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Tsukahara

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About Tsukahara

  • Rank
    Fly..... AWAY!
  • Birthday 10/25/1990

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    Winnipeg Canada
  • XBL
    Tsukahara25
  • PSN
    Tsukahara25

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  1. Tsukahara

    [CP/EX] Kagura Mutsuki - FAQ/Q&A thread

    Ah sorry I guess I should have clarified. It's not that people are trying to fuzzy jump everything. Basically people just wait until I drive cancel and then they immediately up back. While they can't react to stance cancel initially because it's pretty fast, they still react before any drive move can hit. So they hold down back during any strings (for example 2a 2a 5b 3c) I do until I drive cancel. I'm not sure if we really have any options that can stop fuzzy jumping any drive mixups. Yeah, maybe 6C drive cancelled might have enough blockstun to force them to deal with the mixup though. Guess I'll do some testing.
  2. Tsukahara

    [CP/EX] Kagura Mutsuki - FAQ/Q&A thread

    Sorry if it's been asked before but does anyone have a good answer to Fuzzy jumping? I feel like I have a hard time opening people up with anything other than 6a and occasionally command grab, as any time I cancel into stance in pressure, people automatically just fuzzy jump and barrier. And while I can make them block for jumping with something like 5DC, it doesn't really stop them from doing it again and avoiding any drive mixup.
  3. Tsukahara

    [CPEX] Kagura Mutsuki - Combo Thread

    So playing against our local hakumen, I find that I tend to get 5c/2c hits sometimes when I'm hanging back outside counter throw range. So I spent a bit of time trying to see if I could optimize damage I was getting out of it when I was near the corner but not actually in it. This works with your opponent about 1/4 screen out of the corner. 5c/2c > 2DB > RC > 2DA > 6DC > [2]8C > 2c > 5c > 6DC > 5DA > 66 > 3c > 6DC > 2DB = 6K If you have 80 meter or more when you start the combo you can tack on a super for 6.8K. I'll update this with the OD versions later too, but at 50% OD you can get about 7.2K and at 25% 7.8K If I remember correctly. This seems pretty useful if you tag someone with a non-ch 5c near the corner. Although now that I think about it, I might have a way to squeeze more out of it. WIll update later with anything else I find.
  4. Tsukahara

    [CPEX] Kagura Mutsuki - Combo Thread

    Does 2.9k FYI and figured I would mess around in the corner as well, you can do a simple CH 2DB > 5DA > 6DC >[2]8C > 2C > 5C > 6DC > 2DB =4.4K or super at the end for 5.3k Can maybe be more optimal, but this seems pretty alright for meterless.
  5. Tsukahara

    [CPEX] Kagura Mutsuki - Combo Thread

    Ahhhh I didn't even think to try that. I keep forgetting that we can actually do a microdash now. Guess I'll do some testing when I get home. And thinking about people bursting our C DP, I guess in a way it isn't too bad. If people start looking for C DP and saving their bursts to punish, then they would be less likely to burst other combos that don't use it.
  6. Tsukahara

    [CPEX] Kagura Mutsuki - Combo Thread

    So a big downside to Kagura's corner combos that I haven't seen anyone mention is that because you have to use C DP, people can burst during the DP, and CH punish you when you fall down, after going through their burst. This is a similar thing to punishing Sol's Grand Viper in XRD by bursting as he passes through you. It's not a thing I see a lot of people doing yet, but people should start doing it eventually, and eventually we will have to use more burst safe corner combos. Just a thing to keep in mind. Also does anyone else notice any inconsistencies on 3c > 2dc > 5da > A fireball > 5b ? I feel like I have to delay the 5da to get it to land on a few specific characters. Hakumen and Jin are the only ones in my scene I've had issues doing it consistently on. (I even landed it on Carl 100% of the time) and against those two I've been opting to do A fireball > 5a > 6B > j.b > dj.b > j.c into falling stance mixup or super.
  7. Tsukahara

