D c.S 5HS j.K(1) j.K(1) j.K(2) j.K(2) j.D j.236P - 165 damage 25% tension 41236K FRC 5HS iad j.P j.D j.236P - 123 damage 25% tension vs. Testament (dash 2K) c.S 5D 236S 236K 5HS j.K(1) j.K(1) j.K(2) j.K(2) j.D j.236P - (101) 161 damage 0% tension c.S 5D 236S 5HS 41236K-D f.S 5HS iad j.P j.K(2) j.D - 182 damage 25% tension (wonky oki, sometimes testa flies to the other direction.) c.S f.S 5HS 236P-D c.S 5HS iad j.P j.D j.236P - 200 damage 25% tension Works anywhere. 6K/j.D CH 2S 5HS iad j.P j.D j.236P - 93/112 damage 0% tension 6K/j.D CH 2S 5HS iad j.P j.D j.236P FRC 6HS iad j.P j.K(2) j.D j.236P - 132/153 damage 25% tension You might have to delay the 6HS to get proper bounce height. Works midscreen only, less reliable. 6K/j.D CH 6HS iad j.P j.K(2) j.D j.236P 106/124 damage 0% tension 6K/j.D CH 6HS 41236K-D c.S 5HS j.P j.P j.K(2) j.K(2) j.D j.236P - 166/187 damage 25% tension 41236HS (dash) 6HS iad j.P j.K(2) j.D j.236P - 126 damage 0% tension 41236HS (dash) 6HS 41236K-D c.S 5HS j.P j.K(1) j.K(2) j.K(2) j.D j.236P - 175 damage 25% tension 41236K FRC 5HS j.P j.P j.K(2) j.K(2) j.D - 124 damage 25% tension vs. Zappa (dash 2K) c.S 2D 236S 236K 5HS j.K(1) j.K(1) j.K(2) j.K(2) j.D j.236P - (101)161 damage 0% tenson Corner Only (dash 2K) c.S 2D 236S 5HS j.D j.236P - (90)135 damage 0% tension c.S 2D 236S delayed 5HS 41236K-D f.S 5HS iad j.P j.D j.236P - 187 damage 25% tension c.S f.S 5HS 236P-D c.S 5HS iad j.P j.D j.236P - 200 damage 6K/j.D CH 2S 5HS iad j.P j.D j.236P - 93/112 damage 6K/j.D CH 2S 5HS iad j.P j.D j.236P FRC 6HS iad j.P j.K(2) j.D j.236P - 132/153 damage 25% tension vs. Millia (2K) c.S 2D 236S j.P j.K(1) j.K(2) j.K(2) j.D j.236P - (92)147 damage 0% tension c.S 2D 236S 236K RC 6HS iad j.K(1) j.D j.236P - 201 damage 50% tension 41236HS (dash) 6HS iad j.K(1) j.D j.236P - 149 damage 0% tension 41236HS (dash) 6HS 41236K-D c.S 5HS j.P j.P j.K(2) j.K(2) j.D j.236P - 205 damage 25% tension Corner Only 5D 8 dj.D \/ j.P j.K(2) j.K(2) j.D j.236P - 105 damage 0% tension vs. Ino (dash 2K) c.S 2D 236S j.P j.P j.K(2) j.K(2) j.D j.236P - (76)121 damage 0% tension c.S 2D 236S 236K RC 6HS iad j.P j.K(2) j.D j.236P - 174 damage 50% tension dash c.S f.S 5HS 236P-D c.S 5HS j.P j.P j.K(2) j.K(2) j.D j.236P - 207 damage 25% tension 41236HS (dash) 6HS 41236K-D 2S 5HS j.P j.P j.K(2) j.K(2) j.D j.236P - 180 damage 25% tension vs. Faust c.S 2D 236S j.P j.K(1) j.K(2) j.K(2) j.D j.236P - 124 damage 0% tension j.D CH 5K 5HS iad j.P j.D j.236P - 100 damage 0% tension vs. Everybody except Sol, HOS BURST SAFE - These combos cannot be bursted if they are in the corner and you space the 6HS properly. near corner CH j.D 6HS 632146HS - 182 damage(on justice) 50% tension CH j.D Dash 6HS Super connects on Testament, RoboKy, Johnny, Chipp, Kliff and Bridget outside of the corner. Can possibly connect on more but I wouldn't attempt it since j.D usually doesn't hit at optimal hight to utilize this. 41236HS dash 6HS 641236HS - about 180~ damage 50% tension
  14. Kashou

    Accent Core:Chipp Combos

    http://www.youtube.com/watch?v=9I2NpzhPvOM#t=21s Can someone in this dead forum explain this combo to me? I can't get it to work even if I manage to TK the alpha blade perfectly (at least it seems like its perfectly timed to me) and have slash on turbo on my stick. The f.S won't connect. Also if I do a j.S like that before the alpha blade won't even connect in the first place.
  15. Kashou

    [AC+] PSN ID Thread

    PSN: KashouCanavi Location: Sweden Also add me on Skype @ kashoucanavi It's such a hassle to try to communicate through PSN.
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