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shtkn

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Everything posted by shtkn

  1. my post was a bit unclear by what i mean by gatling. I meant that you can summon swords in groups of 4 at a time. Meaning you can't do 5D > 5D > 2D > 2D > 6D. in your combo, you jumped so that resets the # of swords you can have out. i'm not certain if i'm right or not, but i'll test tonight
  2. her Ds are swords you summon. - you can gatling up to 4 swords max - you can do the same sword command 2 times in a row ex: 6D, 6D, 5D, 5D is ok, 5D, 5D, 5D won't work. - you can only summon another sword if the previous one hits. so no whiffing swords to fill the screen with stuff. -the swords do chip damage her slow fields have a hit that does no damage if hte opponent is right next to v13. they slow movement in both horizontal and vertical direction. so if you sweep and cancel into a slow field, the will slowly fall to the ground, giving you time to hit them for an air combo her 632146D super (the one where a giant sword appears in front of her and impales downards can be done in the air more notes tomorrow when i have ppl to play against
  3. so last weekend, i was screwing around with using j.D as a crossup tool in air v air encounters as well as a way to stuff enemy attacks. To my surprise, it was working pretty well! i guess you could say it's an anti air of sorts, haha. i dunno how else to describe it. Anyway, the next step is to convert these hits into more damage, which i haven't found a decent way to do yet. I suppsoe the safest way to do it is just hit confirm into ice car, but i was hoping there would be some way to get more damage... anyone have any ideas?
  4. i suppose we can just write out combos we've seen and such throw into the corner > immediately after the 2nd hit of the throw 623B, wait for them to fall near the ground 5C > SJC > j.C > j.D, air dash > j.B > j.C > 214B 2.8k damage, 22% meter iirc what's interesting is that the j.D does indeed freeze the opponent anywhere on the screen: 6C > DC > 5C > SJC > j.C > j.D, air dash > j.B > j.C > 214C after the dash cancel, wait a moment before you do the 5C. Otherwise everything after the air dash may not work. I've had problems with this vs tager for some strange reason... the ice car doesn't combo consistently unless in the corner. non-corner only 6C > 2D, 6C > DC > 5C > air combo opponent in the corner: 6C > 6D, 6C > 6D, 5C > air combo yes this works, the first 6D freezes the opponent, but the second one does not. Despite this, you can link a 5C afterwards.
  5. ...what's jinhound? 5D?
  6. so i tried 6A Sekkajin, 6C dc- combos, and it took me like... 20 min of furiously mashing C to get this to work haha. for anyone trying to do it, i can offer this advice: stop mashing C after the combo counter gets to about 6 hits. The rest of hte hits will follow automatically and you will need to time the 6C appropriately. edit: also forgot to mention, this only worked for me vs a crouching opponent. Standing opponents recovered from Sekkajin before the hit taht launches them into the air. edit2: tried it out further, it's not crouching only. However, you do need to be running and right next to the opponent when you do hte 6A otherwise you won't get all the hits of the Sekkajin to connect. If you don't run, then the opponent will be able to block before you launch them into the air. Also, for some strange reason, i had problems doing this combo on jin... it's still possible, just timings much more strict. Also, maybe it was just me, but mashing C faster when doing the 6A helped me get this combo off for some reason. Anyone have any advice on pulling this off?
  7. Story: firsrt 8 stages have no Story. Then he beats up v13 and mentions some name I haven't heard before... Then he fights ragna and says that he'll die after he kills ragna. Afterwards the game shows some storybook thing saying how a long time ago there was a black beast and that the6 heroes defeated it. It shows some siholuettes of the six heroes. After defeating the black beast the ppl lock hakumen up in that stage of his. The end. Random note: when hakumen is electrocuted he has no skeleton... he's a bunch of machinery
  8. initial impressions: his Drive attacks are catch moves. Also, he has almost no gatlings, so he's kinda like slayer in taht regard. His super meter is different from everyone else in the game. When the meter fills up, he gains a star and he can hold a total of 8 stars. All special/supers cost stars to do. He gains meter by standing still (about one star every 7 or 8 seconds), or he can gain them faster by attacking and blocking stuff. Specials cost between 1-3 stars depending on the special used. Supers and RCs cost 4 stars. I guess alpha counters take 4 stars too? i didn't try. So far, he still does crazy damage, but he doesn't have as much defense as his boss mode (from my limited playing). gatlings found so far: 6A > 6B 2C and j.B are jump cancelable j.A > j.B that's it. seriously, it's like slayer, but i think ppl will have to use meter to link attacks together to form combos. The only normals i've been able to link together is 5A, 5A, 5A and 2A, 2A, 2A haha. command normals: 6A: slayer style 6P, but not as much range, seems to have invincibility 6B: stomp looking thing. Looks like an overhead, but it actually hits low. 6C: further reaching sword swipe. j.2C: he does this thing where he's like... aiming his sword at the ground and pushes his sword forward... looks like a push block move... i dunno, hard to explain. On hit and block, it pushes him into the air a little bit specials 1 star specials: 236A > dash in elbow. Has some invincibility, not much damage 623A > dash in, has invincibility 2 star speciasl: 214B > 2 kicks that have the SF4 style ink effect j.214B > 1 kick with the SF4 style ink effect 3 star specials: 41236C > overhead sword swipe followed by sword sweep. No idea if it's an overhead or not. Big damage j.214C > swipe with the sword at a downward angle 4 star super: 632146C > wave super. No invincibility. Does more damage if hte enemy is closer to hakumen when hit. If in the air and not in the range of hte sword, it whiffs. 236236D > catch super. Think Remy's catch super in 3S. Does big damage if it hits. didn't find command to super mode, but baod has discovered it now so i guess i'll try it later Drive: Hakumen has this shield looking thing appear in front of him and if hte oppoent hits, when you have this out, you slam him to hte ground or something. If you whiff this, then you have some recovery, so you can't really spam this. This costs nothing to use. Press 2D, 5D, 6D, or j.D to perform a catch move. I bet the differnt directions affect what can be caught, but i didn't test much.
  9. so... jin's overhead (6A) is horrible... aside from canceling into ice car on it, does it have any other uses? i haven't seen any and my experiemnts with it have turned up nothing useful so far also, 6B contrary to popular belief is NOT an overhead.
  10. DOUBLE POST finally found out what's so special about the C version of the ground fireball (iceball?): the recovery on that version is very very short... like if you do the move from full screen and run behind it, the tail of the fireball will be next to your face the almost the whole time. Of course the startup for this move is horrendous to compensate for the short recovery.
  11. the supers motions are not double fireballs in teh final version. ice wave is performed with 632146C ice arrow is performed with 632146D
  12. just select hte names you want to move and drag and drop into the desired column the other option lets you rank them in a list. i.e: player a is #1, player b is #2, etc.
  13. the one i use is a free one called ALJ tournament maker http://www.download.com/ALJ-Tournament-Maker/3000-2121_4-10620462.html it allows you to create brackets seperating players by location and skill.
  14. just a small additon to the whiteboard thing: at evo2k8, we wrote down the names of ppl we were waiting on, and they waited around (like the whiteboard said), but seein as we didnt' know everyone's face, we had no idea that htye were actually there. So, on the whiteboard you should say something like "tell the TOs you are here so that they can assosciate a name with a face". edit: also, if someone's late, then write "get here in the next 10 min or you're DQed" or something like that might help too
  15. i don't think anyone can really change this. it's like why do ppl use AIM? cuz everyone else uses AIM. i think aim is horrible, but i am forced to use it since everyone else uses it. how do you break taht cycle? i dont know, something catastrauphic (whatever taht may be). ps: does any gg scene have inter-regional drama? im not aware of any, though that may just by ignorance on my part.
  16. he also carries a wii mote with him apparantly OMG WII VERSHIN OF OVERTURE CONFARMMED!!!
  17. Sweep > JC > j.K > combo works on Faust since his hitbox is gigantic when he's knocked down. This doesn't work on anyone else, and is probably what you saw. I'd be very surprised if this woked on anyone else other than Faust.
  18. yeah, that's how i buffer the dashes into the frcs (i think that's the only way isn't it), but it'sjust so hard to do consistently. Even when i was able to do it last night, i couldn't get the timing down to do a c.5S like in the videos afterwards (i always get a f.5S). Basically, it's hard and i'm just complaining cuz i'm whiny today.
  19. a couple combo videos http://www.youtube.com/watch?v=uNeO0w1mwJU http://www.youtube.com/watch?v=3itXrayDE54 http://www.youtube.com/watch?v=veqK1L_fzV0 one thing i'm trying to learn from the first vid is the whole buffering a dash into a fireball FRC > combo, and it's tough, anyone have any suggestions on how to do that? also, maybe it's just me but i can't get most of those vapor thrust loops to work... maybe i'm just horrible at it.
  20. shtkn

