@@himurakenshin163 Indeed, and that would make him a broken and OP nightmare to even to pro gamers who play Jump Force. If I'm a game developer for JF and as a fan of Kenshin, here's this to get him back to "normal": When he becomes Battousai in full power mode, yes he'll take 2/3 of damaging your characters and his moves and grab are unblockable neither dodge away, but if the opponents nearly lose from this, the player controlling Kenshin and team will not win and for the Ultimate Ability: activated or not, Kenshin will punch his face hard to be normal again with massive damage and the opponent's HP will restore back to what it was. And switching characters would not work. Think of this as a "counterweight" for anyone playing as Kenshin carefully.
Could you tell me the prompts for the combo variation from 2:18 to 2:36? Of the 4 ways you demonstrated to pull it off this seems to be the one I'd like to master.
Sure! 1st one: R2+△, △x3, Down+◻x4 (whiff hit 1), ◻(8hits), R2+△, R2+✕ 2nd one: R2+△, △x3, Down+◻x4 (whiff hit 1), ◻(8hits), L2(assist), R2+△, △x3, R2+✕ On the second one the assist timing can feel a little strange.
@@Muramishi thanks. Imma take a break from the game for a day as I took 7 straight Ls from ki blast and yugi spammers or people who did nothing but Chain lightning blades. Its sickening how most people dont put in the time to learn a character opposed to choosing the most bitch made methods to win.
@@iamergoproxy3476 The opponent keeps falling out at that point, I assume? I've found that's likely speed related. There's a timing that places the enemy just a little bit higher when transitioning into the final square combo that makes it easier to land. See if you can replicate that consistently. I mostly try to be as quick as possible with the inputs after that and it works quite well. You gotta land the R2+△ such that the opponent's body is still not on the floor.
@@Muramishi Thank you Combo God Sensei. I'm still practicing this and figured out something: 18. I go for the 2nd guard break at the end of the rush combo if the combo is at 18 hits. The 19th hit is the guard break and the 20th n 21st his are the ulti. What I need to work on now is the consistency of the earlier parts of the combo and my input speed. SB: how likely is this to work in online matches with this player base?
I gotta ask; how do you deal so many hits with basic attacks like that without your opponent's flashing like "I've had enough! You can't hit me anymore for a few seconds!" Cuz normally I can't do a long basic string without that happening at some point.
There's definitely a certain number of hits you're allowed to do within your basic inputs. The counter seems to track into each iteration of your basic inputs too (how many times you cycle the basic combo), and that typically scales it harder.