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Hellmonkey

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Everything posted by Hellmonkey

  1. Huh? Who said it won't knock down after an FRC? Are you blind? Anyways the move and the FRC both still have uses, I just prefer baku myself, as both are usable in similar situations.
  2. imo anytime you can sakura now you might as well baku both have full strike invincibility, baku leads to more damage, and has more options, and faster, and safer on block.. it's not even worth punishing moves with it because you can't knock down without tension.. meh.
  3. a-cho.com kedako(MA) vs Kabegiwa no DC(JO) gibson(ED) vs N-O(VE) tsujikawa(SL) vs R.F(FA) tsujikawa(SL) vs N-O(VE) gibson(ED) vs R.F(FA) shachou(ED) vs nabaiken(BA) kedako(MA) vs woshige(MI) nabaiken(BA) vs gibson(ED) kedako(MA) vs dogura(RO) kedako(MA) vs gibson(ED) nabaiken(BA) vs dogura(RO)
  4. More like S- Ouren, Baku, Youshijin A- B- C- D- Mawarikomi
  5. lol kaqn's baiken isn't bad
  6. it's good for using full screen to confuse the opponent, making them wonder what move got an FRC since the words don't even come out for serious response please read http://www.dustloop.com/forums/showthread.php?t=3195
  7. because H.H was playing ky and is good.
  8. And against lights it's probably best to 5HS tatami frc j.D j.PD 2D j.SD SD
  9. When you FRC, you don't gain tension or the amount gained is severly dampened for a while. Also I'm fairly sure you'll get the most damage with 5HS 236K FRC iad j.D land 236k j.PSD SD
  10. Why even bother using a tatami FRC after a throw when you can mat -> j.P for no tension? Slightly less damage, for tension gain instead of loss?
  11. Oh yeah, please add to eddie +New force break which does big damage, chains into itself, locks the other character down with tons of +frames for eddie while eddie bar recharges, does good chip damage, and hits low for every hit. -Anti-airs lose to some air moves which were buffed in AC
  12. ID > 1st hit shadow gallery > set trap?
  13. Eddie: +great new little eddie pokes/pressure strings +multiple unblockables which go into each other +excellent mixups +high damage off random hits +has an answer to almost everything, making him have virtually no bad matchups -doesn't do too well under pressure but his awesome offense makes up for this Baiken: +Many more opportunities for knockdowns and therefore okizeme +Changed properties to moves allow for more options in combos and okizeme +New moves help her under pressure +Improved air pokes +Can counter out of suzuran -Low damage off random hits, especially without tension -Hard to punish with -Slow normals -Best throw bait loses throw invincibility before the hit is active -Suzuran has longer recovery at the end, making it even harder to use in pressure -Strongest ground pokes lose to new moves (hos' force break, etc) -Subpar anti-airs -Nerfed moves: sakura, tetsuzansen, youzansen, 6HS -Somewhat nerfed damage in combos -Takes high damage
  14. How long of an explanation are you looking for? Guess I'll write up a bit and I'll condense it if you want it smaller.. Eddie: The changes to little eddie's moves, allowing unblockables that knockdown into more unblockables as well as incredible pokes have made him top tier. Eddie kick leaves the opponent in a huge amount of block stun allowing for relative easy mixing up, and after hitting he can combo into knockdown unblockable for tons and tons of damage. Eddie punch is now (fully?) invincible so it's great for getting through and around projectiles and moves which before would have killed little eddie. The move is not as great as before for pressure strings, but eddie kick easily takes the place of it. Eddie slash is an incredibly good poke, and can be used 2-4 times in combos. Hitbox is huge and is a great antiair. The new puddle is also incredibly good, allowing eddie to combo off his grabs and also allowing for unblockables that deal decent damage and give eddie tons of meter and a knockdown. Eddie has very very few weaknesses in this game, and while he doesn't have that many insanely good matchups, he has virtually no bad ones. Eddie is most certainly at least tied with Testament for the highest tier in AC. Baiken: The properties of many of Baiken's moves have changed since Slash, making her a better character. One of the most notable of these changes is the untechable time and faster startup of j.D. It knocks down from almost anywhere on the screen, especially against medium and heavy weight characters. You can also now combo j.P, 5S, and even 2D into j.D now. These changes allow for more combo opportunities often resulting in a knockdown. The properties of tatami mat were changed, giving ground tatami a pull in effect but only being able to combo with j.P afterwards, and making the air tatami wallbounce. The change