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Posted

www.youtube.com/watch?v=M04OhoACDI4&feature=channel&list=UL <-- video that contains example of the glitch. Sorry about shakiness/quality

Okay, so I've found that for some reason if you combo two AoA's in a row with the help of a counter hit and an OMC, the hits+launcher of the second AoA seem to get amplified in damage for some reason. I can't really think of why this would happen, and it only seems to work when two AoA's combo into one another.

The hits you are allowed to do in the Rush followup is reduced as well for some reason.

Posted

That's very, very silly... but so totally gonna use that shit whenever I can.

Posted

This doesn't combo. it's a reset inside the AOA that causes the unscaled the damage. if the opponent is blocking during the AOA, it will not combo, you can tell because the combo count the second time around has less hits in the combo. It's not even a decent reset since the AOA > RC gives it away.

Next time, set your Training AI's blocking to "After First Attack" and you will see what combos and what doesn't.

Posted (edited)

Okay then, try it out for yourself with the block settings "After First Attack" and you will see it doesn't work. Your eyes are fooling you in this because it resets on the inside of the AOA. the combo drops and immediately picks back up but if someone is holding back, it won't work. Try it out for yourself if you think I'm wrong.

Edited by Shinsyn
Posted
Uhh no its a combo you can cleary see the combo meter go from 1 to 2........ and he says how you get less hits during the AOA.

He says "for some reason" meaning he didn't fully understand it, Shin is explaining that reason, because it doesn't combo, and the AoA followup resets early in itself.

Posted

Comboing two AoAs into each other basically drops the scaling to almost 0 immediately, the CPU doesn't block the new combo and then gets reset.

Posted

i did this in t mode a while ago and its because you drop the combo and restart a new one during the barrage

if you look at the combo counter it should be 17 becaise 2 starter hits + 14 barrage hits + 1 final hit only cause the fatal but in the combo its only 14 which means the first three hits are dropping the combo

Posted (edited)

This has been known and been used on combo videos. Classic Rush-attack high proration.

Edited by Tong
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