JinSaotome Posted September 9, 2008 Posted September 9, 2008 moar like golds. Gold fights wouldbe pretty funny thoguh, mostly. Gold Anji vs Gold Potemkin, lols. Honestly, Infinite tension is almost more broked then golds or kliff+justice. I was really praying for a tourney legal Kliff though.
Adelheid Posted September 9, 2008 Posted September 9, 2008 Honestly, Infinite tension is almost more broked then golds or kliff+justice. Gold Sol? Gold HOS? Gold Faust?
YanisDLooper Posted September 9, 2008 Posted September 9, 2008 Gold Sol? Gold HOS? Gold Faust? Gold Johnny?
JinSaotome Posted September 9, 2008 Posted September 9, 2008 Gold Sol? Gold HOS? Gold Faust? Gold Sol+Faust both have infinite tension. Meteors by default is bad, but its only REALLY bad because of item super. Gold Sol would be beatable, but he IS hard. Gold Johnny and HOS were the reason I said infinite tension is "mostly" more broken. Seriously: Slayer: DoT RC DoT RC DoT x N Venom: Dark Angel x N Millia: Disc Super x N Anji: Fan Super FRC Fan Super x N (harder, though, obviously) Sol: Tyrant Rave (1) RC Tyrant Rave (1) x N Eddie: Force Break Drill x N Testament: forward EXE Beast FRC x N Potemkin: Heat Knuckle RC 2S 2H Heat Knuckle RC x N Baiken: could prolly 236236S RC x N Zappa: hard to say, but now its really easy to 236P RC 66 5P 236P~ into Raoh which leads to Edguy RC Edguy RC xN Dizzy: Imperial Ray FRC Imperial Ray x N I-No: Loliunno Axl: Combo into FB Bomber x N Chipp: combo into SUSHI!! RC x N, Bankai Messai RC Bankai Messai x N May: Whales EVERYWHERE! Johnny: Loliunno HOS: Loliunno. Maybe Tyrant Rave level 1 RC -> TR1 x N like Sol? Or Fafnir x N? Ky: Ride The Lightning RC Ride The Lightning maybe? Buri: Loliunno Faust: Loliunno A.B.A.: mashing out on EX Danzai etc, will add more a I come up with'em, not to mention infinite FDing, etc
SugataDesigns Posted September 9, 2008 Posted September 9, 2008 Buri: Loliunno 632146S FRC (66?) xN Also, all of these are mostly not necessary considering..couldn't you just do any higher stun normal and rc it into (66?) any other normal-RC etc.? I'm pretty sure chipp could have inescapable lockdown with something like 6HS RC 66 6HS RC, and I'm sure everyone else has something similar.
Digital Watches Posted September 9, 2008 Posted September 9, 2008 Dude, you missed the worst offender: Jam 236236H FRC x N = unburstable infinite.
JinSaotome Posted September 9, 2008 Posted September 9, 2008 Sorry, I was tired. ): Gold Sol? Uppercut RC x N? you only get retarded upppercut while on the ground, so unless you're saying aerial VV RC is an infinite (which it probably is), Shadow Sol can do it just as fine. Plus if you block super uppercut, you get assraped anyway, because upon landing, pretty much anyone could combo into their infinite. What I'm saying is that, with a few minor exceptions, Infinite Tension is way, way more broken then golds since pretty much EVERYONE has an infinite, whereas only maybe a quarter of the golds are that bad.
