Jump to content

Death Star

Members
  • Content count

    15
  • Joined

  • Last visited

Everything posted by Death Star

  1. -i'm reposting what i find to be the most useful parts of that lost thread.. credits to the original posters- oyg 03-30-2007 06:17 PM -------------------------------------------------------------------------------- Mr. Heart - Iteyo! Infinite ftw Hi, and welcome to the Mr. Heart section of HnK. I have a few stuff to put in here, a few of my own, and some lurked information snatched from elsewhere. Any questions, comments, complaints, please post. Must-see Videos: Heart's section of the DVD combo: http://www.youtube.com/watch?v=z8MRLJK8eTs Tianyuan's Heart youtube playlist: http://www.youtube.com/view_play_list?p=0EB719CF6339F90A Combos ================================================== ==================== BnB hit confirm super: 1) 2A > 2A > 214B > {JA > A+C} or {JC > land > 236236A} 2) CH A (while they're in the air), 63214A, 623A Iteyo Setups 1) B, CD > autoboost > D, iad j.D, D, 236236C, 236C, j.236C.. try to keep them in the corner.. 623A, j.236C, j.A > otg BD grab x 4, c.A, B otg, 236236A. WHEW! effective against: Ken, Raoh, Shin, Rei Corner Madness: 1) CD > autoboost > (B), c.D, IAD j.D, c.D, IAD j.D, c.D, IAD j.D, 623A *I put B there just in case, after the boost, they're halfway down to the ground. 2) C Throw into corner > D, 623A, D, 623A> B (otg), 236236A, B (otg), 236236A This combo can only be done by 2P Heart. I've yet to confirm this. ================================================== ==================== Strats/Misc Info. (thanks to Nohoho) Store the Super Armor Heart's jumping hard punch has one-hit super armor. There's a trick (glitch?) where you can store that super armor if you do the hard punch but land from the jump before Heart goes into the punching animation. The simplest way to set this up is to do a backwards instant air dash and press and hold the hard punch button until Heart lands. Now you can boldly walk towards your opponent and look for a combo starting with a standing weak punch. Some variations: 1) If you have your opponent in the corner: instant air dash towards after an air throw or Heart's A super grab, hold hard punch before landing and absorb their wake-up attack while combo-ing off a weak punch. 2) The stored super armor beefs up a Heavy Strike (AB) -> Heart's A (236236A) set up. 3) Absorb a long range poke and hit them with a weak Earth Crush (214B). 4) Absorb an IAD attack and hit with standing weak punch. Note that the super armor doesn't work against Heavy Strikes and special moves and goes away when you block a special move. When charged, his B throw also has super armor, as well as 623C. Big Hug Glitch There's a glitch with the Big Hug (236A) throw (available during his It Hurts! (236236C) super) where Heart's opponent can do a move as they start to get grabbed. For most moves this won't cause any noticeable effect. If they do an invincible move, however, they'll avoid getting thrown and do their move in mid-air. 2P Grab Loops of Doom Two player Heart can perform repeated grabs on airborne opponents much more easily than one player Heart. Here are three combos with corresponding character/1P-2P restrictions: 1) (corner) D -> 623A x n Both 1P and 2P Heart: Jagi, Rei 2P Heart only: Raoh, Shin 2) (corner) 2B -> 214B -> (near peak of jump) jA -> AC x 4 (-> 236236A) Both 1P and 2P Heart: Jagi 2P Heart only: Shin, Rei 3) (near corner) 2B -> CD -> auto boost (hold 6) -> D -> 236236C -> BD x n Both 1P and 2P Heart: Raoh 2P Heart only: Kenshiro, Rei, Shin Written out, that third combo is: crouching weak kick -> Banishing Strike -> auto boost -> standing hard kick -> It Hurts! -> grab times n. Just keep pressing weak kick and hard kick together. Because of the star exemption for grabs, Heart takes away all of his opponent's life and all of their stars! Iteyo! Big Typhoon Infinite: (researching)
  2. Death Star

