man I wished I had that smooth voice as well. good job on the video explanation! I think the only thing i'd like to add is for people that don't understand what P1 or P2 means, it essentially boils down to whether you used a move as your "STARTER" or "WITHIN" a combo this means that his explanation on why 2A sucks, to be more precise, 2A sucks *as a starter* because of the way his combo data is made. however it only sucks in that scenario - as a starter. WITHIN a combo, however, it's actually better than 5A, and some combos will drop if you did 5A rather than 2A. tl;dr 5a at the start = good, 5a within a combo = not too good 2a at the start = really bad, 2a within a combo = VERY good looking forward to your next video! and thanks for the shoutouts!
Its from SB air rampage not coming out actually. You intentionally make air SB rampage whiff to the point Chie just instantly falls to the ground, but you still input skullcracker as if it happened from rampage. Then you just get skullcracker by itself
Notations are the last thing I will be doing for all of these routes because of lack of time, but notation is literally 5B>214C>236236B>214A>214C>236236A>dl j.B>j.236B>236B>214B>236D
An unexpectedly interesting overview on base Shou Minazuki, ngl. Doing those stupid High-Speed Movement transitions into the rest of his Crumbling Moon Slash series was just utter hell in the combo trials, I swear. Then I have to mind the damn combo prorations and shit.... (otherwise combo drop) Trying also TK the Perish/Destructive Fang was also annoying af. As fun as this game is despite it being the start of ASW's road towards questionable mechanics changes and button scheming, this game and P4U1 using the same hitstop frames as BB Chronophantasma-onwards makes it taxing. And this is coming from a guy who's spent his time casually labbing and copying (JP arcade footage) Ragna combos in both Continuum Shift Extend and Chronophantasma Extend (I hate the balance direction of Centralfiction and refuse to continue playing it). And yes, I like Ragna both for his character development and him being a braindead built-to-combo-with-free-launchers character vs. everyone else who needs to fish for a magical counter hit to even convert into an air combo. Yet it's nothing compared to the horror that is the frame-tight shit in the French Bread games for ANYTHING that's not A>B>C>Special.
these combos are nice looking but the combo damage is really low. If you do the same ground combo but finish it with a neutral heavy and then go into the air combo, and then finish the air combo with an up heavy you have a free link for vanish or lvl 1 and it is more damage and better scaling.
All of these are extremely old and from the first patch of the game. Sorry if you somehow got brought here from someone else, but I haven't touched the game since literally the first patch. I would look for a more recent video
If its pushing you away, that means the character is in the comet cannon and not sitting on top of it. For all the routes using comet cannon for a knockdown, the other character has to be floating above/be on top of comet cannon when it starts
@@WaruiNekokun okay I'm back, and it seems that this specific link doesn't work on Jin, who is my usual training partner. I tried it on Celica and got it 100% of the time, but never against jin
@@DiceOL Its probably just that first route because I dont think I have had that issue on Jin. If I wasn't busy as all hell right now, I would double check if its timing specific or hurtbox specific on him
@@willjace789 Buffer means you do the input before the previous move finishes. Like in this case you can do the dash before aim cancel finishes and you should still get your dash
Nothing really changed about Yuzu besides the edition of FF~A. All of the routing and theory I have given still work as a basis for playing Yuzu. Hitting up the uni server would give you a bit of additional info tho
i have no idea how u manage to use SB power charge as soon as Bufu hits, its impossible for me... i tried using it in all ways possible, im going crazy :x
Its a jump install super so you aren't just doing the traditional input. You have to the input, but end in forward jump so it registers a jump cancel and the super at the same time
@@WaruiNekokun ok i think i get it now, but what sucks for me is that i use WASD on my mixbox... doing this 2362369 is tricky...i wish i had another mutant finger to help me lmao
5B? Sorry, I don't remember in game input names, been going by community input notation for nearly a decade now. If you are talking about her straight axe swing normal, yes that is a gatling into sweep
Also been a fan of held dp combos such as the ye old 5AA>66>5AA>2C>dp routes that force fatal sadly seem to be over shadowed by current shadow mode labrys stuff.
@@WaruiNekokun Very true indeed made some video's on that awhile back still don't like the timing for the 5AA>236B>j.A>j.BB>5DD/5AA>5A>j.A>filter but, it really does pack a good standard for damage/axe building an allows for neutral frenzy without the jump cancel.
There might not be enough characters for me to explain this properly, but I planned on making vid explaining it. I'll try to knock it tonight. Hit me on discord at Osugure#7251 and I can try to type it out as well
You probably want to check one of my CF2 vids instead of this one for CF1. Pretty sure they all still work, but you are better off checking the stuff for the current version
Its a target combo which can be made a true string but is not guaranteed to be one. Honestly, you can just attempt to dp it. If its a true string, you should be forced to block it. If they did any type of delay on the j.HP, they get hit for the gap as long as your dp reaches
I hope this bug is reported and worked out. Gives me flashbacks to improvement mod days when I had to fight completely invisible Mai Natsume. (You couldn't make your character invisible with IM to my knowledge, she just WAS)
They both have their uses since both are a left right based off of timing. Concept 2 is really solid because of that being a backwards hitbox same side overhead which normally you can't do