Hellmonkey
Super Moderators-
Posts
1,457 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by Hellmonkey
-
Anyone have good quality versions of all 3 ruu combo movies?
-
AC is by far the most balanced. Too many people get distracted by the high damage and number of (broken) options and don't realize that in the end, every character has the tools they need to win any matchup, with only a few being particularly difficult (even these can be dealt with, it just requires full knowledge of those matchups, like slayer or baiken vs pot). Looking back at both #R and Slash, there was a substantial gap between the weakest and strongest characters. Due to both lower damage and significantly less good options overall, characters who could do what they're good at slightly (or in some cases significantly) better gained a huge advantage. Slayer did high damage for #R with that BDC , Eddie jacked up guard gauge and mixed up until they died fairly easily, Millia could mix people up all day and keep resetting; all of these characters could be related to AC's "brokenness", but when taking a look at mid to lower tiers they simply didn't have anything that could match it. Similarly, in Slash you have a few characters who were just extremely solid and did way more damage than they should be doing (ky, sol..) and while it wasn't as bad as reload in the sense that mid and lower tiers did have slightly more that could help them win against the stronger characters, the gap was still very clear with characters like Dizzy, Robo, or HOS, who struggled in almost all of their matchups and had to rely on gimmicks or completely outplaying the opponent to win (you can tell something is wrong when Japanese robos use Det. mode). Now by looking back at AC and comparing it with the two previous games, it becomes fairly clear that the "bottom" tier really isn't anywhere near as far from the top as before. While you definitely see Johnny, Bridget, Anji, Ino, etc players working hard for their wins (Koichi doesn't seem to mind as he rapes everyone), if you look at the majority of their matchups it's almost all even- in fact, almost every matchup in the entire game is almost even. The balance is even more apparent when the worst matchups are taken into consideration- matches like Baiken vs Potemkin where he needs to hit her twice and has mulitple options to bait almost any counter or method of escape she might have, however if the Baiken player is good enough, she has the damage output, pokes for zoning, and the ability to keep pressure on due to getting knockdowns off everything, allowing her to dominate the match despite what she has going against her. Every character has those tools they need to win- everyone can deal insane damage or zone well or has high defense with solid everything else- honestly, I hope that Blaz Blue can come even close to what AC has achieved balance-wise. While the damage in AC may be a bit too high in many poeple's eyes, causing the game to be much less forgiving about mistakes, it's still the most fun and balanced fighter we've seen yet. :v: X and XX aren't even worth mentioning tldr: melty blood sucks
-
Damn, I'm surprised ABEGEN didn't pull out the victory for your team :<
-
You can slidehead summon midscreen as well as full, also you can reversal shield through puddle unblockable.
-
Pressing P at the right time is all it is, doing the TK motion quickly allows you to check if you're actually getting the right timing or not. Getting the fastest timing might not seem like it makes a huge difference but it lets you throw in extra badlands at the end of combos, allows you to continue after 5HS badlands when you otherwise wouldn't, and is required to start some off (like baiken as you mentioned). The extra meter and slightly quicker recovery seems to actually make quite a bit of difference- start off the round against baiken with badlands, using fastest badlands you can make a full 50% tension and poison at the end for example, without using it you'd never get that. One of the best ways IMO to measure someone's experience with Testament is to see if they use it often, Shounen is known for hitting it all the time.
-
Doing it at slow as possible means that you're normal jumping, so even if you don't get the fastest badlands it won't have the superjump effect on it. Doing it as fast as possible and not getting the SJ effect is how you know you're timing it right.
-
If you have the superjump effect on it, that means it wasn't as fast as it could possibly be. Make sure that you are doing the entire motion fast enough to actually get a superjump (if you do it too slowly, you will normal jump and won't be able to tell if you're getting it or not). If you are too early you will get a ground badlands, too late and you will get SJ motion. It will feel really obvious if you're getting it too early because ground badlands is much slower.
-
General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE
Hellmonkey replied to Kairi's topic in Archive
Yeah, I played around with it a bit. What he's doing in that video is buffering a dash and FDing, allowing him to dash just a little sooner than if he didn't FD. It only applies to very low air normals and is both hard execution wise and doesn't make you recover that much quicker so it's not very practical imo (other than cancelling to FD to be safe or to jump/backdash). It's odd though, while it does feel like you can dash earlier with buffering it and FDing, you can't cancel to FD with a low air normal after doing something which gives you extra recovery, making me doubt whether FDing actually makes it quicker or not. -
General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE
Hellmonkey replied to Kairi's topic in Archive
Air normals cancel directly into ground specials. This is how you get stuff like potemkin backwards slidehead because you cancel it directly from the opposite facing air normal. (I haven't tested this at all) but this means that it should also cancel directly into FD, allowing you to act slightly quicker than you normally would after a low air normal. Keep in mind that the outstanding combo clips are done with a programmable controller, and a lot of what is seen in them are basically impossible to do with human execution. -
Best tensionless move* mawaru definitely isn't, slidehead would be right with or below exe beast.
