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xlolxlolx

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Everything posted by xlolxlolx

  1. midscreen w/e>s spike>dash tk k bubble>j.hs>dash charged 6hs>s knife>6p>6hs corner w/e s spike>dash charged 6hs>hs knife>nj.hs>p bubble>max delay whiff j.p>dash charged 6hs>hs knife>nj.hs>p bubble>max delay whiff j.p>dash charged 6hs>hs spike go ham boys
  2. www.gamefaqs.com
  3. he was most likely trying to do icpm yrc but screwed up the input
  4. Thats an accident
  5. there really is no straightforward answer to this, there are various reasons to yrc multiple times, if its say twice in a row one after the other then that's mostly either the person panicking or fucked up his inputs and accidentally hit another usually people just doing any sort of yrc can flip the momentum instantly because it provides a very good opportunity to try to start offense theres more strategy involved in yrcing multiple times than you might imagine, just having that 25 meter means you can setup a situation that is quite unfavorable for your opponent, everything kinda becomes dangerous to challenge to an extent
  6. faust cant duck under low air dash j.s while blocking powered up cse since 1.1 increased the size of his hitbox while in crouch blockstun rion gambled there and nage looked like he immediately switched to crouch/crouch block as soon as he blocked the last hit of powered up cse in that situation which rendered him out of blockstun and his hitbox shrunk to how it would normally be, plus he basically gave away his mixup with that whiff j.s to begin with so nage didnt have to worry about falling j.s/j.hs all in all rion blew himself up, now if he didnt do the cse and went for a dashing low air dash j.s/empty low off the sweep ciel he would've gotten the mixup but nage would most likely try to fuzzy jump out of that
  7. faust's air dash is far too long and slow for it to be used as an escape, bag is alot safer as ky cant actually chase after him reliably on reaction to a high jump bag, he's basically free to do w/e he wants afterward since the situation puts him in arguably a much more favorable position as he can further slow his fall with drill fd cancels and w/e, its possible to beat this situation depending on what they do but its more than likely to return to neutral
  8. I guess youre new to examu games cuz theyve always been one of the most niche fighting gaming developers even in japan and even more so outside
  9. based on the wall of text, you're not paying attention to your opponent because you're too busy paying attention to yourself, basically playing with your eyes closed
  10. did you try the ct classic using the fb star thing with fubuki inbetween 2nd and 3rd hit of it
  11. you typically dont want to do the risky mixup post disk hit, tk badmoon especially should be avoided because you're gonna eat some pretty hefty damage if you get figured out
  12. jump ib is probably the safest way to go about dealing with it, sol's airborne hurtbox on bb feels a fair bit smaller in xrd compared to xx
  13. Proly meant j.[d] dash 5b into en w/e but hes just a dirty hakumen player so its ok
  14. yeyeye ill translate it later today
  15. Command List Acronyms etc Banishing Fang バニシングファング…236B ファング、BF Banshing Fang Roar バニシングファング・ロア…236B>236B ロア、BFL (Should be BFR, but hes japanese so ya know) Banishing Fang Bash バニシングファング・バッシュ…236B>236B>236B バッシュ、BFB Banishing Fang Raidバニシングファング・レイド…236B>236B>236C レイド、BFR Slash Kaidoスラッシュカイド…214D カイド、SK Inferno Crusader インフェルノクルセイダー…623CorD C(D)クルセ、IC Overhead Kick オーバーヘッドキック…623CorD>追加 (クルセ)追加 Shift Sway シフトスウェー…214A シフト、スウェー、SS Phantom Pain ファントムペイン…214A>28A ペイン、PP Enhancer エンハンサー…En エンハ Divine Smasher ディヴァインスマッシャー…632146B スマ、スマッシャー、DS Divine Ripper ディヴァインリーパー…632146D リーパー、DL ■Shard System