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Messages - ShoMeYaMoves

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Kouma Kishima / Re: Kishima Kouma current code changes (1.07)
« on: February 13, 2012, 06:58:37 AM »
For C. Kouma, what can you do after you do a j.214B otg relaunch?

So far the best I could find to follow up with it is 236B/C but is there anything that has a little more bang for your buck?

236C xx j.C dj.C AT or something like that. You're probably better off setting up oki if they're in otg state and you're in C moon since the meter isn't really worth the damage unless it kills.

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Kouma Kishima / Re: Kishima Kouma current code changes (1.07)
« on: February 08, 2012, 08:04:47 AM »

Well people somewhat know about it but don't be shocked that people are aware of it, even then, it's a solid mixup off of knockdown. Also, the j.22b "spam" is legit because that's potential raw airthrow setup & if you land a j.b or j.c, teleport right after, grab, then they have to guess again.

Yeah sorry, I didn't mean "spam" in the negative sense; just that it seems applicable to a ton of situations. I realllllly like the oki off it (282B). If only H moon had F moon grounded 22B. :(

On a different note, does anyone know if H moon 623A is plus or at least neutral on block?

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Kouma Kishima / Re: Kishima Kouma current code changes (1.07)
« on: February 06, 2012, 07:41:21 PM »
O_o' I might be switching now. But from the lab, it seems F Kouma deals the most damage with the least hits.

Edit: After watching it again..H's mixup options and mobility absolutely dominate C's. His pressure options seem to be better as well. Is that the 22B he's doing to dash up into the air to the airthrow? Jeez, H is so much more efficient than C. Thanks for linking this.

C Kouma does the most damage from a full combo and has the easiest combos by far. The problem is, he's essentially a gimmick character with high damage that doesn't have very good gimmicks to compensate for his lack of neutral game. H at least has 2B and j.B to fall back on, and this new j.22B spam seems actually pretty legit. Also helps his abare a bit.

 Hopefully no one who doesn't play Kouma watches that vid too closely since I want to rinse that j.22b oki and air to air before everyone knows about it, lol.

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Kouma Kishima / Re: Kishima Kouma current code changes (1.07)
« on: January 26, 2012, 02:32:31 PM »
Been working on this for a bit, hopefully it helps out the new blood. Tried to cover all the various basics. http://www.youtube.com/watch?v=7kAfAowD84E

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Kouma Kishima / Re: Kouma techpunishes
« on: January 23, 2012, 06:37:41 PM »
Is that trick supposed to cover all 3 though? I still can only cover either neutral OR back and forward.

I just tried it in training again to make sure, and it looks like it does cover both. Has to be timed pretty much perfectly but I guess it beats having to essentially eyeball it with empty 5B. if they tech out of the corner, you hit them with the very end of 5B's active frames whereas you hit them with the beginning if they neutral tech.

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Kouma Kishima / Re: Kouma techpunishes
« on: January 23, 2012, 03:08:32 PM »
2A 5B as soon as 623B ends will catch both if you're having trouble timing the 5B by itself. Was in the lab with this a few days ago looking at this and that helped me alot in terms of consistency. I was trying to make some kind of command grab OS tech trap as well, which is just 2A>214A after 623B in the corner, and it rekkas the tech out of the corner but if they neutral tech and just hold up they don't get grabbed.  :emo:

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Kouma Kishima / Re: Kishima Kouma current code changes (1.07)
« on: January 12, 2012, 04:49:29 PM »
I don't know if anyone else tried this out before, but the 5b follow-up after 5b can be charged. When you do that, you pull the opponent back in... In fact, right in the range of 214a! Tick throw anyone?

I spat water out when I saw this, remind me never to drink liquids while reading forums.

A serious response would be that there are 2 things to watch out for with 5BB. One is that if you do it often, it's easily shielded. The other is that people who have been tick thrown alot from it will autopilot backdash so once you've conditioned the people you play for that, you should option select it with 5A 2C or 2A 2C. Then once they respect that, you can tick throw them again.  :V

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Kouma Kishima / Re: Kishima Kouma
« on: January 12, 2012, 06:57:51 AM »
Yeah, all the old stuff remains true for C and F though each moon now has a few more tricks with OTGs and such.

If I had to lay out +/- of each moon in my opinion it would be something like:

C + Overhead, best abare, mixup, and combo freedom, high damage, good gimmicks like 5BB
    -  no air control because no air to air j.B and no F/H moon anti air 2B, 214C is jumpable

H + 6AA, has the good 2B and j.B, 236B can sometimes be useful for blowing through things
    - lower damage overall, no overhead, 214C is jumpable

F + non jumpable 214C, good OTGs into 623 series, best oki, F's great 22 series, good j.B and 2B
    - no overhead, hard to maintain pressure

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Kouma Kishima / Re: Kishima Kouma
« on: January 12, 2012, 02:48:44 AM »
H-Kouma (unfortunately) doesn't exactly have much combo freedom.

His main combo is [starter]>5B 2B 5C 2C xx 236B 5A 5C 2B airthrow


antiair 2B CH>(5A) 5C 2B airthrow or 2C 236B 5A 5C 2B airthrow  *First variation is alot more dependable*


raw airthrow> 5A 5C 2B airthrow


He has some slightly more flashy stuff with j.236C combos, but it won't do much more damage and with H I'd definitely want to be spending meter elsewhere. I like the new H much more than on console, when he basically wasn't a character, but he still lacks so much oomph compared to C and F's strengths.

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Kouma Kishima / Re: Kishima Kouma
« on: January 10, 2012, 05:04:53 AM »
CKouma 22a can otg relaunch,but i havent found anything that you can follow it up with,anyone got any ideas?

You can't cancel it and they can air tech about the same time that you recover from the move's lag. The whole otg thing is kind of a pointless addition, its only real purpose as a move is to stagger it in a blockstring and hope for a counter hit combo. (something like 22A CH 2C 236A 236C j.BC dj.BC airthrow)

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I can bring my PS2 with MBAA as well if need be.

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