Koihime Enbu RyoRaiRai - Version 2 - Bachō challenges (trials)

Koihime Enbu RyoRaiRai - Version 2 - Bachō challenges (trials)

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Published on ● Video Link: https://www.youtube.com/watch?v=wNh07SsxLLM



Duration: 2:49
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Timestamps:
Chall 01: 00:00
Chall 02: 00:06
Chall 03: 00:09
Chall 04: 00:13
Chall 05: 00:21
Chall 06: 00:34
Chall 07: 00:39
Chall 08: 00:43
Chall 09: 00:48
Chall 10: 00:53
Chall 11: 01:03
Chall 12: 01:15
Chall 13: 01:26
Chall 14: 01:46
Chall 15: 02:14

LOOP explanation (HARD):
with your back in the corner, or almost,
starter(5B or 2C. It must hit the opponent high, otherwise 214C will miss. But depending on the situation, is possible to get the opponent too high. If this happens you may not get all the hits from 214C or the next jumping attack won't be possible),
214C(cancel immediately. Must to hit all the 3 hits. Only possible if the starter kept the opponent high enough),
jC(as you recover, don't mash C. If you mash, it will activate the 214C's follow-up that will do a 4th hit. Sometimes is still possible to continue the combo with this 4th hit, but sometimes not. I advise to avoid doing that unless specified),
66(run. The timing is usually strict, so avoid losing time),
5B(you have 2 goals while hitting this move. You need to get as close as possible and hit the opponent while she is at the highest point while bouncing),
214C(cancel immediately. Must get all the 3 hits. Only possible if you reach both goals. If you get 1hit, 2 hits or none; it’s because the opponent was not high enough or not near enough),
ender(depends on the challenge).


*Challenge 14:
6B,
9(forward jump),
delay, jC(close the ground),
5B(as you touch the ground),
623AB(cancel the previous move),
5B(as you recover, any delay will make the combo drop later),
214B(immediately cancel. This move must autocorrect to the left. If it doesn't happen you probably delayed the last 5B),
jC, J623C(HARDEST. 214B will put you in the air. After both air moves you must to land in right and your opponent in the left. As far I could understand, if you perfectly delay jC as much as you can, it should work without needing to delay J623C. But if you delay jC too much, you will be too next to ground and you will touch the ground before J623C. It also possible to make it work by delaying jC and micro-delaying J623C if you don't delayed jC enough),
side-switch,
6B(as you recover),
66(HARD. Run as you recover. Run until the moment that your character turns to right),
side-switch,
9(HARD. forward jump. Since you side-switched again, you are jumping to the right side),
instant jC(HARD. Hit the opponent as high as possible, your character must be turned to the right side. The game may autocorrect your jump to the left, get the timing to avoid this),
LOOP STARTS,
5B, 214C(wait until the opponent bounces the ground to make 5B hit as high as possible),
jC,
66, 5B, 214C, jC,
LOOP ENDS,
66, 5B(continue like the another loop repetition),
214C(HARD. I accidentally mashed C during this move, and got the 4th hit),
jC(you can starting mashing from 214C or time it normally, just avoid losing time),
j623A(immediately cancel while in the air),
3B(as you recover. Only possible if jC wasn't delayed),
small delay, 214C ~ hold or mash C (It must hit 4 hits. Let the opponent fall a bit then do a 214C, if you don't wait the next attack may miss, but if you delay too much, you won't be able to hit the opponent when you reach the ground),
jC(you can keep mashing from 214C, only possible if you delayed 214C a bit),
j623A(immediately cancel while in the air),
2B(as you recover),
2363214D(immediately cancel),
5C(2 hits. You can just mash C in the end of the super),
j623A(wait the second hit, and then cancel).

*Challenge 15:
walk back,
6B,
jC(it must side switch, delay as much as possible),
side-switch,
2B(as you touch the ground),
623AB(immediately cancel),
66, 9, jC(HARD. Run and then jump forward a then do jC. You must to get a cross-up, keep the opponent close to you and keep her as high as possible),
side-switch,
LOOP STARTS,
2C(HARD. 2 or 3 hits. I usually mash, but it will only work if jC hit in the right spot),
214C(HARD. You must to keep the opponent in the right weight; it usually works after 2 or 3 hits from 2C. I got the best results by canceling this move after a micro delay from the 2C's 3rd hit),
jC(continue the loop as always, but it will only works if 2C~214C hit at the right weight),
66, 5B, 214C, jC,
LOOP ENDS,
66, 3B(mark a position in the stage, run until this position, and then 3B),
66, 9, jC(HARD. Run, then jump, pass over the falling opponent, and them hit her with a cross-up jC. Avoiding losing time to start running helps a lot),
side-switch,
LOOP STARTS (HARDEST),
5B(you must to keep the opponent high),
*continue the loop as always, but it will be harder than the usual; you will need to run more and be more precise to make it work.
214C,jC,
66, 5B, 214C, jC,
LOOP ENDS,
66, 5B(continue running and doing 5B as you are going for the loop),
6B(as you recover),
small delay, 214C ~ hold or mash C (4 hits. Same situation from challenge 14, wait a bit before doing this move),
jC(you can just keep mashing from 214C),
236BC(as you recover).







Tags:
Koihime Enbu RyoRaiRai
恋姫†演武 ~遼来来~
Bachō
Mōki
馬超
孟起
Sui
馬超コンボR
I want this one!
この子に決めたっ!
Go through a hardship
trials
combo
challenge
challenges
desafios



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