Jump to content
Dustloop Forums

Mike Z

Moderators
  • Posts

    1,300
  • Joined

  • Last visited

Everything posted by Mike Z

  1. I don't play Dizzy, but I was asked by a friend to check this in AC, so...now that her 2D is jumpcancellable, you can special-cancel it by jumpcancelling into the special - so 2D, 2369H for Icespike. I'm not sure how useful this is (it's used all the time for Slayer's 5k) but you can... Also she can do 5H->2h, which is cool to me at least. Mike Z
  2. What a coincidence, my answers are for Accent Core too! :^) Isn't it lucky they match? If you get hit out of "sliding" state, the character acts exactly as if they have been hit out of the air. If you want to test if something is techable after sliding and you don't have AC, try hitting someone out of the air with it in Slash. 2k->2s is techable. 6h xx Slidehead is backdashable even without IB, unless they FD'd. Mike Z
  3. For future reference, getting hit out of sliding acts exactly like you got hit out of the air, so you can test techability in Slash. 2k->2s is techable between the 2k and the 2s, but occasionally you can get away with it because they won't try teching anyhow. 5k has hella bigger range than it looks like, though, especially on floored opponents. SH, 5k->5s->2s xx Heat: Is there a list somewhere, maybe in that Christmas vid? So far I haven't bothered to check everyone since it's hard, but it works on Ky/Robo/Jam/Bridget/Baiken with far 5s, and on Zappa with close 5s, and not at all on Chipp/Axl. 2s is big enough to catch instant-airdash-back at the start of the round, was that always true? Also, on at least Faust (prolly Pot and others also), you can hit with straight 2s->2h xx Heat, or 5h xx HF if close enough for the HF to combo. Mike Z
  4. PB FRC TK APB doesn't work, corner or no. Just clearing that up. Some other stuff might, let me try more... Mike Z
  5. If Slide Head hits someone in the air they can tech almost immediately, way before they hit the ground. Otherwise you could do Slidehead into itself as an infinite. :^P Air Buster takes priority over other hits - same as Heat. Simultaneously hitting with a mirror just means you do extra damage. CH 2s -> Slide Head does combo, and you can combo off it. So does ground Giganter -> Slide Head. In both cases the followup combo is not very damaging, though. Mike Z
  6. Slidehead, 5s, 2s, 2h HF/Break j.p j.k APB doesn't work on light chars, does work on Pot etc but is hard. Easier to do 2h FRC sj.APB. PB FRC 2s 2h HF/Break works on ABA, hella hard though. Knockdown, Giganter from far away HF/Break buster before mirror reaches them seems easier, but is still pretty impractical... Mike Z
  7. PB setups improved a bit though... It seems that you can do a tick setup then 6321476 and pick either P or D to get air or ground Buster, since both can interrupt his jumping startup animation. Mike Z
  8. In other news: - In AC, if they are in hitstun and you do a super, they aren't allowed to burst from the moment you start the windup (before the super flash) until a few frames after the windup. This seems to not apply to all supers though (Eddie is an exception). What this means for Pot is that if you do 2H -> HPB, if they don't burst before you press the button for the super, they can't burst. - 5D, j.H tigerknee backwards APB advances you a full screen forward and does around 40%. If you were anywhere remotely close to the corner you can followup with 5S© into whatever. Mike Z
  9. After PB FRC in corner, you can do 2s 2h heat on a lot of people (corner Eddie Faust Axl etc) whereas midstage only ABA. Ah, yeah, I'm not up on Slash frame data, I guess. JG does come out in a lot of places it wouldn't before (in between hits of chains that would have kept him Angry before). Also, the actual punch has hyper armor instead of super armor now - no more accidentally getting stopped by random hits as he punches. If it's a CH, you can followup with 5k->Heat on everyone who gets hit by 5k in air (May, for example). If it's a high-in-the-air CH, which it can do now (WAY above Pot - is the hitbox bigger?) you can actually followup with 6h sometimes...but on normal hit, you do have to RC to follow up. It was always annoying to me that they don't list how long you have to hit the opponent after a PB or APB, which would eliminate a lot of testing. Mike Z
  10. AC Pot frame data: http://maturundesu.web.fc2.com/game/ggxx/ac/data.htm Notable: PB is 3 frames now (down from 6)! That's SF3:3s normal throw speed. INVINCIBLE 3f-5f. Invincible to throws the whole time (1f-16f). No wonder I've been landing it more. APB can be RC'd on block (must be FD'd). Far S is quicker than Slash, slower than XX (not sure about #R). Mike Z