    Eddie Q&A's

    Hey, not sure if this should go here, but there is no general combo thread for Eddie. I'm intending to play Zato in Xrd, but want to learn the basics of him as well as actually learn to negative edge +R. So I've been through the guides, the +R changelist, and watched a fair bit of him, but was hoping you folks could give me some help. Watching most Eddie's, stuff happens fast enough that I'm not sure exactly what people are negative edging and when they are letting go of buttons. I've practiced a bit with some pressure stuff and 5k/6k mixups in pressure, but I'm not sure what I should do off of confirms, and what I should be doing as general combo routes. Everything I have found out there is for AC, so can you guys offer any basic beginner +R Eddie combos if they differ? Any help would be appreciated. Edit: If the combos listed in the AC guide still work without issue, then let me know and I'll start working on those instead.
  8. Tsukahara

    [P4AU] News & Gameplay Discussion

    C can be held? are you free to move after C is set out and held? Could there ever be a time that a knockdown lasts long enough to set C and get movement back? And then potentially release C while you use sweep? Akihiko Unblockables? Hmmm although Caesar usually can't ever be followed up except on CH.... so 1500 dmg unblockables??? Why thats only 4-6 setups to kill! But it would be nice to be able to hold it and then potentially start pressure and throw an overhead in somewhere, depending on the speed that could be pretty powerful assuming you get to set it up.
  9. Tsukahara

    [CP] Yuuki Terumi Video Thread

    I think 5D, 236D on block is ok ONLY if you have seen people mashing backdash too much. You can use it to call people out, but you definitely shouldn't just throw it out at them every time. There is no reason to just hand the opponent free pressure/counterhit when you are pressuring. As a reset, I don't think it's ever worth trying to slip in, at the very least you should assume people are paying attention when you fight them. I think most of Terumi's "Resets" are pretty weak though. If your playing anyone decent, you will get away with it a few times at best, and then they will watch for any SMP move. And I admit it's easy to auto pilot terumi and I'm super bad for zoning out and not paying attention to my starters sometimes, but you should always try to pay attention to what drives you have/haven't used in a combo yet. I've SMP'd stuff or taken to much time in combos way more than I would like to admit, but in a tournament you probably should pay closer attention.
  10. Tsukahara

    AC: Combo Guide

    Thanks for the detailed post Nattak. I pretty exclusively go for damage usually, but I hadn't thought of instant re-coining into an air trap for the throw. I'm going to have to mix that into my game for sure!
  11. Tsukahara

    AC: Combo Guide

    I guess to answer my own questions, to combo it onto lighter characters, don't lift them as high. After MSJH, only use 5k instead of 5k > 5H and then it doesn't launch as high and works. As well a nice reliable unblockable can be setup if you have another 25 tension, by MSJH after the 2nd coin hit. Although I would still like to hear what you guys like to use midscreen. And I re-skimmed through the thread and found confirmation about j.s dj.s link so ignore that too.
  12. Tsukahara

    AC: Combo Guide

    A few more questions. What do you guys tend to use if you want to combo and keep your Lvl 2 midscreen? I have been practicing the heck out of working on kjt ones, but they still aren't as reliable as I'd like. I can do them in practice mode fairly well, but seem to always try to FRC to fast, or whiff the falling S when im playing actual matches. So I was messing around trying to find other ways that I could do damage midscreen but still keep my lvl 2. I started trying to 5k > 2d > MSJH > 5k > 5H > highMF > coin > highMF > coin > iad ksd Enkasu. I can land it on sol fairly well, but lighter characters seem to launch too high. I tried it on jam, and just could not get the 2nd coin to hit, and if I tried to follow up the 1st coin I never managed to get the iad k to connect with her. Any tips on keeping recoining combos with decent damaging combos/Enkasu? And any advice for doing the high mist finer loop on different character weights? Edit: Oh and in the air, does j.s dj.s not connect after so many hits? It seems like if I try and get over 10 hits or so it seems to whiff no matter how tight I try to make it.
  13. Tsukahara

    [P4A/P4AU] XBL Match Finder/GG Thread

    GG's Rybuster, You crushed me pretty hard in those opening matches but those neck and neck fights were intense!
  14. Tsukahara

    AC: Combo Guide

    Ah ok then it is just me mucking up, I will play around with spacing tonight and see if I can nail those down. And yeah I thought I might have to FRC the Bacchus sigh, although its not as good, I will make due with ll I nail down those 1hits. Thanks for the info qwerty! I will practice those tonight then.
  15. Tsukahara

    AC: Combo Guide

    Ah gotcha, thanks for the quick reply Chrome. I will have to double back and check video's to see what exactly he is doing to get that knockdown.
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