I don’t know if this was mentioned or not, but you can perform low to the ground versions of Hotaru (the shoryu) and Tsubaki (the overhead) via dash-canceling as opposed to tiger-knees. The advantage to the dash-canceled Tsubaki is that it hits low enough to the ground to be followed up with a 2C > j.C for an easy 3329 damage (tigerknee’d Tsubaki typically only allows for a combo’d 2B at best). The best use I’ve found for dash-canceling Hotaru is that it can be mixed in with dash-in throws which can essentially trick your opponent into whiffing a preemptive throw tech for free damage; seeing as the dash-canceled Hotaru also stops jumping and is safe on block it’s a decent enough shenanigan, though I’m unsure if it’s worth the 3 magatama.
The notation for the dash-cancel goes like this: 66214+B or C
(You can also perform it as: 663214+B or C)
These are some simple combos you can do using this:
He’s not THAT much like sephiroth. His sword is like… a stick XD
and i’m pretty sure it had something to do with sephiroth before. check the comments on the first page
i noticed nothing about any throw loop has been mentioned here. i know of at least 1 throw loop but all i see is information about what to do after landing a throw. so i was wondering are throws not as desireable as a direct hit because throws can be teched?
right now my main combo is the one ripped from the haku/litchi fight from the dvd.
623 a, a, j b+c, 5c, 2c, j b+c, c, for just over 5k i thik its 5.8 if you can land the last c and hit with another 2c which seems a bit rough. the 2c can also be replaced with a 5b which i find is a bit ezier but a lil less on dmg i think.
also i was think but have yet to test this so if someone wants to confirm by all means.
a possible air throw off of the 236a wall bounce? i have trouble doing the air dash i think you would have to do. i was thinking you would have to do the one where you dash at an angle and you could possibly catch them low to the ground with a throw.
I’ve actually tried that before and it just doesn’t work. It doesn’t feel jump cancellable and even if it was, they don’t fly near close enough for you to land a jump throw (especially since they’re at a low altitude, if you even reach their horizontal position they’ll be lower than you AND would’ve teched anyways. I myself don’t like throw loops just because they’re techable. I’m not sure hakumen even has that many since he has barely any air combos
what i listed i know is garented2 unless they can tech the one of the first two throws. also mix in 2c, 2c, dash in 2c,2c,2c and they are likely to not know if your gonna throw and atk making it more likely that your throws wont be teched.
Since no one has answered this yet, my guess would be that you’re just not doing the j.2C quickly enough. You have to do it a whole lot faster than you might think; the timing for most parts of the combo in general are a lot tighter than they seem from watching them in vids.
Does anyone else have trouble timing his parry online?
I was trying to time it to counter this Jin using ice cars, and I just couldn’t do it!
There were times when I could’ve sworn I timed it perfect, but no dice.
Is this a universal problem or what?
if the dash part has Tao crawl invinciblity on Ice cars, this is by far a better option. Especially if you don’t trade hits/get punished on the actual launcher during the ice car. Granted you do have the stars.
personally I just counter that shit. Especially idiots who think it’s fun to Ice car from full screen.
what i think is, since he requires less combos to kill (and subsequently slightly harder to get in in my opinion) barrier bursts are just THAT much more effective, especially against zoning people. whereas someone like Nu has constant 30-40% combos (not to mention they’re easy to get in >.<)
also at shin- i absolutely fail at 2c combo. counter yay!