  11. 5k 5s 2s Giganter HF/Break PB FRC etc. Or 5k 5s 2s Giganter Slide Head etc. Possible midstage now because of the pull-in. Corner vs. AX/DI/AN: PB FRC Heat (unburstable) and if you have 100% you can RC on the first hit to APB etc. Not possible midstage, as far as I can tell. MUCH harder than before (probably because I can only do it as FRC then quick 623H, not 623 FRC release H). Wasn't able to get PB FRC HPB because the motion took too long. Wasn't able to get PB FRC IAPB because they are too low. 2h Giganter only combos on certain people (misses on at least FA, MA, BA, Bridget). On ABA and Ky it hits on the way up, on everyone else it hits after they reach the peak, it seems. On ABA you can actually do 2h Giganter walk fwd 2h Giganter 2s 2h Heat. After Slide Head (or any move with "sliding" hitstun): The amount of time you have to tech is the same as if you had hit the person out of the air with the move you use. So Slide Head into OTG Giganter is untechable for the entire 'bounce', and you can combo 6h. The bounce is too low for Gigantic Bullet to juggle, though. Pot's only moves that allow you to combo into Giganter off an air hit are 5h, 2h, 6h, 6p, and 6k. Only 6k hits OTG. Slide Head into 6k Giganter does work, and you can do Bullet or whatever combo after. However, it only works from extremely close, and only on certain people (I think they covered who in that Christmas AC Pot vid). Mike Z
  12. He's awesome now, yeah. ;^) Especially with 2h Giganter now comboing. Also since you can jc 5k, you can either do 5k PB or 5k APB on reaction, hehe. Though I'm starting to think that while PB FRC combos increase his midstage damage, they lower his damage in the very-high-damage situations he had before. I would be sad if there was no point knowing most of his combos because PB FRC 2s Heat was good enough... I tried it as 896etc yeah. Most of the time I was too slow since TK backwards is faster (the buster comes out after the jump with just 6D, it cancels his takeoff anim like an FD-jump). Sometimes he was too far away - it doesn't actually have much forward range, it's mostly above him, kinda Heat-like...and when I did get straight-up-and-down it was too far out of the corner and the 5s was the far one. I'll try some more today. :^( I'm a Pot player - I'm not used to all this complicated junk...2 FRCs within a second of each other leaves me all tired. Mike Z
  13. [edit] APB wouldn't combo if they're on-ground-but-in-air because it doesn't hit that low - they have to be pretty high up in the air for an instant APB to hit them at all. If they are low to the ground it will miss over them. All night, wasn't able to hit far 5s after APB midstage. Corner close 5s, no problem - midstage 5p again no problem. Anywhere PB FRC 2s 2h FRC sj APB is indeed possible, and very stylish. Hardest on May/Baiken. Corner PB FRC 2h FRC jump toward doublejump back APB close 5s 2h is possible. Heat won't combo after the last 5s, neither will 2s. All does less damage then his old 75% combo. Corner PB FRC immediate 5s tigerknee forward APB combos, but you end up back in the middle of the stage. Dizzy combos: Midstage CH 2h, whiff Megafist, 5h Giganter 6h no longer dizzies Sol/etc ever. It rarely even dizzies Chipp. I think Giganter does less dizzy damage. CH 2h, whiff Megafist, 5h Giganter 2s 2h HPB still dizzies and is easier due to 2s pulling in. *** [5k 2s 2h] or [6k 2h], Giganter, walk fwd, 6p Giganter 6h dizzies Chipp (and Millia/etc quite often) without a counterhit! And you get to choose high/low... I ought to record some of this, eh... Mike Z
  14. It's not the spacing or body shape, it's the execution time of the move. At least in Slash, 5P was 5f, close 5S was 9f, far S 13, and Heat 14. 5p and close 5s work, but if it's not possible to get a far 5S out before they hit the floor, then it's not possible with Heat also. However, I am not sure if it is in fact possible. ;^) Mike Z [edit far S is 13, not 14]
  15. After midstage APB, you can hit at least SO MA SL TE PO (probably everyone) with 5p. However, you can't combo anything after the 5p, at least not if it was in the middle of a combo (can you?). I couldn't get his next-fastest long range moves to hit (5s, 2h) but I'll try more. After midstage PB FRC, it's hard to hit KY and JO with 2s, but on JO (and MA and others) you can do 5s 2s Heat. PB FRC 2s 2h FRC APB works. Timing is very tight on lightweights (have to sj so you end up with a backwards APB), but on normal and heavy chars you can jump towards, then tigerknee the APB backwards to get closer to the corner. If the combo started anywhere within 3/4 screen of the corner you can combo after the APB. Woo double post a few days apart. :^) Mike Z
  16. (O.o) 2H FRC point is now right on the first frames of hit! 5K 5S 2S 2H FRC airPB possible. Midstage PB FRC 2S 2H FRC superjump airPB is possible, but I suck too much to get the FRC yet. Same meter (75%) as PB FRC 2S 2H HPB, but places you in a much better position. Corner PB FRC 5H Giganter walk fwd 6P misses. I think either the old 75% tension combo is still most dmg, or PB FRC 2S 2H FRC fwdAirPB 5S something... Mike Z