to ground tatami made it better, as you can tensionless combo from a ground tatami easier now, finishing with a j.D for a knockdown, but the air tatami wallbounce makes it much harder to combo afterwards unless it is a counterhit. Her two new moves also aid her a lot in this game. Ouren, her new guard cancel is a crossup, overhead counter which allows her to get out of pressure much better than previously. Her new baku system also helps her somewhat, although it is much harder to apply and arguably not worth the tension. Baiken has a few gaping flaws which keep her from being S tier. Her combo -> knockdown allows for many opportunities to okizeme, which is always good. However, with nerfs to youzansen, giving it much more recovery, making it much easier to punish, a nerf to the techable time of the first hit of tetsuzansen, a huge nerf to the Sakura counter, making it stagger and not allow any decent combo afterwards without spending tension along with proration that has almost rendered this move useless, and a nerf to combo damage by upping the GB- on her 6HS have hurt her a bit. A far more important factor, though, is the fact that every character is stronger in AC with added ways to get in and deal consistent and higher damage. As Baiken takes the 3rd most damage in the game, just slightly better than Millia, this affects her greatly, so if she takes hits she is in big trouble. Baiken has some decent matchups, mostly even matchups and a few bad ones. Potemkin, as always, has been her worst, with Jam following close behind. Both of those characters deal with guard cancels extremely well and can kill baiken very easily. HOS and Slayer are as well, as they too can deal with counters fairly easily and if they get hits in Baiken dies quickly. Overall Baiken is good though, although I think that people overrated her in earlier tier lists because of not being used to her new counter and properties to her moves. I would place her at low A/high B. Also, Ruu agreed with Koichi's list so you should make that one count as two, or something. I remember he said it was extremely accurate, or something along those lines. Assuming you list the tiers in order of best character to worst (first in the tier being the best character of that tier), I think you should put Eddie above Testament and Baiken below Jam and Potemkin.
  15. http://nanasiki.xsrv.jp/ Robot combo movie "GUNGNIR"
  16. The link is not broken, it's big.freett so you have to copy/paste the link to download it.
  17. Obviously the dustloops and dust combos should be included. I think it'd also be nice to say which characters you have to superjump after a tatami to combo j.P j.S j.D, and the best way to get knockdowns off of a tatami midscreen per character (whether you get the knockdown off a j.P j.S j.D or if you have to go straight to j.D, etc.) The combos after a youzansen, the setups with FRC youzansen, the combos after a FRC'd or non-FRC'd tetsuzansen, the combos off a CH baku, the combos after the followups, combos off CH or non CH youshijin, combos off of FRC sakura when they're airborne and grounded, combos off of CH tatami, combos off of airborne j.HS CH... probably some more :P
  18. Remember that the j.D should be hit relatively late, and your air dash should be as low as possible. There is a window of time you can do j.D and still get a fastfall, you want to get the end of that window because you will fall fastest and closest to them. Also the combos vary with spacing and character, so make sure you're launching from a proper distance against someone you can mat after a fastfall j.D. Realize that you should be fairly distant from them with your tatami mat, if you're too close it won't work because to get the delayed fastfall (waiting until the end of the window that the j.D will fastfall) you will whiff the j.D as it will go too far into the corner. Also Zakuta, I think you should update the first post with combos/information to make it easier for people to find what they're looking for and so questions aren't repeated. I'd go ahead and edit it in if I could..
  19. http://norematch.com/ has some baiken videos up. No you do not FRC the tatami after the throw, you jump and j.P. On lighter characters you may need to super jump. The new bnb dust combo is 5D jc j.HS j.S (or reverse, j.S j.HS, both with impossible dust timing), j.S j.D *wait* j.S j.D ad j.S j.D, j.D
  20. It's a baiken media thread, any media with baiken is ok!
  21. Filebank was under maintenance for a few hours earlier.
  22. I only wanted 390 mb of it, but I'll help seed what I downloaded.
  23. that's hot
  24. i had a 20 win streak and went back to A?? during the streak
  25. Well, the 5S 6P gives decent tension too, so if you're near full you should probably go for that. ~20 damage for ~10% tension
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