Koozebanian Fazoob Posted November 1, 2014 Posted November 1, 2014 I can sure in +R 6H has init prorate, not force prorateYeah 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.
D.R.F. Posted November 1, 2014 Posted November 1, 2014 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.
sren Posted November 7, 2014 Posted November 7, 2014 http://nicoviewer.net/sm24864009 around 4 min markÂ
Koozebanian Fazoob Posted November 8, 2014 Posted November 8, 2014 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.
Circuitous Posted November 9, 2014 Posted November 9, 2014 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.
Mumm-Ra Posted November 9, 2014 Posted November 9, 2014 I saw fab use sj js after pot buster, then jump j,s>j.p/j.jhs a lot during the tsubu video, is that safe?
Koozebanian Fazoob Posted November 9, 2014 Posted November 9, 2014 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.
badgerfan20945 Posted November 10, 2014 Posted November 10, 2014 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?
Koozebanian Fazoob Posted November 10, 2014 Posted November 10, 2014 Yes.1) Air instant blocking gives you significantly less guardstun than ground instant blocking. (Air FD is the opposite btw)2) While you are in the air you don't have to worry about high/low mixups.
Circuitous Posted November 12, 2014 Posted November 12, 2014 Air IB also resets your air options, so he can keep jumping after it.
Mumm-Ra Posted November 21, 2014 Posted November 21, 2014 https://m.youtube.com/watch?t=5m46s&v=w-Q81IGQfF0 What happened here? How did sol avoid slide head (1:56)? He was in dash recovery, shouldn't slide head hit?
OneSanitarium Posted November 22, 2014 Posted November 22, 2014 He's airborne slightly during the slide. IIRC he can even go over some lows with it.
Mumm-Ra Posted November 22, 2014 Posted November 22, 2014 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.
Koozebanian Fazoob Posted November 22, 2014 Posted November 22, 2014 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.
SoWL Posted November 22, 2014 Posted November 22, 2014 Makes me wonder why Ram can't dodge Slide Head while in neutral - she is floating, after all
Henaki Posted November 26, 2014 Posted November 26, 2014 Makes me wonder why Ram can't dodge Slide Head while in neutral - she is floating, after all because japan's suicide rate is high enough as it is
raekw0n187 Posted December 2, 2014 Posted December 2, 2014 Long days at the office starting tomorrow. Nice to see you all again. Been a long time.
raekw0n187 Posted December 3, 2014 Posted December 3, 2014 Chillin big homie,just counting down the minutes. You been doing ok?
Circuitous Posted December 3, 2014 Posted December 3, 2014 As well as can be expected. Xrd's loading so I'm doing good on that front.
Nemo-_- Posted December 4, 2014 Posted December 4, 2014 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?
Uncivilized Elk Posted December 4, 2014 Posted December 4, 2014 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.
SoWL Posted December 4, 2014 Posted December 4, 2014 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.
Koozebanian Fazoob Posted December 4, 2014 Posted December 4, 2014 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).
Nemo-_- Posted December 4, 2014 Posted December 4, 2014 That's great, he did get better in some ways. Also Infernal Tour is bad-ass.
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