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Messages - raisedbyfinches

#1
Joe Higashi / Re: Joe Higashi (Console)
October 08, 2013, 10:14:43 PM
Glad to see ImbuedGold is back.

That's got some nice stuff in it, shame it misses out on an important category of 0 power X% drive stun combos (e.g. 5d baku, 5c 6b 41236b, baku finish dc usual and 2b 5a baku, 5a 6b 41236b, baku finisher dc usual). Will at least give me an hour worth of fun cranking them out in training!
#2
Joe Higashi / Re: Joe Higashi (Console)
October 06, 2013, 03:55:03 PM
Quote from: sketchspace on September 23, 2013, 10:11:28 PM
...stuff...

How much is your midscreen HD combo getting you?
If its not more than mine why not use mine?

The key is to do the slash kick as late as you can off slide. The only way I found to consistently get it is to tk the slash kick (I find if I don't then I don't get all the inputs because I'm getting too old now).

@bigvador - how are you doing it now?
I always double double tap. Drumming it out with my middle and index fingers.
#3
Joe Higashi / Re: Joe Higashi (Console)
August 24, 2013, 10:48:50 PM
This is kinda already known. I think everyone that uses it knows that both close c and stand a are 1 frame links off of it.

Glad it's been put somewhere more prevalent though, thanks.
#4
Joe Higashi / Re: Joe Higashi (Console)
August 19, 2013, 09:02:30 AM
j.d 5d 3b ex.baku, 41236b, 214b, 623b, Baku finish, Baku+finish

This is probably the best you're gonna get for 1 bar without the drive to carry it on. There is a re-stun though.
#5
Joe Higashi / Re: Joe Higashi (Console)
August 02, 2013, 11:18:04 AM
I just learnt the timing and don't do it the harrygogo way.

The second bakuretsuken where it's extended and they pop up off the first hit, you can time it so that instead of another hit of bakuretsuken and then the finisher you just get the two hits of the finisher. This does more damage. You have to pretty much press D as soon as you leave the ground though to get it to connect but I've never had them go into the no juggle state doing it that way.

If you can make a video of how you're doing it maybe we can tell you a point in which you could get them lower.
#6
Sie Kensou / Re: Sie Kensou (Console)
June 30, 2013, 05:48:18 PM
Quote from: Sir Octopus (Saiki) on May 20, 2013, 04:30:07 AM
I've been trying this for a while since I'm trying to get a 3 stock kill combo . . . still no luck.

Best I could get for 3 bar is here
Kensou HD combo scraps

Whether the first rdp.d replaced with an ex one in the second combo would push the second combo up high enough I really doubt. I probably should've finished that video.

Clearly you could throw in that much, much harder link before hd too so you are at one less hit and you have a heavy damage but I'd never pull that off in a match so don't care for it
#7
Joe Higashi / Re: Joe Higashi (Console)
June 28, 2013, 12:33:24 AM
Quote from: mechanica on June 27, 2013, 11:01:26 PM
I'm finding cr.B into st.D a better frame trap than using cr.A simply because the range of better on cr.B.

The more I use it the more I REALLY like 5a, 2c 3b aaaa as a frame trap, if it hits I can tack on an ex dp for good damage. Baku blockstrings are the future. Joe has too many variations on strings in pressure so really mix it up a bit.

Everything else mechanica wrote though. That.
#8
Joe Higashi / Re: Joe Higashi (Console)
June 21, 2013, 10:21:03 PM
Quote from: NissanZaxima on June 21, 2013, 08:55:04 PM...stuff..

Use bakuretsuken in blockstring, f.b should only be cancelled into on hit - doing it on block is terrible because whatever you do after it is either punishable or not a true blockstring and doing nothing is death.

Also see
[KoF13] Joe Higashi - Practical tips

Then go find some nishinippori and watch haregoro. If anyone says he's not currently the best Joe in the world they're pretty crazy, like certifiably so.
#9
Sie Kensou / Re: Sie Kensou (Console)
April 15, 2013, 11:43:45 PM
You can get it off the C dive as well but its a lot harder, its ever so slighly easier to get it from starting positions than starting in the corner.
You don't even have to be accurate with the tk with the A version and do it quite high up!