    Thouther thread

    -i'm reposting what i find to be the most useful parts of this lost thread.. credits to the original posters- Dr. Stormlocke 02-17-2006 09:08 AM -------------------------------------------------------------------------------- Thouther thread. Move list, names are taken from Nohoho/Superking(obligatory props for their guides). And you're better off reading Superking's guide on Guardcrush.net (http://www.guardcrush.net/forums/showthread.php?t=222) Weak Punch = A Weak Kick = B Strong Punch = C Strong Kick = D Boost = E MOVES: Kyokusei Jyuji Shohafu: 214 + A Ground cross/fireball that hits twice, has a pretty long duration, good to use when they're waking up, or in conjunction with the air variety for a somewhat-acceptable defense game. Nanto Bakuseiha: 214 + A (In the air) Air cross. Good for pressure and leads into some nice combos. Two hits if close, first is spreading of arms summoning the cross (which has to be blocked high), second is the projectile itself. Holy Spear: 623 + A or C Generic Anti-Air, is thrown at a 45 degree angle. Punch used adjusts angle to some degree. Counterhit spears takes a star. Kyokusei Jyuji Ken: 236 + A, B, C, or D. Series of attacks kinda similar to Rolento's baton twirl. 236 + D is an overhead, while 236 + B is a low. If you start out with 236 + A, you can chain into 236 + C, and finally end with 236 + D. This seems like one of his bread and butters. 236 + A, 236 + B, 236 + D also is viable, however it does not chain. Supers: Housho Jyujihou: 214 41236 + A Thouther jumps up and sprouts wings, phoenix style, and descends down at a diagonal angle. I don't find it terribly useful for now. If you are in this air and do this super, you will only do the descent part. Houou Kotou Kaiten/Speed Up/Magneto Mode: 214 214 + C You move faster, and your Kyokusei moves become more powerful and hit around 4-5 times. You also toss spears very, very, fast. Seitei Jyuji Ryou/Pyramid Drop: 236 236 + C (623 + C to throw spear near the start of the super.) Pyramid falls on opponent and they are riddled with arrows, pyramid then collapses ontop of them. Somewhat slow. Must be blocked high. I've found it sorta useful in fireball wars though. You can enter the other command at the start of the super then he will toss a spear, taking another star from them, this takes additional super however. FATAL KO/Tenshou Jyujihou: 236 + C + D Souther does a Guile style flashkick and then launches a phoenix at opponent. If they don't block the phoenix they are 'destroyed'. If you connect with the flashkick, sit back and start humming the music. Other Important Moves: A + C: Launcher. A fast kick that launches opponent up, hold up to follow them and continue the combo. 6C + D: (While Blocking) Alpha Counter, a roundhouse, takes a stock of super. Essential. 6A: Overhead, pretty small range. C + D: A powerful attack that knocks your opponent back against the wall, hold forward to follow. Standing roundhouse type kick. A + B: Unblockable attack, you can hold it down to make the move come out slower. They lose one of their stars and are staggered if it hits. Combos: (Thanks to Gwyrgyn Blood!) http://www.youtube.com/watch?v=a-3kj7bBwqQ Combos in the vid are... 1) 2B 2B AC, > jc.C 214A 6 |> AC > jc.A 214A 2) 2B 2B AC, > jc.C 214A 6 |> C CDE 3) 2147A |> AC, > jc.C 214A |> C 62369C, A C 2147A 4) 2B 2B AC, > jc.C 214A |> AC > jc.A 214A 5) 2B 2B 236A 236C CDE 6, AC 2147A |> 66 AC 2147A 6) CD 6, C 2C D 236A E, 2C*15 5C 2141236A 7) AB CDE 6, C 2C 236A, C 623A, (66 C 623A) * 3, 66 AC 2147A General Strategy/Gameplan/Combos: I usually start off by summoning the crosses, first an air one, then ground, since the ground one takes a little while to get out. From there see if they are dash happy and start chucking spears. Dash in and poke with 2B. If I connect with a 2b this is the combo I do: 2B 2B, Launcher (A + C) Hold up, Jumping C, Nanto Bakuseiha Aircross, Jumping A, Double Jump, Jumping A, Nanto Bakuseiha Aircross. The only weird part is setting up for the second cross to hit, I don't think it works on all characters. You can also use the Housho Jyujihou Super as an ender to the combo. If they have no stars and can be FATAL KO'D, you can do Thouther's FATAL KO after this first aircross and it should combo FTW! I pulled this off today and it made me feel all warm and fuzzy inside. Here's a vid of it: http://members.cox.net/izcer/Thouther%20Fatal%20KO.WMV Once you get them in the corner, airdash down toward them, do a jumping C and then launch an aircross. If they get hit with that, land and try to go for the combo listed above. Pressure Strings: Continue to poke with 2B, 2B and then 236 + A. Wait, do 236 + A again. IAD into Jumping C then aircross~aircombo. Anytime you poke with 2B you have many options available to you, you can poke once then try to go for an 6A overhead, or 2B into groundcross. Once they get used to blocking low, summon a groundcross and do 6AB unblockable attack or jump up and then aircross and continue pressure OR when the groundcross is out do 236+D which is an overhead. 2B, 2B, hesitate, spear also sometimes tags jumpers, and you can boost it into a continued pressure string if it whiffs. The problem is maintaining momentum and not getting alpha countered. Slow down pokes with with 2B and try to bait a counter. Mixup: Boosting Thouther's crosses, while taking a decent amount away from your meter, has been adding alot to my game. Generally I will do an aircross low to the ground, boostcancel it, land and poke with 2B into whatever. It's kinda like Millia's Tandem Top. You can also do one higher up in the air and try to boost to the otherside. If after the boost they get hit by the aircross, jump back up, do a few hits like j.b, j.a, j.c aircross. If you have them cornered, knockdown into ground cross, boost cancel, IAD, j.c, air cross, land combo. After repeated uses of this string, do the same thing except DO NOT make an air cross, instead land and do a low into whatever. Odds are your opponent will continue blocking high, anticipating the Nanto Bakuseiha, and your low will connect. If you get them block 236A, start doing 236D(overhead). As the move begins to put Souther up in the air, boost cancel it before it hits, and go for a low. You can also boost cancel your 236D if they block and throw out an air cross. Defense: If Thouther is getting rushed down himself, it's time to use that super meter for your Alpha Counter. Yes, get used to it, since he takes damage like a bitch, and has a guard meter most of the time, you will need to spend most of your super getting them the eff off you. You can also try to turtle with Thouther, though this is not highly recommended. After an Alpha counter, setup with an aircross, ground cross, spear toss repeat in a random order. Be prepared to be nailed with fireball supers among other things while doing this though. Other Videos: HnK DVD compilation: http://www.youtube.com/watch?v=UVqnz91SbxQ Thouther Normal Moves Frame Data: (Thanks to tianyuan2k4!) -Notation- c = close f = far 5 = standing/neutral 2 = crouching F= frame Exec = execution Dur = duration Rec = recovery Adv/Dis = Advantage/Disadvantage FV = Faint Value Code: -------------------------------------------------------------------------------- Exec Dur Rec Adv/Dis FV Etc c5A 5F 4F 8F -3F 4 f5A 5F 4F 4F +3F 5 2A 7F 2F 4F +5F 5 6A 25F 2F 16F -2F 7 Overhead, CH –1 star c5B 4F 4F 8F -1F 5 4F! One of the fastest normal move on ground f5B 7F 2F 12F -3F 5 2B 6F 3F 4F +4F 5 Hit low 6B 29F 4F 15F -1F 7 Hit low, can auto boost on hit c5C 10F 2F 20F -9F 6 f5C 9F 2F 12F -5F 6 2C 9F 2F 12F -1F 6 c5D 10F 4F 24F -11F 7 f5D 8F 2F 24F -10F 7 2D 12F 3F 12F +1F 7 Hit low JA 5F 6F 8F -- 5 Overhead JB 8F 6F 4F -- 6 Overhead JC 11F 12F 16F -- 7 Overhead JD 15F 6F 10F -- 7 Overhead Throw 4F 4F 20F -- 8 unblockable B+D 9F 4F 4F -- 8×2 unblockable A+C 9F 4F 12F +3F 8 A+B 41F 4F 18F -- 7 unblockable, -1 star C+D 18~33F 4F 20F -8F 7 - 1 star maxC+D 34~38F 4F 20F -8F 7 - 1 star -------------------------------------------------------------------------------- Anyway, this is a work in progress as I and others get more playtime with the game, I hope some of the stuff listed here can help people. Feel free to add anything to it via posts.
  3. Death Star