  17. Heat: If you parry Heat, you can block the rest, but you have to FD Extend or you get hit. Also, doing any move during the windup for Extend results in you getting stuck in the first frame of the move until Pot finishes, where you either get hit or finish your move (if the move was invincible like a VV). If you do moves during the Heat part, you execute the whole thing, but I wasn't able to hit Pot with anything... Air PB: I was able to do the ground 2H HF/Break IAPB, but I wasn't able to get it to combo after a corner PB FRC, even on Pot. The pushback is too far, it seems - even if you do the IAPB jumping towards it misses or is techable before it hits. Corner damage: PB FRC 2H Giganter doesn't combo. Aww - you could have done air PB after that. Seems like the most dmg you can get is his old 75% tension combo: PB FRC 5H Giganter 6H HF FRC Heat/Extend. Although his 6H being a Lv6 move means it's much easier to get the HF to combo, yay. I didn't try PB FRC 6P Giganter, which (I think) in Slash left them higher up than 5H giganter... Mike Z
  18. More on air Buster: During the Buster itself, Pot moves the opposite direction that you were going when you jumped. So if you do j.P->j.K then - 8, 63214 6+D, he will go straight up and down. - 963214 6+D he will go backward about 1/2 screen (since you jumped forward) - 632147 6+D he will go forward about 1/2 screen (since you jumped backward). Obviously, 632147 seems to be the best choice. It's also the easiest to do quickly, at least for me. Doing instant-air PB to counter jump-ins is possible with this method also, although it kinda sucks for doing that since you get CH a lot. It appears he has some invincibility on startup. I went through the first hit of Crosswise Heel with it. Also, he does not grab through the entire arc of the jump, only for a frame or two. The rest is recovery, and you will get CH during it, unlike normal PB recovery. When you land, there is recovery as well, and it's actually fairly long. Don't miss! Hitbox is almost even with but above Pot. Ground CH F+P -> IAPB will miss. Corner: Off a forward-moving airPB, you can connect with close 5s in the corner. Unlike 5k, this will hit everybody. 5p is possible also, but less useful. The full 5s, 2s, 2h xx HPB should be possible after airPB. You can do antiair close 5s, IAPB as a combo, but I have not yet been able to loop airPB, 5s, IAPB. It is possible I'm just doing everything too late, and that you could actually do a 2h after airPB, but I doubt it. Midstage: I couldn't hit anyone afterward with anything except 2D. :^P What else is there? After normal PB in corner: I couldn't get normal PB FRC IAPB to work, which would be unburstable. I also couldn't get PB FRC 5s© IAPB. i didn't try PB FRC 2h HF/Break jump combo, but I will today. After normal PB midstage: PB FRC 2s Heat RC airPB takes full tension and does less damage than PB FRC 2s 2h HPB. But the style is allllll there, and if you get to the corner you can combo 5s 2s Heat... Mike Z
  19. Not sure if this was mentioned anywhere, but we can FDB supers again! (Some match video, 3-on-3, Pot FDB's Dizzy's fire super.) To me, that almost makes up for the lack of CH combos... Mike Z
  20. For those with access to AC who want to try things, I've been wondering a bunch of stuff: - Can you do PB FRC instant air PB? Will it reach? For being unburstable, is doing PB, air PB, air PB worth the damage and meter? - Does air PB grab standing people, or airborne only? (Probably only air, but nobody's answered it yet.) - Does air PB reach and combo after F+P jc, or after 2H instant HF/break, or do you *have* to do j.P->j.K jc first? - What happens if you OTG with Giganter after Slide Head? Do they pop up and get hit by the Bullet/can they tech/can you 6H? How about OTG with Megafist - does the hitstun work so you can combo off it? - It looks like air PB puts them closer to you then ground PB - if so, can you hit with 2P/5P/2D after, even if it's OTG? - If they airblock j.PPPPP can you do j.K jc air PB and grab them out of blockstun, or will it miss? - Can you do PB FRC Giganter midstage, or will it not reach? - Does air PB grab bursts, or not? (Also never answered...) I think that's it for now. :^) Mike Z
  21. Mike Z

    matchups

    Versus rushdown unpredictable Chipp, I've found that if you know what moves 6P can beat (most of his combo starters like s.S, etc), you can 6P a lot of his randomness - even Burn Leg, and I think Sushi as well. 6P will also hit behind you so if he goes for the aerial teleport FRC crossup stuff you can counter that, and if he blocks it you can JC to be safe. You can do stun combos to Chipp off a 6P->Giganter etc, so if you land one you pretty much win. Also for some reason it seems like Chipps like to attack Pot out of tick setups for Buster, rather than escape...so remember you can chain 5P->6P, which has a ton of pause in it and looks like you might be going for a Buster. At any rate, this seems to work for me. Mike Z
×
×
  • Create New...