- 1,795 replies
-
- crazy larry
- dirty mary
-
(and 1 more)
Tagged with:
-
You're having trouble with the motion itself? Sounds like you just need to practice the joystick more, it will come with time.
-
hase slayer is too beast :[ yes that's him.
-
[SWEDEN] GG.se! RanBats, Community & Vids! The "Too Famous"-community!
Hellmonkey replied to Shinjin's topic in Archive
Title changed, looking forward to videos -
They were performed with a programmable stick, allowing them to input everything perfectly.
-
General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE
Hellmonkey replied to Kairi's topic in Archive
You can option select back FD and option select with some specials (well all, but a lot are basically impossible to input correctly). They removed standing and jumping HS cancelling into FD but other normals still will, and even standing HS will cancel into specials. The slash method of using j.D for air OS still works. Still the easiest way to FD OS, but only in the air and without a burst is it really usable. -
Also, if you were wondering about why maruken got pot bustered after doing the slash followup to FAB, it's like a 1 or 2 frame link for the 5p/2k after that against standing, so i'm not surprised if he was going for it.
-
I believe he did tsuru and slash followup (baku -> s -> s) against FAB for the unblockable hit because obviously that would kill him. Against Nakamura he did sakura and slash followup (baku -> p -> s), which seals jumping and dashing, because it's far more disabling and really lets you walk all over them for it's duration. Normally you would be free to run up and throw or throw bait them all day, but nakamura's reaction to this was spamming forcebreak (making that a bit harder). This of course made nakamura waste all of his meter and not be able to follow up with anything when the forcebreak did connect, and still got maruken more damage while it lasted(apparently as seen, he got an extra 45% or so lol). The real question IMO is why seal slash instead of HS. I usually seal HS because you will always have that 1f throw option when you get close when they don't. Sealing slash, though, lets you get those extra few hits for a bit of damage (especially on Millia), and then if they tech they still are forced to fall into you because they have sealed jumping and dashing. I actually like it a lot.
-
http://www.dustloop.com/forums/showthread.php?t=3195
-
I believe the only time they fly in your direction is if you manage to hit them on the original side, so it doesn't actually cross up. To make the second whiff hit, it seems that all you need is forward velocity. Doing TK badlands with 2148 or 2149P as you're running will get it. Actually that's pretty interesting, even though you still haven't technically started jumping back yet, cancelling 7 into badlands before the jump comes out will still lose running velocity, so it has to be 8 or 9. This actually works pretty similar to TK youzansen, keeping your running velocity makes you go over them.
-
Yes, it's just 2147P, but getting the fastest badlands is definitely something that shouldn't be overlooked. You can tell if you get it because you're cancelling DIRECTLY from your jump, meaning even though you're superjumping (assuming you did 2147 fast enough to get a superjump), you cancel your superjump just like a 1f FD jump, so you won't get the superjump motion while you're airborne. Maybe you're confusing fastest badlands with normal jumping and doing badlands, superjumping or normal jumping makes no difference in how fast your badlands comes out, only in how fast you input it.. the only cases you wouldn't want to do fastest badlands would be if it would send them too high/far out, in which case you just delay it and get a TK badlands with the SJ motion. An easy way to see the difference and practice it is to play against Slayer and do TK badlands loop from the starting positions. If you aren't getting the fastest ones, it won't continue comboing because he gets too far away. It's this way for the first couple on most characters, Baiken for example.
-
If you do a TK tatami (so 2369K from the ground), baiken will move up and the tatami will come out at about max SJ height. You can then FRC it and air dash tatami with 23656K. I don't really think this is worth learning at all. It looked like you were trying to do ground mat FRC iad tatami as well. This also I don't think is really worth learning because it doesn't combo nor does it keep them in pressure very well, but the best way to do it is either hold down K, S, and HS with your FRC as you do the 236956 motion, and then let go of K and press it again to get your mat, or what I think is even easier just FRC with P, S, and HS while you do the iad mat. The blockstun from tatami mats just aren't long enough to make FRC -> ad or iad tatami very useful imo, there are much better and easier ways to apply pressure with or without tension.
-
Looked through a bit and didn't see anything talking about getting the fastest TK badlands (cancelling directly out of your jump). Has this been mentioned anywhere? The more I play around with Testament the more I realize how important it can be to add damage or combo at all in many situations. Also I think it makes souling a lot easier at the end because you recover quicker.
-
well, I already deleted most of the encoded videos. Sometime I might re-encode the better matches with a little higher quality to upload to nico and for direct download, but I don't think there is that much interest.
-
my connection at school is absolutely awful, so I doubt I'll be uploading any of them again. If I record matches at WTXII, since it'll be more serious I'll encode them better & upload higher quality likely
-
We missed you Empty seat at sushi was occupied by your spirit