    Thouther thread

    you didn't ask me but i'll tr to answer anyway :p after a raw C+D on Shin, i'd do: C+D6, 2C,D,D,236A, (66C,623A)*3, 66 A+C, 8214A (2 hits = 3 stars total) it's 60% damage, no blue left, no boost & no aura required. what's more is, if you get spacing and timing right, shin will still bounce after the second hit, leaving space for an additional hit and/or whatever okizeme you prefer. damage listed is 70 (64 blue); 15 strikes the practice mode doesn't add the wall bounce damage to the total, but otherwise i still think it's reliable. if each wallbounce is worth 3 points of damage (just a momentary estimate), that would mean 115 (109 blue) damage. there are many variations (more reliable/better wakes). if you don't hit C+D raw, you need to cut the number of spear loops. if you start with C+D6 cC 2369A (into spear loops) you won't need the air214A to hit twice at the end. the hard part is that cC requires specific distances (or manual boost). another funny, very easy combo is C+D6, 2C,214A, 2C,214A, 66A+C(not too fast), 8214A (2 hits), 662C, 214A. the last 2C will still wal bounce, but 214A won't hit.. it will stay there for wakes. 3 stars, 65(57 blue), 11hits, which probably means 98 (90 blue). your combo is around 40% damage, and 2 stars. it's listed ad 60 (45 blue) damage, 12 hits, which would mean 84 (69 blue). i think it's stilish , but there are more effective alternatives. if you want to keep this one, it could be improved by finishing with (66A+C, 8214A) instead of A+C. 1 more star and a bit more damage. last thing is, if you aren't too far from the wall, even C+D6, 2C,D,D,236A,E, 2C*16 etc doesn't require additional boost.
  4. Death Star

    Juda Megathread

    i just noticed the old link of the grudge match between kurenai no buta and tajikun expired, so i've edited with the new list (always by tianyuan) http://jp.youtube.com/results?search_query=kurenai+taji&search_type=
  5. Death Star

    Thouther thread

    well, it's all info i got from here in the first place ^^ GB: no, i just saved them to have them ready on my laptop whenever i felt like it :p
  6. Death Star

    Juda Megathread

    tianyuan2k4 04-03-2007 05:59 PM -------------------------------------------------------------------------------- Taji trap is still doable:) The simple one is to modify that no helper 2 star combo: ~>C+D>6>C>6A>A>J {B>B}>A+C>J2A>~ to ~>C+D>6>C>6A>A>J {B>B}>A+C>J2A> standing A>421A>2D>236B> Taji trap:) Well, if you can end the combo with OTG dam, with bukoro that would be the best scenario, it's going to be a deadly okizeme game when opp gets up and blocking the flood: http://www.youtube.com/watch?v=LImWUBgp668 tianyuan2k4 04-04-2007 05:13 PM -------------------------------------------------------------------------------- Juda normal moves frame data: Notation c = close f = far 5 = standing/neutral 2 = crouching F= frame Exec = execution Dur = duration Rec = recovery Adv/Dis = Advantage/Disadvantage FV = Faint Value Code: -------------------------------------------------------------------------------- Exec Dur Rec Adv/Dis FV Etc c5A 5F 4F 4F +1F 4 f5A 6F 4F 4F +1F 4 2A 5F 3F 7F -1F 4 6A 25F 4F 12F +/- 0F 7 Overhead, CH -1 star c5B 6F 4F 3F +5F 5 Hit low f5B 7F 3F 4F +6F 6 2B 7F 3F 5F +3F 5 Hit low c5C 9F 4F 12F +/- 0F 7 f5C 8F 8F 18F -9F 7 2C 8F 5F 13F -2F 7 c5D 8F 4F 16F -4F 7 f5D 16F 2F 22F -5F 8 CH -1 star 2D 11F 6F 16F -2F 8 Hit low JA 5F 8F 4F -- 5 Overhead JB 5F 9F 6F -- 6 Overhead JC 9F 6F 8F -- 7 Overhead JD 10F 6F 15F -- 8 Overhead J2A/J2C 18F -- 12F -- 7 Overhead, CH -1 star Throw 4F 4F 92F -- 5x14+8 unblockable B+D 23F 4F 28F -- 8x3 unblockable, -1 star, failed animation -68F A+C 15F 4F 12F +3 8 A+B 41F 6F 18F -- 7 unblockable, -1 star C+D 18~33F 4F 20F -5F 8 - 1 star maxC+D 34~38F 4F 20F -5F 8 - 1 star GC 9F 4F 16F -1 8 1 aura gauge required, doens't KO --------------------------------------------------------------------------------
  7. Death Star