#10
Joe Higashi / Re: Joe Higashi (Console)
March 16, 2013, 07:52:27 PM
Mastaroth: my joe 3 bar corner to corner HD (check my video up there ^) does more when you turn it into a 2 bar one. I've mentioned also the 2 bar variation (instead of hurricane upper xx screw upper you do hurricane upper, dp xx neomax).

Doesn't look as slick but gets more bang for your buck.
#11
Sie Kensou / Re: Sie Kensou (Console)
March 16, 2013, 06:56:06 PM
Ok idk why nobody has posted this before but I upped HD+2 bars to 833 (you can get more and I'll mention that later). I'm gonna post it in numerical notation because I'm most comfortable with it and I'm posting from my phone, commas will indicate links, no comma means cancel >_<

There are two iterations, corner and midscreen. I'll start with corner.

2b 5b 5c, 5b 5c HD 5b 5c, 5b 5c 214a, 5b 5c 421d dc j.214a, j.214a 214a, 421b dc j.214a, 214a, 236a 236a, 236236ac

From starting positions you can do

2b 5b 5c, 5b 5c HD 5b 5c, 5b 5c 421d [[as above from 421d]].
If you're still not in the corner enough for j.214a to hit when tk'd, you can make the first drive cancel a j.214c for extra carry. This makes the tk much harder.

Starting it without the 2b you get more damage (so starting 5b 5c) but I'm getting old so need the extra time to prepare for the link mentally.

Similarly you can stick this tk j.214a into your corner bnb. It works off of any dp in the corner (needs to be j.214a off of a 421b to be able to get it).

I don't see anyone doing it and I've not seen it mentioned so I thought I'd put it for people to at least see if they're new to him.
#12
Joe Higashi / Re: Joe Higashi (Console)
January 23, 2013, 10:59:27 PM
Use the spacing I suggested and you'll get it - three lights.
The key is to stick the CD out before you've finished sliding back so that it actually connects. Then the 3 hurricane uppers are pretty much guaranteed.

At the point of the the last hit of the heel off the drive cancel your opponent has less than the 83 stun that a full stun combo from that point on does. Iirc they have about 60 so you will need another drive to do the job and they should drop to stun at the baku after the dp. This is rough but about right (assuming they have full stun points at the point of hit).

I'm going to make a new, more advanced, Joe video to go with my basics one soon. It'll have 50% guard strings, safe jumps and option selects in it. As well as some pretty cool, situational, combos like this one - which is why its not in the basics. Expect that in the next few weeks!

#13
Joe Higashi / Re: Joe Higashi (Console)
January 23, 2013, 09:14:57 PM
Hilarious Joe corner combo.
First you space yourself from your opponent by doing, for example, c.b c.b s.a
then you fish for a counterhit s.CD

s.CD hcf.a hcf.a hcf.a hcf.b baku baku j.D

where the bakus at the end are the standard where the first is just finisher then the second juggles then is finisher.

Oh, it does 450+ damage. For 0 cost.

I've been working on this for a couple of weeks then saw it in this video: http://youtu.be/aeyrtbXUMxw :(
Still, so long as people see I do not care who shows the world first!
#14
Joe Higashi / Re: Joe Higashi (Console)
January 15, 2013, 11:48:50 PM
You can cancel it into anything in HD mode.

My 3 bar HD combo I posted with the hurricane in it is more damaging than the 3 bar combo in that video too. I think doing it as 2 bars (do up to the hurricane, instead of super cancelling it into screw upper you like a dp.b and max cancel that, and there is a meterless version too drive cancelling this dp into d golden heel).
#15
Andy Bogard / Re: Andy Bogard (Console)
December 24, 2012, 11:28:53 PM
Its all the same input and timing its not bad at all with practice

You just do c.B f.B (bf hold f) f.D to get auto corrected dash.
Give it a whirl!