Tsak Posted September 10, 2008 Posted September 10, 2008 gold kliff and gold sol were byfar the worst in any of the games Infinite tension + dummy damage Kliff could loop his dragon super and since its gold it kills all none golds in 2 hits and most golds in about 5 hits and thats unburstable lolz
JinSaotome Posted September 10, 2008 Posted September 10, 2008 #R funfact: Gold Kliff 6H vs Cranked Guard Guage Chipp = 400 damage
bucklemyshoe Posted September 11, 2008 Posted September 11, 2008 okay i can't get something to work with i-no and am kind of wondering if it's even possible. heres the combos: 66 jk js 2k c.s289412h(hold)36h(release)* frc 6h, frc, 66, js jc js jh 632146+K 6FRC6 ETC. *doesn't connect, this is a throw reset but there is no nuetral frames. first let me say i've never used a SJI to add a dash to a double jump but it seems like it should be possible? second, i'm not so sure that she can retain her SJI through a throw reset?
bucklemyshoe Posted September 11, 2008 Posted September 11, 2008 · Hidden Hidden okay i can't get something to work with i-no and am kind of wondering if it's even possible. heres the combos: 66 jk js 2k c.s289412h(hold)36h(release)* frc 6h, frc, 66, js jc js jh 632146+K 6FRC6 ETC. *doesn't connect, this is a throw reset but there is no nuetral frames. first let me say i've never used a SJI to add a dash to a double jump but it seems like it should be possible? second, i'm not so sure that she can retain her SJI through a throw reset?
Coinage Posted September 11, 2008 Posted September 11, 2008 can someone explain a couple of things for me. first one please help me understand a oki and wake-up hits. i think oki when to grab while certain moves is still in a animation hitting you opponent. am i correct? second my friends like to argue with me telling me that certain moves the higher priority. yet from doing a lot of reading many players talked about invincibilty and that there is no priority. i think its more which moves has range and active frame. so i wanna know who is correct. third- its basic knowledge but i wanna get into depth. Faultless Defense i know that its takes tension as you use it and when attacked. it also pushed the character away which can help. What i want to know is do you take any type of damage whatsoever like a punch, special move like order sol gun blaze, and overdirves like ky's riding the lightning. friend argued that even you use FD against overdrives you still takes damage, however i never see my health go down while using FD. I see it go down ONCE my tension is depleted but never when i still have it. Am I Wrong on this as well.
Hatred Edge Posted September 11, 2008 Posted September 11, 2008 can someone explain a couple of things for me. first one please help me understand a oki and wake-up hits. i think oki when to grab while certain moves is still in a animation hitting you opponent. am i correct? Oki is in short some offensive action to pressure/mixup your opponent while they get up. second my friends like to argue with me telling me that certain moves the higher priority. yet from doing a lot of reading many players talked about invincibilty and that there is no priority. i think its more which moves has range and active frame. so i wanna know who is correct. I want to know about this "no priority" thing too. Doesn't make sense. third- its basic knowledge but i wanna get into depth. Faultless Defense i know that its takes tension as you use it and when attacked. it also pushed the character away which can help. What i want to know is do you take any type of damage whatsoever like a punch, special move like order sol gun blaze, and overdirves like ky's riding the lightning. friend argued that even you use FD against overdrives you still takes damage, however i never see my health go down while using FD. I see it go down ONCE my tension is depleted but never when i still have it. Am I Wrong on this as well. Your friend is lying to you. FD negates damage to your life bar at the cost of tension and increased blockstun. Whatever the attack. If your friend doubts it go into training mode 100% tension. Life on no regain. You do FD and he does an OD. See what happens. I got a question: I was having a discussion a while back with Hideki in the Sol vs Testament thread. I said that one of the members here posted that you can use SB to activate Testy's webs since SB increases your hitbox like FD. Hideki replied that's the worst idea he ever heard. Sol doesn't really need to..kills momentum etc. He said Robo-Ky has much more invincibility on his SB. So that means SB isn't created equal then? Who else has a better/worse SB? Does it even go into FD and IBing?