    Juda Megathread

    oyg 03-29-2007 04:22 PM -------------------------------------------------------------------------------- Due to some changes of the PS2 version, I believe his 623A has different properties, making it difficult to connect in the corner.. Interesting tidbits: Banishing Poison combo (vs. Rei) CD 6 > c.C, c.D > 236A+E > c.D, f.D > 421B.. dash under Ray to make him go into the Daggar trap. CD 6 > c.C, c.D > 236A+E > A > c.D, f.D > 421B (other folk) Taji Trap Wall bounce glitch (vs. Raoh) 2A, 2B, 2D, 421A, BS (early) auto boost and cross over. BS combo setup (BS 6 >C>623A) works on : Rei, Ken, Heart-sama BS combo setup I'm working on: CD 6 > c.C, c.D, f.D, 623A, j.B, j.B, AC, j.2A oyg 04-02-2007 06:30 AM -------------------------------------------------------------------------------- White's post translation thanks to Tianyuan D-1 (キモズミ): [ケンシロウ] 4ヒットバニ>>C>E+イチコロ>近A>近D>ディレイ遠D>ダガール設置>前ダッシュ>捕獲 解除後J (B>B>C)>近C>遠C>グレイブ>2A>A>(ダガール)HJ(A>B>A>B> A>B>C)>B*3>ダム>HJ(A>B>A>B>A>B>A>B>A)> 前ダッシュバウンド追い打ちA>ダッシュA>ダッシュ2A>ダッシュ2A>2B>・・・ D-1 (Kimozumi): [Kenshiro] 4hitC+D>6>C>E+236A>close A> close D>delay far D>421B>66>captures, after released J (B>B>C)>close C>far C>A+C>2A>A>(Dagar pops up) HJ(A>B>A>B>A>B>C)>standing B x3>dam>HJ(A>B>A>B>A>B>A>B>A)>66 OTG A>66 A > 66 2A>66 2A>2B>... D-2 (バニズミ): バニコンでのイチコロ捕獲から、画面中央あたりにダガール設置>裏周りグレイブ>近C>遠C> (ダガール) HJ(A>B>A> B>A>C)>2A>A*2>AずらしE>A*2>C>ダム>HJ(A>B>A> B>A>B>A)>着地ダッシュA>イチコロ>ダウン追い打ち2A>2B>2A>2B>2A> (捕獲、解除にあわせて)ダガール突進>バウンド追い打ち2A>2B>・・・ D-2(Banizumi): pretty everything in D-1 till comac captures, after released>A+C>close C>far C>(dagar) HJ(A>B>A> B>A>C)>2A>A x2>A~E>A x2>C>dam>HJ(A>B>A> B>A>B>A)>land 66 A>236A>OTG 2A>2B>2A>2B>2A>(capture, released)>236B> OTG 2A>2B>... Quote: -------------------------------------------------------------------------------- Originally Posted by Tianyuan Quote: -------------------------------------------------------------------------------- Originally Posted by DemonDash Thanks Tianyuan, the problem I'm having is figuring out how to get Comac to capture while keeping the flow of the wall bounce... -------------------------------------------------------------------------------- It's not easy at all. The boost 236A is called bukolo in Japan. Only White can do it consistently I believe since he is the one who found it and abuse it in every combo he does:) Just looked at Juda's atwiki, it already mention "due to change of UD Stamp, now all Juda's Banishing Strike combo is relied on bukolo." It has a lot of combos, check it out! Now ブーコロ (Bukolo) ブーコロってなんぞや?という人のために。 ブーコロとはブーストキャンセルイチコロの略で、 直前の技のヒットストップをブーストでキャンセルしながらイチコロを出すことで イチコロの発生を早め、バニコン中にイチコロで捕獲してしまおうというテクニック。 やり方は、 攻撃>攻撃が相手にヒットする前に236N>A+E というもの。2C>36D>A+Eという入力法が練習に適している。 出ない出ないと嘆いている人は波動コマンドが安定していない人が意外と多い。 騙されたと思って41236入力でも試してみる価値は大いにある。 この方法だと2を確実に経由するので人によっては成功率は格段に上昇するだろう。 どうしても同時押しで出来ないという人はE→Aのずらし押しでトライしてみよう。 ブーストを余計に使ってしまうという欠点があるものの出来ると出来ないとでは火力に大きな差が 出るほどの技 術である。 Err... If I am not reading wrong, there are plenty ways to do it: You may do C+D>6>C>D>236 Neutral > A+E or 2C>36D>A+E 236 E~A might work too. IT'S HARD! So just practice until you get the timing:) Remember, only White can do it consistently so far, that's why we all like White combo:D -------------------------------------------------------------------------------- personal note: An easy way of doing the bukolo is canceling c.C asap with E~236A. You'll have to tap E~236A very fast with A, D, D following up just as fast.
  8. Death Star

