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Hellmonkey

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Everything posted by Hellmonkey

  1. Ooh I found something useful against Jam. 2D -> j.P is better than tatami in some situations..
  2. 2D > j.P works on Millia, but it has to be deep and only 2D
  3. this only works on may, potemkin, and faust to my knowledge. 2D > j.P works on eddie, johnny, testament (testament you can't follow it up with anything besides youzansen, j.S also works on testament, again only into youzansen) maybe others
  4. make sure it's on a character who is tall enough and standing. Some people you can use superjump j.D, others you can't, the shorter characters are impossible either way.
  5. A lot of stuff doesn't work, I found when playing johnnies. Haven't had a chance to training mode him though.
  6. Ah, it should work on Robo-Ky then as well. When I get back to my copy of the game I'll test out all the characters it works on.
  7. it'll still do more to do fastfall j.P j.D -> 5S j.D (or j.S j.D on some characters) than just j.S j.D or even j.S j.P j.S j.D after the air dash To be honest, though, if their guard gauge is up you better go for something flashy instead :V
  8. potegaman at http://youtube.com/watch?v=Jun9CdQ4Lm8
  9. Try it on pot, he's the only one it might work on
  10. 30-50 or 60% combos are small, rinse and repeat combos? The PS2 bugs hardly effect gameplay. Good talking to you too.
  11. She still does high damage, compared to most of the cast. Why bother comparing combos directly between slash and AC when the properties of j.D and mat have changed completely? The nerf to tetsuzansen was needed, going into 6HS after it was too good, it's still worth FRCing so you don't get the proration off the second hit and so you can combo after it on everyone. She has fewer options for oki that are harder to apply than other characters, but that's part of Baiken. The changes to j.D help her Okizeme a lot, seeing as she can low j.K and mixup high/low MUCH better, as going into j.D is an option now. She has excellent defense (guard cancels), but has always had to work hard to get damage in, especially with her poor pokes almost never going into combos (although they do more now, as you can 5S jc j.D and get knockdowns much further than trying to 2D. And about her low hits having "stupid" prorates, you still get 180-200+ damage plus a knockdown with no or 25% tension in the corner, which is hardly bad. Baiken has ALWAYS been a defensive character, I don't see why you complain about that now. The "nerf" on her damage seems miniscule, I can still kill people in 2-3 combos, and now they're easier to get in for. The changes to Baku are awesome as well. They have huge potential IMO, as they give you a HUGE advantage in any matchup you land it in. (if you capitalize on it before it wears off)
  12. Baiken doesn't have strong Oki setups? She does "much" less damage? Have you looked at the %damage from a throw -> tatami dloop in the corner? Have you seen the damage from a CH air tatami -> 6HS 2D j.S j.P j.S j.D -> corner knockdown? Baiken's Oki is hardly weak, if you catch people with a 6K, youzansen RC, dust (especially!), or any low hit you're going to do quite a bit of damage, and get another knockdown from almost any of those situations anywhere on the screen depending on how much meter you use. There is no debate about whether the damage-knockdown "trade" was good for her, she is top tier, even with everyone else buffed so much... If you think that she "works harder for less damage" now, and that that is a flaw with her, perhaps she's not the character for you :P
  13. it's her ability to be in the position to okizeme which has improved so much, not the okizeme itself (although it has a bit, with j.D sped up you can low j.K and land 2K or j.D mixup, and it actually works now). Since every air combo midscreen never knocked down in Slash, you rarely got chances to oki. You're right that you can't combo off of it as well as you could before, but is a tiny nerf compared to the major buff from everything else, and nothing to complain about. She has never had the offense as most other characters because she can attack while blocking. Nothing new here.
  14. disagree. they help, but adding ouren and nerfing sakura are not the changes that make her A-S tier the new combos off counter hit tatami are much better as they still do decent damage and you can get a corner knockdown almost every time So you sacrifice adding a j.P early in a combo for a knockdown? Hardly something to complain about. The timing is tight, and only works against certain characters when you launch certain ways. It's much easier if you do the initial j.D under them (so they'll be higher up when you j.P j.D), although honestly most of the time it's not even worth doing that combo (as it adds 10-20 damage at most) The new baiken has MANY more opportunities for okizeme. Seeing as her pokes are mediocre at best, and her anti-airs are pretty much trash, getting knockdowns off of almost any j.D as well as ouren help her tremendously. Look at the %damage you do with combos, considering that almost every one of them ends up in okizeme of some type, your ability to actually get the damage in and keep pressure on to win the match is greatly increased. AC Baiken >>> Slash Baiken
  15. 10f or something on wakeup you can't slashback This might be bypassed by doing slash barrier, i'm not sure.
  16. One main difference I think is that VERY few locations have an arcade version of AC, it has been and is mainly played on playstation in the US.
  17. I like the wallbounce on j.tatami, it might suck if you hit with one midscreen, but you can still iad j.S j.D if you can react fast enough, then they're in the corner for oki. counterhitting with it = corner knockdown from almost anywhere on anyone. I was playing with relaunch dustloop j.S j.D ad j.S j.D frc tatami, I can only get it to really work on lights. (another j.S j.D ad j.S j.D afterwards)
  18. It's not proration, it's both that you can't land the ad j.S or j.P, j.D against most characters after this, and that you will do less damage overall using 2K 5S than a tatami. (lower damage on the hits)
  19. HmR: Yes, but this is done by just holding up when you j.S and j.HS, like almost any dust combo. and against non-lights, if you bring them to the corner by the time you do the second j.S j.D, you can add another j.D for more damage.
  20. i have no idea what you mean by D>j.K etc.. jumping dust is untechable REALLY long now so chances are after any j.D air dash j.S j.D in the corner it will knockdown.. Just know that you can air dash a lot sooner in AC than you could in previous GGs, after a j.D the best launcher after throw in corner is ground tatami, timing is pretty tight, may only be able to combo after on non-lights again from ground tatami, you can get all heavies with normal p s d, and all non-lights with super jump, although spacing changes things The highest damage dust combo on non-lights is 5D j.S jc j.HS jc j.S j.D jS j.D j.D ad j.S j.D
  21. Despite the few differences between arcade and console release, nothing makes a huge impact on the game. People are going to blow these things out of proportion, when in fact most of the differences either balance the game or do nothing at all (johnny's no-tension jackhound, for instance, although i don't know the details of that) The game is awesome how it is on PS2.
  22. Chipp oki: http://www.youtube.com/watch?v=gBLkbCdCgnc
  23. Sorry about air set 5, no new info from Japanese players about a way to do it that I can see NP about the combo, I had a feeling it was just tricky
  24. Finally hitting the 2K 5S jc j.D FRC ad j.tatami land j.HS j.tatami land j.S j.D ad j.S j.D the j.D -> ad tatami is pretty tough at first
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