Digital Watches Posted September 11, 2008 Posted September 11, 2008 1. Priority does not exist in any real sense. It's a made-up catch-all term to describe moves beating each other, but it's misleading, as it implies that there's some kind of master list of what moves will always beat what other moves, and that doesn't make any sense. Whether a move wins can have to do with its specific hitbox as compared to the hittable portion of the character ("Invincibility" refers to a situation where the character isn't hittable, "Upper" or "Lower body" invincibility tend to be situations where really it's just a funny hitbox that doesn't match up with where the character appears to be), as well as how quickly it comes out, how it's spaced, who went first, etc. Hatred edge: I remember that. I was the one who brought that SBing webs thing up! Hideki may be right that it's not a good idea in that matchup (Though honestly, I really don't see his point), but I don't think he's right about SBs being different. I think that like FD, they're a universal move that only works differently because of other factors, like other options the character has.
Hatred Edge Posted September 11, 2008 Posted September 11, 2008 The priority thing to me is too hard to nail. There's too many variables. Pushback, IB, FD, standard guard, blockstrings, attack levels, range etc. One odd thing that has me confused somewhat is Slayer's 6P and 2S. I've had crouching moves lose to them both. I use the SB vs webs here and there. It's an experiment for me.
Zanken Posted September 20, 2008 Posted September 20, 2008 Stick input. I've been playing stick for years, but most of it was spent playing Faust so there was a lot of input I didn't need to do so much. Been playing around with ABA in training and I find IAD from the 1p side to be extremely difficult, because of hand positioning. On a hrap, it's very difficult to do a 99 or a 11 motion, and I'm thinking about holding the stick differently to accomodate it. Does anyone else have this issue? For 77 I can basically use just my thumb and it's easy, but 99 I'm using my whole arm.
Adelheid Posted September 20, 2008 Posted September 20, 2008 Well, that's... That's basically true. I don't actually know anyone who doesn't have that issue. It's more or less just going to be like that - It's really just a matter of practicing it so that the motion doesn't feel awkward.
Chomite Posted September 20, 2008 Posted September 20, 2008 Stick input. I've been playing stick for years, but most of it was spent playing Faust so there was a lot of input I didn't need to do so much. Been playing around with ABA in training and I find IAD from the 1p side to be extremely difficult, because of hand positioning. On a hrap, it's very difficult to do a 99 or a 11 motion, and I'm thinking about holding the stick differently to accomodate it. Does anyone else have this issue? For 77 I can basically use just my thumb and it's easy, but 99 I'm using my whole arm. I have a same problem with IAD from 1p side with Johnny and Robo but it's because I'm not used to their slow jump. Sometimes I hold my stick Japanese style (Put stick between 3th and 4th fingers and wrap my palm around the top ball part) or 4th and 5th fingers. It's mostly becuase I always have problem inputing diagonal direction (I just skip 1 when I'm doing 214 for example...it's driving me nuts).
Blade Posted September 23, 2008 Posted September 23, 2008 I'm gonna throw this out there for anyone who cares/doesn't care or knows... Does anyone know if there was ever a listing for GGX/GGX+ Robo-Ky's GG Mode Frame Information? Or at the very least an XX version of the info? I just need frame data and such for Mugen so that I have something to work with.
Foote Posted September 30, 2008 Posted September 30, 2008 Are there custom colors for characters in Accent Core (Wii)?
Chomite Posted September 30, 2008 Posted September 30, 2008 ^ I don't have Wii version but I very much doubt that you can make custom colours for the characters in AC. I don't think so because I never heard about it.
YanisDLooper Posted October 5, 2008 Posted October 5, 2008 Are there custom colors for characters in Accent Core (Wii)? You could customize the colors in Isuka and #R if you had it on the PC. Other than that I don't know.
Free Posted October 17, 2008 Posted October 17, 2008 i use a dpad and when im using anji in training mode i can RC his 236s move just my pressing my one button RC button....but in other modes it doesn't work. In survival and arcade mode when i push my one button RC button he just follows up with the P attack after a fujin. anyone know why my one button RC for Fujin works in training mode but not in other modes? edit- im using jap version of AC for ps2 if that helps in an answer.
Chomite Posted October 17, 2008 Posted October 17, 2008 ^ Check your button configuration in the setting. You can map your buttons anyway you like.
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