    Ky Beginner Guide

    did you read the guide? from the Guide (aka the thread that you're posting in): CSE-FRC glitch: The FRC point for this move is BEFORE the move comes out, so if you jump, the CSE will follow you into the air since it's programmed to come out whever you are, thus creating a CSE that goes across the screen, but high off the ground. To do this, just hold up when you're doing the CSE, then FRC. edit: not trying to sound like a jerk, just seeing if you missed this part or something. If you did, then i might have to reword this part or change the formatting of the guide.
  21. yep... though to be fair, the trade happens on wakeup (never tried normally, but when would taht ever happen), so perhaps this only happens with meaty Robo 5Ks and some positioning involved... i dunno. Nonetheless, ky's vt is pretty horrible
  22. best marvel assist is knife
  23. yes you need to fd BBU if you're in the air. In this sense, Slayer basically has a dragon punch of sorts... like how in old school sf2 ryu/ken can do a lp dragonpunch early and hit you out of a jump as soon as you start it. So be wary of jumping when in BBU range when slayer has 25% (or be sure to FD). Basically, i just try to stay as far away as i can, and if i end up close to him, do a lot of lows to push him out while lookin out for 2H, or superjump FD, then air dash out or something, just don't stay in a position to get BBU > half life combo-ed.
  24. BBU also loses to any low attack, so use lows (2K, 2S, 2D, slide) when you feel he's going to do one. As a crappy anti air, i sometimes on reaction use j.P to deal with him jumping in with his j.H, i think it's less risky than a well timed 6P or a pre-emptive 2H. slayer's 2H and 2D beat or trade with all your ground normals if he's in range, so either stay out of that range or use a greed sever (or block) I don't know if Slayer's BDC can be used to evade stuff on oki or anything, can anyone chimie in here?
  25. they need to stick out an attack for it to be CH. hitting an opponent right after they tech will not net a CH. Also of note, teching gives a little bit of strike invincibility so you can't hit them right when they tech, you can only try to air throw them. however, after the strike invincibility time has passed, you can hit them again. I don't know how long hte invincibility lasts but it's not very long.
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