Stole Kuroda's combos

K, so finally bothered to try some of that crazy juggle nonsense and turns out it’s much easier than it looks.

First one I blatantly stole was his air to air setup:

Look for opponent to jump towards you, jump towards them, parry their AtoA, wait for them to fall slightly, counter attack with air tatsu for either 1 - 2 hits, next Gouki will land first and you want to do a super jump instant air tatsu to air juggle your opponent for 3 more hits. To do this the input should be :d: :uf: :hcb: then triple tap :hk: . Then finish with a hp srk or hp canceled into demon flip or jab KKZ or whatev’s.

Next was a variation on an anti air:

Look for opponent to jump towards you, dash under, close jab xx rh tatsu into corner, then do the same super jump tatsu described above only vertically (so down up, not down, up forward). If you are not near the wall you can finish the combo with a dash mp/hp srk or dash rh tatsu depending on the character.

I still cant pull the triple tatsu in a fight, the last super jump tatsu has to be fast as fuck.

Stupid big.

I always mess up and get jump roundhouse. I guess I should practice more. Thanks for listing the details involved in the combo.

Its all about anti air close jab xx rh tatsu into corner then kkz (has to be done early).
That setup is sick!!

Shutup Pedram. You finally make a new KKZ setup - you gotta land it in a match before telling the world about it.

Damage?

Don’t know exactly but it’s better [overall?] than anything else you could do out of that situation.

On the triple tatsu, (the one where the second tatsu scores the second and third hits and bounces the opp. really high) the second hurricane needs to be done early enough for a high bounce but not so early that the third hit (second hit from second tatsu) whiffs.

You’ll have to super jump into the third but if you’re opp. is getting pushed into the corner you can neutral super jump, which may be easier for you.


How’s the damage from an SA1 after a jumping roundhouse out of the second tatsu from the above situation (a la 1hitparry’s post). I’m thinkin’ if you botch it you may still have something going if you got meter.

Hell what am I asking for I’ll do later when I get off.

I can’t seem to get the combo yet, but I’m still trying. Is this something that’s so hard that it’s no match worthy? Or can some of you guys get this more than 50% of the time. I’m thinking of just going for the jump roundhouse reset into super combo. Way easier for me to do.

If you mean resetting with the jump RH, then no point throwing out the super cos it doesnt juggle them.

:rofl::rofl::rofl:

This is pretty much the entire reason why I think you’re a fucking asshole, elitist prick faggot.

Neg rep4life?

LOL dude chill out. Naz and Pedram know each other this is the jokes we always buss out! when play at our local arcade…so dont be so fast to judge someone.

Thafe yeaa

But it resets maybe? And if they parry, you can set up the hurricane juggle thingy again.

How’d I miss that?

Lol this guy is awesome. Thats what you get naz! :lovin:

I think i have landed that KKZ once or twice, unfortunatley its when not many people are around.

If a tree falls in the wood and there’s no one around to here it, does it still make a sound? Yes it does. Thanks for the combo. : ) I’ll have to try it out.

Damn, is that why you always refuse to suck me off?

Stop bickering in my thread.

Kuroda managed 3/4 combo’s using these setups in the single 10 min video on you tube against Ino, if you watch closely his first attempt was after crossover jump parrying Ino’s AA close hp canceled into lp srk. The second parry Ino is in the air from the srk and Kuroda tatsu’s him on the way down then attempts to juggle him with a sj rh tatsu but it wiffs as it looks like Ino was still too close too the ground and the correct juggle in this case would have been either lk tatsu > hp srk, or rh tatsu for 2 hits > dash > hp srk (or other fast juggle option).

still 3/4 is an amazing consistency rate for a combo that does nearly half life to Ken and builds almost an entire bar.

Personally I find it’s very dependent on how your opponent is falling. They need to be falling roughly above half the hight of a shoto normal jump (roughly also the peak of Dudley’s normal jump) for the juggle to work well. If they are higher, you can take more time to do the tatsu in air or take a slight pause, if they are lower then change your juggle.

:rolleyes::rofl::rofl::rofl:

To the pussy who neg repped me:

Don’t make me find out who you are and get almost every other premium member to neg you to death.

Rep is everything to me.

[/bickering]

it was me :wink:

im coming from leeds to kick your ass