iora Posted May 26, 2008 Posted May 26, 2008 ummm i dont got much for mixup, but i like steam frc -> dust or 2s, seems to work decently well ima trash bot lols
Mechanica Posted May 29, 2008 Posted May 29, 2008 How does that work? Did the final hit of punch super not come out because he was falling upward and one punch would miss resetting the count? Or do the punches never stop if you don't stop mashing?
xenophobian Posted May 29, 2008 Posted May 29, 2008 the punches don´t stop until you stop mashing, and being in det. mode let´s you do this untill you explode, otherwise you´d be overheating after 20 punches or so... soo....stormlocke, do you think it is possible to connect that last robodash -> charge for 50% 236236S before they are on the ground ?...i tried it for 1 hour on various chars and it seems that it can´t be done....could you take a look at it for me ?
Dr. Stormlocke Posted May 29, 2008 Author Posted May 29, 2008 soo....stormlocke, do you think it is possible to connect that last robodash -> charge for 50% 236236S before they are on the ground ?...i tried it for 1 hour on various chars and it seems that it can´t be done....could you take a look at it for me ? It's pretty much going to always be an OTG. The only reason it goes for as long as it does in Accent Core is because you're able to Burst Cancel the Det. Mode explosion. In Slash if you hit them with the Det. Mode explosion you would get two tension blocks, so all you had to do was 2d, 5s, 5(f)s, Punch Spam Super. Timing was really strict but it was possible. Kind of sucks because most of the time I only go into Det. Mode off a Gold Burst, making this combo not very practical for my playstyle, (and it's obviously very situational already). Still awesome though.
iora Posted May 29, 2008 Posted May 29, 2008 ya that was my issue with it too... i gold burst a whole lot.. so if i landed myself free 100% tension, i probably used my burst to get it.... therefore, no burst to burn for it but then again... just the regular punch spam -> det explosion is pretty sweet... doin it twice is nice, but not that needed :D you know? if that situation ever came up in a real fight, ill probably go explosion -> burst cancel -> robo dash -> back up a smidge -> L3 missiles as oki -> try to connect L3 horsey 1 rep of det mode/punchspam/explosion and 1 rep of a good air combo off L3 horse = a fuckton of damage shrugs, thats just me though
xenophobian Posted May 29, 2008 Posted May 29, 2008 yeah, of course it´s impractical, it´s just fucking flashy...and if it was possible to connect the last punshspam you could easily break the 200hit mark...i´m just thinking combovid right now... in matches you´re absolutely right iora...but to kill them you could go for it, the second punch super and detonation give you 100dmg.+ and another 50%tension....depens on your mood, the combo is not exactly easy
iora Posted June 5, 2008 Posted June 5, 2008 http://www.youtube.com/watch?v=WulrKorjNbk 1:22-1:26 level 2 reversal SRK, blocked, into FRC j.s that actually sounds like a good idea... anyone ever try that? or maybe a better variant after the FRC? cuz if they try to punish and you get a CH j.s, that would be pretty sweet.. although id probably try j.h myself for the wall stick just wonderin fellow robots
Spark Posted June 5, 2008 Posted June 5, 2008 FRCing into j.s is really good for awhile, just don't do it too much or they will just start punishing it with an anti air. I don't really use j.h after FRCing because you have to be near the corner for it to be worth while and because you would be hitting them so low to the ground there is no guarantee you can combo them after it.
iora Posted June 5, 2008 Posted June 5, 2008 the j.h wouldnt be a air combo, just a simple robo-dash followup, gain a few bars, into (usually) bazooka oki i wouldnt be doin L2 SRK FRCs often to begin with... just something to throw into my game... i need more ways out of pressure DAA isnt always the answer lol
JackG Posted June 5, 2008 Posted June 5, 2008 I never shoryu unless its level 3 cause the risk/reward isnt worth it otherwise. My only exception is when itll kill them because when I fight against people I know they know I won't try it unless I got half a bar or more
Dr. Stormlocke Posted June 5, 2008 Author Posted June 5, 2008 Level 2 SRK into J.s is decent for awhile. But not only is the SRK not that great to begin with, you have to factor in that it just cost you a few bars AND tension restrictions for awhile. Not worth it IMO. My entire playgroup is wary of it now, and any effectiveness it might have had has greatly diminished. Like Wekk, I only really use Level 3 SRK. I do sometimes try to Level 2 SRK opponents who airdash toward me.