    Juda Megathread

    tianyuan2k4 09-03-2006 02:09 PM -------------------------------------------------------------------------------- I like to do: C+D>6>C>623A>JB>JA/JB>A+C>J 2A>236236C>236C+D JA/JB: For most characters you should use JB > JA after 623A hits, it makes J 2A after A+C much easier. But for specific character like Souther, mamiya, and Shin, JB > JB is more consistent, then the timing of J 2A after A+C is easy to mess up. It's quite simple but I often messed up the J 2A timing after A+C. That's what I am focusing on to improve right now. tianyuan2k4 09-18-2006 08:19 PM -------------------------------------------------------------------------------- From hnk discussion board. Notation: 789 = upleft up upright 456 = left stand right 123 = d.left down d.right 5C = stand C c5C = close stand C 5D = stand D f5D = far stand D Basic combo: Chain (2A>2B or 2A>2B>2A) >2D ^ Yuda’s no gauge combo Corner, chain>2D>623A>HJ {ABAC}> OTG follow ups. ^ OTG follow ups are usually C+D, dam(236236C), normal moves cancel to other setups. Corner, chain>2D>421A>f5C>C+D> Taji Trap (-1 star) ^ Basic Taji Trap setup, read the explanation at the end of combo list. Chain >2C>C+D+E>BS (banishing strike) combo ^ Chain within 2 hits, like jump attack >2A, 2B>2A, etc. JD or f5D > banishing strike > BS combo ^ Connect C+D directly after jump D hits. For far stand D, input 2 C+D for banishing strike to connect. Banishing Strike combo: C+D>C>623A>J{B>A}>A+C>J2A>* (-2 Stars) ^ Basic combo for banishing strike hit. *>f5A>421A>2D>236B>charge C+D ^ Taji Trap, read the explanation at the end of combo list. *>f5A>623A>A+B>~ ^ -3 stars, most damaging no gauge combo maybe? Also possible to connect 236C+D after heavy strike for FKO. *>236A>2C>236C>Comac hit>~ ^ vs Shin, Raoh, Rei, Mamiya, Souther. *>236A>forward jump {B>air dash D}>Comac hit>~ ^ vs Ken, Toki, Jagi. With in 3 hits>C+D>6>C>623A>J{B>A}>A+C>J2A> follow ups ^ Just like the combo mentioned before except follow up attacks limited to only 236236C or 236C+D. ~>C+D>6>C>623A>421B>A>A+C>HJ {Dagar hit>D>2A}> OTG follow up ^ Mr. White’s favorite combo, stable combo doesn’t affect by number of hits before banishing strike. 3 hits >C+D>A+C>J2A>E>c5C>421B>5A>2C>236A>A+B ^ -3 stars + poison combo’s 3 hits BS combo version. Inefficient use of boost gauge though. ~>C+D>6>[C>]A+C>J2A>E>c5A>A+C>J2C>OTG follow up. ^ No helpers -3 stars combo ~>C+D>6>C>6A>A>J {B>B}>A+C>J2A>~ ^ No helpers -2 stars combo. FKO combo: Chain>236C+D Corner, chain>2D>623A>HJ chain> land& 1. &>236C+D (0 star) 2. &>214214C>236C+D (-1 star) 3. &>C+D>E>214214C>236C+D (-2 stars) *>f5A>623A>A+B>236C+D (-3 stars) *>236236C>236C+D (-3 stars) Taji Trap: _______ mine__oppIwall When opp gets up Dagar will attack right above him, then charge C+D and slam opp to the wall. Once he bounces back, he will trigger the mine and float up very high for Juda to combo. You can always end the combo with Taji Trap again: Max C+D>mine exploded>J {going up B > getting down BA}>A+C>J2A>A >421A>2D>236B Nothing better than watching how Taji kun illustrate his famous trap in his matches. Grudge battle vs Kurenai no Buta (Don’t tell me you don’t know who he is): Lista Aggiornata http://jp.youtube.com/results?search_query=kurenai+taji&search_type= Now you should know how Taji Trap works… Then there are White combos/strats... I will translate them later when I have time.
  9. Death Star

