-
Content count
1,977 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Calendar
Everything posted by LegendaryRath
-
[P4A] Kanji Tatsumi Combo Thread "I am not done beating you yet!"
LegendaryRath replied to A.X.I.S.'s topic in Kanji Tatsumi
I didn't. While it's not game changing, it's certainly an option for punishes. Even if damage is just barely better than just the command throw, I would assume that you would get some extra heat for the extra hit. To be honest, though, I'll probably just remain lazy and just 214C or 5c for punishes. -
I've never had an issue with her until today. I spent 5 entire matches without getting near her and timed out every time. Advice?
-
You're right, but it comes down to practice I guess. After-all, the main B&Bs are the same for the first few hits. (the "---" represents the point where the combos begin to differ) 5AAA>6B>--->5C(6hits)>ACoup. This is the standing B&B 5AAA>6B>--->2AB>BCoup. Crouching B&B That's awesome news. According to Jourdal's character intro page, you can jump cancel 5AAA and 5AAAAA as well. I'm gonna try this out in matches more often now.
-
After Yu's DP you could just hold 4B and fatal with that. whatever is easiest for you
-
Jump and grab him. As soon as you hit the ground, do a short dash and then 6B>2B>2D>6B>2AB>BCoup. That does a little over 4k and is pretty simple.
-
I would like to start off by saying that I'm not the best Mitsuru (I actually main Kanji), so other peoples input should be considered before mine. That being said, you're a pretty good mitsuru for only playing her a little. - Remember that on crouching hits you can follow up with 2AB>BCoup for much better damage (I saw a few auto combos on crouching opponents) - On an anti-air 2B hit follow up with 2D but don't press it a second time. You get more options when they're frozen (plus I feel that it's easier to finish a combo. I seems that you dropped what you were trying to do a few times) - Against YU I don't recommend using the whip attacks unless they are part of a combo. It's ok once in a while, but it's very easy for him to just slide right through them and super cancel for 3K+ - If you counter hit with 5A or 2A you can immediately follow it with 2AB>BCoup or 2AB>OMC>2B. It's not the best damage, but if a 5B is too slow for the situation you should go for it. - If you find that your opponent is spamming DPs in your pressure, try cutting your blockstrings short and prepare to punish with a well charged 5B. Against YU you can counter with an air grab and then combo for 4K+ - It's probably best not to include 2B in your blockstrings. In my experience it's punishable. - Don't forget that you can charge the kick in Myriad Arrows for a little extra damage. Just hold the button until it looks like they're about to fall over. That's pretty much everything I can think of. Remember to practice practice practice. If it helps, you can recreate any scenario in training mode. This helps a bunch to learn how to punish things. Good luck! Also, why don't we have a thread for this sort of thing? It would certainly make getting help easier. Just curious.
-
[P4A] Kanji Tatsumi Gameplay Discussion "Brofisting is in!"
LegendaryRath replied to A.X.I.S.'s topic in Kanji Tatsumi
AWWWW YEAH! Seriously, that's awesome news. -
I know what you mean. I'll successfully bait (and punish) most DPs and normally have no problem with it. But omg for some reason Yu will always manage to hit me with that thing in my blockstrings. I eventually started end all of my blockstrings with him after like 2 hits. If I bait it successfully, I'll counter air throw or Charge 4B>2B combo.
-
[P4A] Kanji Tatsumi Combo Thread "I am not done beating you yet!"
LegendaryRath replied to A.X.I.S.'s topic in Kanji Tatsumi
It seems to me that in any combo that has j.A>j.B>dj.A>j.B where they aren't at the correct height for dj.A to hit, all you have to do to make it work is delay your second jump. j.B has enough hit-stun that you can delay it a surprising long time in most cases. It's also worth noting that following it with 214B will wiff on a few combos that go for too long. So as an example, Fatal Counter 2C>2B>5C>236B>2A>5AA>j.A>j.B>(delay)dj.A>j.B>214B>236A/B will work entirely but Fatal Counter 2C>2B>5C>236B>2A>2B>236B>5AA>j.A>j.B>(delay)>dj.A>j.B>214B>236A/B will not work even without the dj.A>j.B. Just my 2 cents. Hopefully I can help out around here, as well as learn from you guys. I hope to see you guys around the forums