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Posted

I can sure in +R 6H has init prorate, not force prorate

Yeah you are correct, I mistyped.

And as for ICPM stuff, also keep in mind ICPM does bad damage to begin with and Red RC prorates 80% so it'll do even worse afterwards. It's better to just get lots of extra meter and put it towards Hammerfall YRC or PB YRC or other things.

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Posted

Yeah you are correct, I mistyped.

And as for ICPM stuff, also keep in mind ICPM does bad damage to begin with and Red RC prorates 80% so it'll do even worse afterwards. It's better to just get lots of extra meter and put it towards Hammerfall YRC or PB YRC or other things.

I suppose, if it had better startup I wouldn't be asking about this.
Posted

That's some good loop right there.

Looking at the frame data that got translated ... Giganter is only 1-9 invincible? What the heck, is the super not even fully invincible until startup anymore? Yuck, no wonder nobody uses it at all.

Trisula is -6 on block, bleh.

Posted

Now instead of getting thrown after it we can get punched. Joy of joys~! It's really more of a combo tool than a reversal now, anyway.

At least Heavenly is invincible into active frames now, you can actually use it as an anti-air.

Posted

You mean after a PB knockdown, using j.S oki then rejump into j.S? It's not a solid string, and I think a lot of characters can just duck under it. Bedman can probably just 6P it of course, if he reacted in time. But it's pretty useful to throw in now and then since it keeps them on their toes (most people are expecting block string or Hammerbreak or raw PB), and it keeps you moving forward, pushes them to the corner, gives you another mixup, and so on.

j.S is an "instant" overhead on Ramlethal, dunno about anyone else, so against her it seems extra useful.

Posted

I've noticed on several videos that FAB instant blocks projectiles by jumping. I was wondering if there's an advantage by jump ib's as opposed to instant blocking by standing?

  • 2 weeks later...
Posted

Ain't that some shit, thought about it, thanks for confirming. Any other characters that do that? I know that venom can avoid slide head simply by dashing.

Posted

There were tons of characters and ways to do that in the older games, but I don't know how many of them are still around.

The starting frames of Axl's forward walk avoided it. May had a couple of frames in her standing animation that did too. Just as a couple of examples.

Posted

Makes me wonder why Ram can't dodge Slide Head while in neutral - she is floating, after all :v:

Posted

Makes me wonder why Ram can't dodge Slide Head while in neutral - she is floating, after all :v:

because japan's suicide rate is high enough as it is

Posted

As well as can be expected. Xrd's loading so I'm doing good on that front.

Posted

If I'm talking to someone and he asked me how they improved Potemkin what do I say? What's the best new thing he got in Xrd?

You say he got way worse than he was in +R, because otherwise you're lying.

Posted

If I'm talking to someone and he asked me how they improved Potemkin what do I say? What's the best new thing he got in Xrd?

YRC opens a whole new world for him. Also, 6K is great, even if it's not an overhead. Oh, and he got Infernal Tour as his new IK name, which is amazing. Finally, all the Potemkin Bus Tour jokes are canon.

Posted

FDB is much better now, faster starter and bigger window to reflect. Giganter -> Blit is actually guaranteed on normal ground hit now even after short combos. 5D is faster than it used to be. There's actually a reason to use both 2P and 5P now. 6K Combos are rad as hell. And all his YRC options are nutso good. Megafist is not complete garbage like it was in ACPR (in fact it's real good now overall).

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