    Juda Megathread

    BagLunch 03-10-2006 01:04 AM -------------------------------------------------------------------------------- Yuda vs. Bike Preliminary Results: (I say preliminary b/c they were done vs. CPU, so I couldn't contrive situations) Bike will be referred to as a proper noun, as it deserves. ROUND 1 - FINGER!!! vs. Bike - At best a trade. Interesting that FINGER will cause many hits when blocked, but not all (any except first?) deal block damage. When used against Bike, Bike blows up almost immediately and Yuda gets smacked by counter hit bike explosion (dmg and like 2 stars). Dunno if Mamiya can jump off while Bike is absorbing the FINGER. Makes me wonder if Bike blows up based on damage dealt to it or number of hits it absorbs (damaging or no, since tagging a blocking opponent will count against it). ROUND 2 - FKO vs. Bike - Totally in Yuda's favour. Projectile goes through Bike without a hitch hitting Mamiya, and while the Bike goes on its merry way, Yuda psycho crushers THROUGH the Bike and can kill Mamiya. Makes me wonder if Bike loses hitting potential when Mamiya is knocked off it, as opposed to jumping off it. ROUND 3 - Dam Water vs. Bike - Bike will absorb water hits. However, the CPU didn't drive through the water as I wanted and instead hopped at that water... the water pushes Bike backwards while the Bike hops on the water, until Bike blows up. So if Mamiya has Bike jump at the water, Bike and Mamiya lose... well, not quite. I don't know how Yuda is going to hit Mamiya through the bike. ROUND 4 - Dam vs. Bike - Bike can be exploded by the Dam. That said, some really funny stuff can happen. Since the Dam disappears quite quickly, in order for the Dam to hit Bike you have to call the Dam INTO Bike. Yuda will either be hit by Bike or will block Bike. Bike will be held in place by the Dam until Bike blows. Yuda will probably have to just sit there and block, or eat Bike + Bike explosion. Note that Mamiya can have Bike jump and throw Bike into the Dam for largely the same effect. ROUND 5 - Helpers vs. Bike - Bike owns them all for free. <----------TO BE CONTINUED... BagLunch 03-11-2006 02:12 AM -------------------------------------------------------------------------------- Bike Vs. World, Official Results Part 1 Misc. Notes: Bike indeed loses hitting potential when Mamiya is knocked off it. Bike retains hitting potential but blows up in like one touch when Mamiya releases it. Round 1 - Bike vs. TENSHOU HON RETSU - Bike wins. Round 2 - Bike vs. FINGER!!! - FINGER goes through Bike, hitting Mamiya. Strange, I couldn't make it blow up. Oh well. FINGER is easily mistimed, though.... resulting in Yuda getting the rundown. Round 3 - Bike vs. Dam Water - Bike is OK against dam water... but the guy on the rock that comes down the water can seem to hit Mamiya off Bike. Mamiya loses. But if Mamiya were to jump off straight-travelling bike and shoot an arrow...... hmmmmmmmmmm! Round 4 - Bike vs. Dam - The utter silliness of Bike vs. Dam prevails. Each player can have a combo going on each other. The final result of Bike vs. Dam: AWESOME. Round 5 - Bike vs. Bike - This is funny stuff. A Bike cannot collide with another Bike, but Bikes can certainly hit Mamiya. If two Bikes just charge each other, usually whoever activated second will win. So the best answer is to have two Bikes charge each other, both Mamiyas jump off the Bike, and they air-ti-air like it's Mission Impossible.
  10. Death Star

    Juda Megathread

    -i'm reposting what i find to be the most useful parts of this lost thread.. credits to the original posters- BagLunch 03-04-2006 01:13 AM -------------------------------------------------------------------------------- Juda: TIME FOR RESOURCEFULNESS Juda is the strongest and most beautiful man in the world, to quote Juda. Discuss. Ok seriously, Juda has a surprising number of excellent defensive options, and probably some of the cheapest and easiest ways to remove stars without doing much of a combo. jump A is a solid air-to-air move... if it gets blocked, continue chaining jump B chains into jump A chains into jump B jump C is a less good air-to-air... also works as a jump in jump D is probably the best jump-in the dives (jump d+A/C) will take off a star on counter hit and sometimes seem to be able to cross-up people in the corner a la May's dive. However, this move is generally very unsafe on block, and I'm not sure if it's fast enough to be an effective bait for anti-airs. far standing C is a good anti-air (will clash with Heart's body splash), but will whiff many (all?) crouchers far standing D is cancellable but doesn't really combo from much (not counting wall slam)... takes off a star on counter hit. QCBx2+C (FINGER!) can hit people that seem to be behind him. Yeah, all the big projectiles have WTF hitboxes in this game. This move will counter most anything that can be thrown at you for nice dmg and 2 stars. This super is unsafe on block, air or ground. QCFx2+C (Dam goes boom) is what you do when you don't know what to do. Seriously. The big damage on this moves comes from the dam blowing up, but if your opponent is blocking the water it's just as well. Has significant invulnerability that seems to be full body. The thing the little guy throws will hit people that are trying to do meaty jump ins, and then they will likely get hit by the exploding dam. Probably the best screen spammer in the game. Note that if they are just getting hit by the water, they can try to alpha counter and will avoid the remaining hits that come from JUST THE WATER. Note that you cannot do this super if the little guy's meter is not full (same as assist call). In general, if this move connects and your opponent has no stars left (or it takes off the last of their stars), it's a free FKO. d.B and d.A chain into each other d.A chains and combos into d.C d.C chains and combos into d.D any chain ending in d.C (and maybe d.D) will combo into FATAL KO QCB+B is a guard cancel or a counter when not blocking, but seems to be of limited use against people who are just doing a series of low jabs to you. QCF+A is the hotness. It can hit people in the air or on the ground, will hold for a pretty long time allowing for a free hit (FKO!) and poisons them. The poisoning lasts for a long time, and is not removed if you get hit. C+D followed FKO is a combo against people who have been grabbed by this move in the air... maybe on the ground as well? QCF+B is good for keeping people down and seems to be easy to combo. QCF+C (ground fireball) is very unsafe on block if done close to the opponent. If either you (NOT SURE ON THIS ANYMORE) or your helper are hit during the special move involving the helper, their meter will empty out. I think it's just if the helper gets hit, actually. Note that this applies if the helper is hit AT ANY TIME while on the screen (incl. before doing the assist, while doing the assist, or after the assist is done). So yes, someone like Mamiya with her piercing arrows is likely to knock out your helpers frequently and randomly. It also seems that many moves can still hit you even after hitting the helper, and the converse seems true as well (i.e. many moves can hit your helpers after hitting/blocked by you). Your throw will give you a free hit (C+D or FKO are good... you could probably do something better). I do not know if you can throw your opponent when the little guy is already out on the field. I do believe you can throw your opponent even if the little guy's meter is empty or recovering. I don't know if the intense damage scaling on your attack comes from the throw being a throw or from the number of hits which the little guy deals. FKO projectile and the follow-up psycho crusher weirdly hit behind you. DP+A is a very good anti air (i think it takes a star on counterhit as well), but can miss people that are right on top of you. Be aware of this especially when you are cornered. Unless they are very high in the air, counterhit DP+A is a free FKO. Brain-dead way to play Juda: Get them to block something. Anything. Then proceed to do basic chains cancelled into either assist calls or fireball. Build meter. If you think you've really got their number, mix in some A+B or C+D's into your rush. At any rate, once you have meter you will either use it to finger an attacking opponent or you can just dam super. If they block dam super, boost over to them and QCF+B if you can... this guy will help shield you from alpha counters (if it counter hits them, they lose a star) while you do an A+B. If you haven't got time for either, just A+B them (from the furthest range you can to make it harder to alpha counter) Whee! Star removal! Using your supers are vital to your success with Yuda. Keep an eye out on your meter since it builds just so fast in this game. If they are rushing you, FINGER them. If you are scared they'll block the FINGER, dam them. If they're blocking your ground chain, dam super them anyway; they'll be forced to block it and you can take a star from them. If they are a full screen away and you have two meters, dam super (the other meter can be used to finger them as they try to hit you). If you get knocked down and are wondering about whether to alpha counter or wakeup super, do the wakeup super. If you don't know what the hell to do, dam super. Juda is good at taking stars seemingly at random. However, dealing big damage without supers midscreen seems to be an issue... at least for me. Calling QCF+A while you are cornered is funny, since your opponent can't see the little guy behind you at the startup of the move. Also, since you are already cornered, you can't be pushed back further, and thus it's harder to hit the little guy through you. Things I need, in descending order of importance: Actually good midscreen combos (d.B, d.A, d.C, d.D xx QCF+C is a lousy combo). Combos from A+B and C+D. Tricky uses of the helpers. More combos into FKO.
  11. Death Star

