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Messages - KIROV

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Kouma Kishima / Re: Kishima Kouma current code changes (1.07)
« on: January 30, 2012, 11:59:07 PM »
SolarSkurge hi there :)

So i've been playing a while with the 6c otg relaunch options and one of the best things u can do after it is : 6c >236a >236c >jbc >jbc >airthrow.
But i should tell u that after 6c otg u get less dmg and i will not advise using this full combo.I find ofter the 6c relaunch to be a good option for dmg when i randomly poke someone with dash-in 2c nothing more nothing less.And if u want to maximize ur dmg output try this pre rekka combo and train it.:
2a(aa) 2b 5b(b) 5c 2c (here u can insert all other combo options and gain a dmg profit :3 )

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Kouma Kishima / Re: Kishima Kouma current code changes (1.07)
« on: January 12, 2012, 07:55:33 AM »

C-Kouma

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?

Possible mixup:
2aa 2b 2c 5b [b ] xx 214a   OR
2aa 2b 2c 5b [b ] 5a
Great idea ! I will  try this next time :P

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Kouma Kishima / Re: Kishima Kouma current code changes (1.07)
« on: January 06, 2012, 01:03:05 AM »
Hi there,
C-Kouma's BNB is 2A 5BB 5C 2C 236A 236B 236C j.CB sdj.BC airthrow.  Does more damage than anything else.
Thank you  benny1 for showing this!So i tried the combo on C-Sion Tatari and i managed to do it.The Damage was  4819.But as i did it i saw  that the 3 rekkas can be continiued with "jcb sdj.bc"So i tried this too : 2a 2b 5bb 5c 2c 236a 236b 236c jCB sdj.BC 6236b 6236b and this did 5108 damage =3
But these combos are lets just say a bit harder(atleast for me this super double jump is a bit tricky) than all else so i tried other variations just to see the damage results and compare them :
2a 2b 5b 5c 2c 236a 236c j.bc j.bc 6236b 6236b resulted in 4614 damage    -easy
2a 2b 5bb 5c 2c 236a 236b 236c jCB sdj.BC* 6236b 6236b resulted in 5108 damage  -harder*
2A 5BB 5C 2C 236A 236B 236C j.CB sdj.BC* airthrow resulted in 4819 damage   -harder*
2a 2b 5bb 5c 2c 236a 236b 236c j.C  jbc 6236b 6236b resulted in 4935 damage -easy
2a 2b 5b 5c 2c 236a 236b j.bc j.bc 6236b 6236b resulted in 4614 damage -easy

The other thing that made an impression is the after the 3 rekkas the important thing is to continue with j.C.After that you can change your combo a bit to suit you and the dmg will not differ much.The same thing applies to the post rekka combo.

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Kouma Kishima / Re: Kishima Kouma current code changes (1.07)
« on: January 05, 2012, 12:50:44 PM »
Hi all ,   first post in here . Blame Funky-kun :D.
BlueBlueAquamarine i am playing mainly C-Kouma and now i will share my findings.
You suggested using (2a) 2b 5bb 5c 2c 623a j.bc j.bc airthrow/j.236C but as far as my experience goes with c-kouma the most reliable bnb meterless combo is this : (2a/5a) 2b 5b(b) 5c 2c 236a 236c j.bc j.bc 6236b 6236b . The 5bb is a good option but only when the opponent blocked the 2a/5a and 2b as you can easily hold for the charge and mixup  6c or 2c or just jump for j.c+214a.There is a small chance i advise not taking when using the 5bb in the combo that it will not link well.Yes it links better than before but is 200 dmg more worth it ?
Onto the next topic ... :P  I played a little with the game last night and tried some stuff with "6c".Yes its a overhead and if you hit with it there is a big dmg coming up but i tried  other uses for it.This thing OTG relaunches and can be done after 2c after a combo too.There are some options for its use and one of them is free damage after a 2c poke.It goes like this : 2c 6c 236c jbc 6236b 6236b 
I linked a full combo last night too using this but the damage is considerably less than the bnb i wrote about first. It goes like this : (2a/5a) 2b 5b(b) 5c 2c 6c wait a bit 236a 236c jbc jbc 6236b 6236b
It may not do much damage but its PIMP :P Also i do not do airthrows as they happen very high most of the time and is the same with a full bnb with no Oki after it, but i should point that in whichever combo you try you can air throw right after the 236c rekka and is close to the ground and can build up pressure and bait for opponents mistakes.And as you are close to the ground it may open some oki options but i was not working in this direction.
Great changes i saw in this version  are for the use of 22A.This thing manages to poke or anti air a lot of things if timed and spaced  right.It has a good startup and some random hitbox and is open to abuse :P
Why the heck it otg relaunches  i cant comperhend. :\ Oh well no use beating my head over it :D

Talking about pimp stuff i will just put this here : BH(Blood Heat)(2a/5a) 2b 5b(b)5c 2c 6c AAD(while inputing 41236 you have to wait a bit for the opponent to fall at the level of your head and push "C"there)this is a valid combo into AAD and does around 6 k and if there are no 2As or 5A we look at 6.5+ k depending on the character :P
 

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