M.Song Posted June 5, 2008 Posted June 5, 2008 that was a lv 3 dp into false in the vid if you noticed the timings for the frcs on the dp to be different its because he jumps at different heights for the different dp levels with lv 3 being the lowest height.. so you might want to keep that in mind if you want to do a dp frc mixup... if you do a lv2 dp false you are at a higher position and they have a little bit more time to react to whatever you are about to do
iora Posted June 6, 2008 Posted June 6, 2008 so that same thing works with L3? good to know can you reaction the hit-but-blocked-confirm L3 then decide to FRC/let it finish, or that kinda really impossible? if you even know what i mean
M.Song Posted June 6, 2008 Posted June 6, 2008 so that same thing works with L3? good to know can you reaction the hit-but-blocked-confirm L3 then decide to FRC/let it finish, or that kinda really impossible? if you even know what i mean to answer your first question... yes it works on lv3 and it would be the lv2 dp that it may not work so well for ok... just to confirm... if you are asking if its possible to see if the lv3 dp is blocked then decide if you want to frc it or not... then the answer would be yes.. the false timing on the dp changes based on level, and the number of times it hits... so you kinda have to learn this false by visual cue rather than muscle memory
iora Posted June 6, 2008 Posted June 6, 2008 dang ill hafta look into it then, but gg training mode record feature is gross like that im report back in once i get shit figured out :D
MC cLuSkY Posted June 6, 2008 Posted June 6, 2008 Can you only FRC the knee rocket (2HS) on hit? I can't seem to FRC it when I don't hit it. Or maybe the timing it just very tight. Any tips?
Zaido Posted June 6, 2008 Posted June 6, 2008 Its an FRC, FRC's can be done on hit, Block, or Whiff so yea...
iora Posted June 6, 2008 Posted June 6, 2008 the timing is just weird, go to training and just try to find a visual clue to hook ya up i got it muscle memory-ed so i cant help, but thats the best way to learn.... training and display input
iora Posted June 6, 2008 Posted June 6, 2008 yep, its forced to happen dont ever do moves over 25% tension, itll drain on auto-mode or at least it will on FRC Easy mode in my wii version of gg, that shit is FUN! you can turn it off, but if i feel like goofin, i use shadow characters and put FRC Easy to 20 HOT DAMN COMBOS SON
ShibuyaX Posted June 12, 2008 Posted June 12, 2008 any of yall ever do an air combo then ex move afterwards for a counter hit or throw? i was doing that against some people yesterday and it works pretty well if u use it every so often... something else cool i found out is that you can dust in DET mode around 4 secs left and it will explode on ur opponent and u can get 50 tension right back again!
iora Posted June 13, 2008 Posted June 13, 2008 but whos gonna get hit with a dust when your in det mode lol
JackG Posted June 13, 2008 Posted June 13, 2008 Lots of people easy 5s>2s RC 5D 5d RC 5d 5s tk forcebreak V 5d You'll have the bar. besides your opponent has to worry about lows>horsie>mash super for the whole countdown so they should be just as worried about a dust at that point. not saying the above setups are worth doing but if you have bar and you have your high/low game going there isn't a strong reason why they should be afraid to get hit with a 5d over other things.
iora Posted June 13, 2008 Posted June 13, 2008 rc's diminish the tension gain... so if it didnt work thats not good thats why im all about lobbing missile and running the cover of fire...MAYBE a 2s rc into mixup... but thats like... if it fails your tension gain is gone.... kinda a 1 shot deal u know?
M.Song Posted June 13, 2008 Posted June 13, 2008 the rc tension gain penalty should go away if you do it with like 4 seconds left i've only managed to get it once since i don't go into det mode often.... but 5D in the corner with det mode super is the most epic missile loop you can possibly imagine
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