    Thouther thread

    terrybogard 04-05-2007 10:47 PM -------------------------------------------------------------------------------- Yeah, I noticed that too. Thats why I used Hige's corner combo and just modified it. I just like how thouther's super manages to hit all 5 hits even if he's already near ground. http://www.youtube.com/watch?v=YwULKCLdLcU Its more of a "flash" combo, but the damage dealt by the last super deals quite some damage. I wasn't expecting this combo to deal more than 50% damage, but it actually dealt around 60%. Also, this combo is easier done on Shin and Heart. For the rest, they require stricter timing. I can't seem to do this combo against Toki and Mamiya. terrybogard 04-07-2007 09:07 AM -------------------------------------------------------------------------------- Sinister: Well, I don't usually poke with souther. I rush like hell and combine hi-low mind games when using him. But my main arsenal when initiating an attack would be his 2B. It comes out pretty fast and beats some characters 2Bs. Quote: -------------------------------------------------------------------------------- Originally Posted by Fasty_McNasty (Post 126268) Question: In order to do Souther's midscreen relaunching combos, does the second hit of the 214A have to be delayed? Cause on some characters, both hits hit instantly, and i can never land fast enough. Can you just not do these combos on those characters? -------------------------------------------------------------------------------- Yes, air 214 A needs to hit then when souther is landing already. I'm sure souther can do the relaunch combos on anyone, some characters have different timing. For example, Raoh has a bigger hit box when you launch him, so usually, air 214 A hits him twice instantly. To delay the 2nd hit of 214 A, you just need to delay your jump follow a bit more than usual. Here's a sample. Against ken, after you hit him with AC, you can delay the jump follow up C after lets say half a second. Against raoh, to delay the bakuseiha hit, you need to delay the jump follow up C after a second instead of your usual half a second. I hope that makes sense...
  12. Death Star

    Thouther thread

    tianyuan2k4 11-28-2006 04:12 PM -------------------------------------------------------------------------------- mhahahahaha: http://www.youtube.com/watch?v=Zw_aPu0GyDY http://www.youtube.com/watch?v=stR2U1MuZYY http://www.youtube.com/watch?v=LBz9tKsN-Pg http://www.youtube.com/watch?v=XgJK4WqVLew http://www.youtube.com/watch?v=bGzl-Umxddc tianyuan2k4 11-29-2006 02:39 PM -------------------------------------------------------------------------------- You are talking about 0:48 I think. The command is: 2B > close stand D > jump cancel J.D > jump cancel again JA, JC > 214A > land, stand A, close stand C, far stand C > A+C > 2147A Then he boost forward and jump back. I wonder he did it by accident cause it doesnt make any sense. He used j.D after close stand D because you could jump cancel j.D not J.C. I am going to test that close stand D is jump D cancelable on block today. If you could do that it will be very good because on hit you get a combo, on block you have a guessing game. Remember, J.D jump cancel (NOT FOR COMBO!!) is very powerful. Nohoho translated its tricks from Arcadia in the early pages in Odds and Ends thread. Something like J.D > 8 J.B > J.C > air 214A is brutal because you could always sneak a 2B after J.D, J.B or J.C when opponent begin stand block often. The timing to cancel J.D into J.B is a bit strict BUT it's delayed so you have time to do hit confirm here. If you doing it right it will look like you chained J.D > J.B > J.C, scary right?
  13. Death Star

