Jump to content
Dustloop Forums

Recommended Posts

Posted

Ah, the clarity helps. I can better understand what you meant now, and yeah, I make constant use of the corner IAD j4C, especially on a fearful Tager, crouch blocking pressure, while his back is up against the wall. At the worst, you run the risk of a command throw in your face, at the best, that likely overhead/ crossup combo is going to hurt.

On everyone else, it's still pretty legit, if they're feeling less risky about their reversals and such.

  • Replies 846
  • Created
  • Last Reply

Top Posters In This Topic

Posted

so, i see you surpassed your limiter of 6997 dmg combo in frkz

was the old one tager specific too?

YOU WIN THIS ROUND TUNA BUT NEXT TIME

i'll get revenge in CS *too lazy to play CT*

Posted

Wrong thread Huey :v:

Tsuuna/Showme; That worked better in CT. j4B has really low stun. :/

Something I saw satoshi doing that I like is (blockstring) > 2B > 8jump > falling jB > d5A to reset the string if they fail to react, or punish people who try to AA it badly.

Darkwall; Bang's astral is like a horrible hotaru. First you need to actually make it off the ground; then you need to not fail the difficult double half circle backwards input. After succeeding in both of these regards, your opponent has to be committed to probably 20 frames of attack. If all these conditions are met, and you TKed it as close to the ground as possible and your opponent's attack doesn't low profile at all, you probably succeeded.

Posted

Tsuuna/Showme; That worked better in CT. j4B has really low stun. :/

Something I saw satoshi doing that I like is (blockstring) > 2B > 8jump > falling jB > d5A to reset the string if they fail to react, or punish people who try to AA it badly.

What's j.4B's attack level?

edit: nvm, it's 3.

Posted

Yeah, I think it dropped one, felt like 4 in the old one.

Either that or the system itself changed, whatever the reason it's a lot less effective on block. :psyduck:

If nothing else, it's because everything else he has is so much better, I'm spoiled now :toot:

Posted

Hope this is the right thread.

For this FRKZ combo

5B>2B>2C>dash cancel 5D>9 dash>j.4C>9 dash>j.4C>9 dash>j.4C>j.D>2B>623B(>daifunka)

How do you get the j.D to connect reliably? Sometimes it hits and sometimes it doesn't. I can't do the dash cancel since I've done 3 dashes by that point right? Am I hitting the j.4C too early? Too late?

Posted

thats actually a CS FRKZ combo, note the J4C

if your don't time the j4C's well enough, the jD won't land, so try to land the j4C almost as soon as possible.

make sure you use a 2 dash after the jD or the 2B won't combo, that 2 dash doesn't work for me sometimes soooo yea :D

Posted
thats actually a CS FRKZ combo, note the J4C

if your don't time the j4C's well enough, the jD won't land, so try to land the j4C almost as soon as possible.

make sure you use a 2 dash after the jD or the 2B won't combo, that 2 dash doesn't work for me sometimes soooo yea :D

No it works. You can't do any moves BEFORE 5B though.

If you do any moves before 5B then you only do two 9-dash j.4C j.D loops and end it with a 2-dash.

http://www.youtube.com/watch?v=FEaa4CCxJw4

Posted

Hey guys i've been away for quite some time, i heard that while i was gone the manliest of men leapt from second worst character to best. I must ask, how the hell did this happen?

Posted

I don't know if this was asked or discussed before, but I was wondering what does more. FRKZ -> daifunka or daifunka -> ashura. By how much and is it dependent on the length of the combo?

Posted

it is dependant on the combo, the more hits you do, the closer the ashura will be to doing min damage. if your doing a long combo, frkz + daifunka is probably more damaging (although, people will refer to you as a dick even if they don't know about the 20 percent dmg bonus).

i'm assuming frkz daifunka will do more damage because proration won't affect it as much because of FRKZ not affecting the combo's proration on daifunka, which ashura would be affected by daifunka's proration.

Posted

Very astute explanation.

However there's a point at which if you broke the proration to the very minimum, Daifunka/Ashura might be more. Daifunka does ~1100 minimum, add 20% you get ~1350, whereas Daifunka ashura should net ~ 1600 in that same circumstance. However daifunka in a less prorated scenario usually hits 2k+, making 20% 400+, and the ender of daifunka prorates to shit so ashura is still probably going to be minimum.

So in actuality, you're more likely to get better damage from daifunka/ashura on longer combos, and more from FRKZ/Daifunka on very short ones. But FRKZ daifunka is always clutch as hell.

Posted

Hypothetical situation, let's say you land a really short combo like 5C -> FRKZ -> daifunka. Would comboing after daifunka be possible in this case? I'd assume since they changed the "combo timer" system that wouldn't be the problem, but is there any way to keep a combo going after daifunka in FRKZ?

Posted

Not sure. I know you can do 623B daifunka and then combo afterward with something like 5B 2B jB j.4C dj.C or some shit like that. Not sure about 5C, but I'll try it out when I can.

Posted

The biggest problem here is the 60 percentish ender.. all of your quick launchers won't combo into FRKZ aerials after it.

Guest
This topic is now closed to further replies.

  • Upcoming Events

    No upcoming events found
×
×
  • Create New...