Zeron_X25 Report post Posted September 26, 2011 that is so hard to do for me it's not even funny. Sometimes i don't even get the dash and whiff so i never do 2362366d. Go to training mode with Hazama and set it on force counterhit. Then do 6C > 232366B. That's how I got down dash double quarter circles. Or maybe it's not the same with Makoto? I dunno. Share this post Link to post Share on other sites
HIGEKING42 Report post Posted September 26, 2011 i have no clue about that. I wish i knew the answer to that question. Share this post Link to post Share on other sites
Zeron_X25 Report post Posted September 26, 2011 i have no clue about that. I wish i knew the answer to that question. I just checked. It's the same. Share this post Link to post Share on other sites
HIGEKING42 Report post Posted September 27, 2011 ok i'll try tht thn Share this post Link to post Share on other sites
StarGazer Report post Posted September 29, 2011 http://www.youtube.com/watch?v=4MIjFkOLYcw&feature=channel_video_title IB > 2362366D ftw. a lot of these combos seems unstable? (dependes on the opponent hitbox) i had a fight with jourdal over this... what a ****, from now on i'll use Nico Share this post Link to post Share on other sites
HIGEKING42 Report post Posted October 2, 2011 lol nico nico. i think i've seen that vid from somewhere before. Share this post Link to post Share on other sites
Heaven Report post Posted October 6, 2011 After 2C > 214B~B > j.D, when do I want to start the input for 2366A? It always ends up coming out too late for me. :/ Any tips? Share this post Link to post Share on other sites
Crosell Report post Posted October 6, 2011 I do it about mid way through the fall. you should be inputing the second 6 once you hit the ground Share this post Link to post Share on other sites
HIGEKING42 Report post Posted October 6, 2011 i do it the he does it as well. Share this post Link to post Share on other sites
severin Report post Posted November 9, 2011 so, how do you all adjust your combos against lambda/mu/makoto/tsubaki when you've used 2D early in the combo? Share this post Link to post Share on other sites
StarGazer Report post Posted November 9, 2011 -5D > 2D > 2C 214BD > 236AD > 7j.D > 2C 214AD > Oki -5D > 2D > 2C 214BD > 5CC j.B j.D > 2366AD > Oki Will look for an opt soloution once i get back to my ps3 again. Share this post Link to post Share on other sites
severin Report post Posted November 9, 2011 I meant more off of things like mars chopper, long distance CH 5B 2C, CH 6A 5B 6A 2D. Corner starter is easy enough to adjust for. Share this post Link to post Share on other sites
StarGazer Report post Posted November 9, 2011 Just avoid 2C j.D link -Mars Chopper > 2D > LA > 6A 5D > SS > 445CC > j.B j.D > 236AD Oki oki oki. -Or try Mars Chopper > 2D > LA > SS > 5D > 2C 214AA > 5B 6A > j.B j.D > 5D Oki. These are all made up, haven't tested it yet. Share this post Link to post Share on other sites
HIGEKING42 Report post Posted November 17, 2011 Yea i just do jd in that match up as well. Share this post Link to post Share on other sites
Crosell Report post Posted November 17, 2011 Never really had a problem with those characters. Now I'm intrigued. Share this post Link to post Share on other sites
OmniSScythe Report post Posted November 17, 2011 The heck you did, http://www.youtube.com/watch?v=C3GLfUGKakA . First few seconds you dropped your corner combo. xD Share this post Link to post Share on other sites
Crosell Report post Posted November 17, 2011 The heck you did, http://www.youtube.com/watch?v=C3GLfUGKakA . First few seconds you dropped your corner combo. xD He said non corner t.t, i always forget about that corner shit with her. I was just sick (not really an excuse) I spent friday sleeping in the extend room lol. Share this post Link to post Share on other sites
HIGEKING42 Report post Posted November 18, 2011 Omni i need to play you more. especially your valk because i have no clue how to fight against him. Share this post Link to post Share on other sites
Bibiquadium Report post Posted April 16, 2012 Was messing around since I needed proper oki in order to keep my enemy in check and recorded a combo that seems to have a good oki unless I am mistaken (sorry if this combo was already posted int he past) http://www.youtube.com/watch?v=vmNjM0fYaW4 Share this post Link to post Share on other sites
StarGazer Report post Posted April 16, 2012 He will get out for free if he air teched forward Share this post Link to post Share on other sites
Bibiquadium Report post Posted April 16, 2012 i tried it, and if thats the case a micro dash 236A makes so he has to roll out but cant air tech, its kinda tricky but yeah I'll keep trying stuff Share this post Link to post Share on other sites
HIGEKING42 Report post Posted April 16, 2012 very tricky indeed. Share this post Link to post Share on other sites
kotokot Report post Posted April 17, 2012 when opponent see 236A he can mash dp i think? And what frame advantage of orb? Share this post Link to post Share on other sites
StarGazer Report post Posted April 17, 2012 No problem in this oki is it good, but not assured to work 100% (not a forced Oki) you must alter between your oki choices so they cant get out easily. when opponent see 236A he can mash dp i think? And what frame advantage of orb? Problem is that 236A is piss easy to be IB, and on IB it become +0 Share this post Link to post Share on other sites
kotokot Report post Posted April 17, 2012 i think when orb hits meaty(or just a bit later) it gives you more advantage. Share this post Link to post Share on other sites