    Thouther thread

    Gwyrgyn Blood 09-19-2006 08:49 PM -------------------------------------------------------------------------------- Quote: -------------------------------------------------------------------------------- Originally Posted by Demon Dash Seen... Can he do anything decent afterwards? -------------------------------------------------------------------------------- Yes. -3 stars in the corner, -2 at mid screen. Combo into IK anywhere. It's pretty much his staple combo when he doesn't have Boost bar, because he doesn't really have any better options. Worthless to do 2B 2B 236A 236C 236D ... it doesn't knock down... so what you do instead is: 2B 2B A+C (Delay), > j.C 214A |> A+C > j.A B 214A (this is the one I use) (Corner) 2B 2B A+C (Delay), > j.C 214A |> C 6238A, C 2147A (Hard, gotta JI the moves, not TK) 2B 2B A+C (Delay), > j.C 214A |> C, 236C+D (duun dun duuuuun) terrybogard 10-24-2006 06:39 PM -------------------------------------------------------------------------------- Played some thouther a while ago. Just managed to do his spear loop in one of the vids TY uploaded on youtube. Not really that helpful in a high level vs human match, but its really fun to see thouther laughs as he spears the opponent repeatedly, not to mention its also easy to do (you guys should try it). Did I say its fun? Haha. Basically, it just goes: CD, 6, 2C, 2C, 236 A, far C, 623 A, [66, far C, 623 A]*4... anything afterwards. FKO possible, but you need to reduce the number of spear loops done or you'll need an extra boost to make it hit. (you can't do this if you start the combo from his 2B, 236 A, 236 C, CDE combo) My favorite would be doing his [AC, 2147 A] after the 3rd spear loop for a -2 star total. Haven't tried for a 2nd [AC, 2147 A] for a -3 star combo. I'll check that out later. And because of this experiment, I just found out thouther's banishing strike is really good. It has one of the best ranged banishing strikes in the game. Not to mention its really fast when it comes out. I also tried that 2C*N combo. It seems to only work for Rei(Or its easier on Rei, correct me if I'm wrong). I've managed to do it to Mamiya and Shin, but after the 2nd 2C, they bounce the other way already. So I'm assuming it only works on Rei. I manage to get 22 hits on Rei before he started to bounce to the other screen. I was laughing my ass off coz it did around 70% when I just caught him with a banishing strike while he was air dashing. :D
  14. Death Star

    Mr. Heart - Iteyo! Infinite ftw 2.0

    oyg 03-30-2007 06:44 PM -------------------------------------------------------------------------------- Quote: -------------------------------------------------------------------------------- Originally Posted by tianyuan2k4 (Post 124549) 214A guard cancel version -------------------------------------------------------------------------------- How do you do this, mr. Tianyuan? tianyuan2k4 03-30-2007 06:53 PM -------------------------------------------------------------------------------- Block any attack then do 214A instead of 6CD for guard cancel. tianyuan2k4 03-30-2007 07:18 PM -------------------------------------------------------------------------------- Wait can you do B+D grab > A > 623A (>236236A) in the corner on PS2? It's 2P heart only combo. Please watch the Mr. Heart's video on youtube!!! Links http://www.youtube.com/view_play_list?p=0EB719CF6339F90A http://www.youtube.com/view_play_list?p=184F2DD24AC45D44 oyg 04-12-2007 11:41 PM -------------------------------------------------------------------------------- Quote: -------------------------------------------------------------------------------- Originally Posted by tianyuan2k4 (Post 124560) Wait can you do B+D grab > A > 623A (>236236A) in the corner on PS2? It's 2P heart only combo. -------------------------------------------------------------------------------- Can't do it against Kenshiro. tianyuan2k4 04-13-2007 02:07 PM -------------------------------------------------------------------------------- So you can do it on everyone else?
  15. Death Star

    Mr. Heart - Iteyo! Infinite ftw 2.0

    tianyuan2k4 03-30-2007 06:32 PM -------------------------------------------------------------------------------- {2B > C+D} or 214A guard cancel version > 6 > standing D > IAD D > standing D > 623C > A > 623A ^ Mid screen ~ corner, doesn't work on Rei and Raoh. {2B > C+D} or 214A guard cancel version > 6 > {standing D > IAD D} x2 > standing D > 623C ^ Mid screen ~ corner, work on all character, against Kenshiro do standing A > 623A for the last part. {2B > C+D} or 214A guard cancel version > 6 > standing D > 214D ^ Far from corner, two stars. ~ > C+D > 6 > standing D > IAD D > D > 623C > walk forward a bit, standing B OTG > 236236A x 2 ^ Doesn't work on Shin, Rei, Jagi and Mamiya Standing A > standing D > IAD C > {standing D > 623C} x 2 > standing D > 623A ^ Corner only, you could switch last standing D > 623A for 236236A instead. In case opp blocked standing A > standing D, charge up IAD C for the super armor trick. Corner, 2B > stand D > JA > A+C > standing B > 236236A x 2 ^ Anyone but Shin? Normal throw > standing D > 623C > standing A > 623A ^ Mr. Heart back to the wall only. Normal throw > 623A > standing A > standing D > 623C > (walk forward a bit) standing B OTG > 236236A x 2 ^ Mr. Heart back to the wall only. Double Heart's Ace!!! Skip 623A against Raoh and Mamiya. Very useful when you anticipate Toki's corner throw. You may need to walk a bit forward then do standing B OTG, please remember that. Normal throw > standing A > standing D > 623C > (standing D > 623A) > walk forward a bit, standing B OTG > 236236A x 2 ^ Doesn't work on Shin, Rei, Jagi and Mamiya, time of that standing D after 623C is strict. If you can't do it consistently, you may skip it. ~ > 214B > JA > A+C x 4 > standing B > 236236A x 2 ^ For Rei in the corner ~ > 214B > JA > A+C > landing JB > A+C > standing B > 236236A x 2 ^ For Juda in the corner.
×