Stuff共通部分 Throw 投げ…投げ 投げ Air Throw 空中投げ…空投げ 空投げ Crush Trigger クラッシュトリガー…CT CT Overdrive オーバードライブ…OD オーバードライブ、OD Overdrive Cancel オーバードライブキャンセル…ODc オーバードライブキャンセル、ODc Jump Cancel ジャンプキャンセル…jc ジャンプキャンセル、jc High Jump Cancel ハイジャンプキャンセル…hjc  Dash Cancel ダッシュキャンセル…dc ダッシュキャンセル、dc Counter Hit カウンターヒット…ch カウンター、ch Fatal Counter フェイタルカウンター…fc フェイタル、fc Charge タメ…タメ タメが可能な攻撃でタメが入ってない場合は最速 タメがついてる場合は基本最大タメ Chargeable moves listed without Charge is fastest possible, with Charge is max Charge ■Naoto Specific Mechanics ナオト限定の機微 D Charge Dash Cancel Dタメダッシュキャンセル…Ddc ※Dのタメをダッシュキャンセルしてコンボを繋ぐ場合に記載 Noted for combos using dash cancel while charging D Dash Cancel after D on hit Dヒット後のダッシュキャンセル…D>dc ※Dヒット後のdcはOD時限定 Dash cancel after D on hit is OD exclusive ■A Starters ▼Midscreen 基本的に3Cかバッシュ In general, you do 3c or bash ・2A>2B>5C>3C ダウン取って起き攻めする用 get knockdown and do oki ・2A>2B>5C>3C>236B>236B>236B ダメージは伸びないが運べる damage doesnt increase much but has corner carry ・6A>5C>3C>236B>236B>236B 中段の6AからはガトでCが繋がる 6A's a overhead which combos into 5c gatling また、6Aは強制屈くらい also 6A forces crouching on hit ・6A>236B>236B>236C>hjc>JC>jc>JC>J623D>followup 中央しゃがみくらいの場合236Cが繋がるが、6AからCに繋いだ場合や、ガトを多く繋いだ場合は繋がらず隙を晒してしまうので注意 236c combos midscreen on crouch hit, but if you do 6A into C normals there will be too many moves in the combo and 236c wont connect so be wary ■B Starters ▼Midscreen Ddcが入ってきたり、補正の関係からコンボが伸びてくる Ddc inclusions, better proration so more damage ・5B>5C>236B>236B>236C>hjc>JC>jc>JC>J623D>followup B系が屈くらいに刺さった場合はレイドへの繋ぎが可能 b starter on crouch hit into raid ・5B>5C>Ddc>En623C>5A>5B>2C>hjc>JB>JC>jc>JB>JC>J623D>followup Ddcの導入 Ddc intro Dのタメ動作が入った直後からダッシュ入力受付なので、D押しっぱなしにしながらダッシュ入力を you can input dash right as you enter D charge animation, so hold down D and input dash ・dash 2B>En236B>236B>236B>dc>En623C>5A>5B>hjc>JB>JC>jc>JB>JC>J623D>followup ダッシュB系の通常が刺さった場合のコンボ dash b starter combo ・dash 2B>En214D>dash 2B>En236B>236B>236B>dc>En623D>followup 端背負いに近い場所での位置入れ替え side swap when you're backed up close to the corner ▼midscreen to corner ・5B>5C>Ddc>En623C>5A>2C>5D>6D>214A>dc>En236B>236B>236B>dc>623D>followup コンボに5D6Dが入る combo with 5d>6d ▼corner ・5B>3C>214D>dash 3C>En214D>2C>5D>2D>6D>214A>dc>En236B>236B>236B>dc>623D>followup スラッシュカイド等で奥に詰めれば5D>2D>6Dが可能 when you close the distance with moves like slash kaido etc you can do 5d>2d>6d また、始動を6A>5C>3Cに変えても可能なので、この構成は結構余裕あるのかもしれない also, works if you switch the starter to 6a>5c>3c, this combo part probably has quite a bit of leniency ■phantom pain starter 脚と投げ以外無敵のシフト、ペインから shift is invuln to everything but foot and throw property moves ペインは立ちガード、空中ガード不可(バリガも)なので、色々使えそう pain cant blocked standing or midair(including barrier), probably can be used in various ways 最速入力は2147A En2147Aは7入力の影響で出来ないので fastest input is 2147a, En2147a's 7 input causes some issues so it doesnt work やりたい場合はEn214A7Aという入力で if you want to do it, input En2147a7a ・214A>28A>dash B>En236B>236B>236B>dc>En623D>followup まだ猶予あるかも might be able to add in more ■Other ・forward throw>dash 3C>En236B>236B>236C>hjc>JC>jc>JC>J623D>followup 中央6投げ 端付近だと高高度で壁貼り付きになるので注意 midscreen forward throw, ・forward throw>En214D>2C>5D>2D>6D>214A>dc>En236B>236B>236B>dc>En623D>followup 端で投げた場合低めに壁貼り付きが発生、そこにエンハカイドを当てるルート low height wallstick occurs off throw in the corner, from there do enhanced kaido route ダッシュ3Cは普通に入るが、タイミングが微妙、2Cエンハカイドルートでもいけるが dash 3c will combo, but the timing is weird, 2c enhanced kaido works also 拾いの2Cの高度に気を使う事になる have to be wary of height if picking up with 2c ・backward throw>dash 2B>En214D>dash 5B>En236B>236B>236B>dc>En623D>followup 4投げからはダッシュ2Bが間に合う there's enough time to combo into dash 2b off backward throw ■Combos using meter CT、スマッシャー、リーパー系 CT, Smasher, Ripper combo parts mixed in ここはパーツと混ぜて記載 ・6A>5C>CT>En~ 屈くらいには5C>CTが入る 5c>ct combos on crouch hit In corner dash 3C>En214D>2C>5D>2D>6D>214A>dc>En236B>236B>236B>dc>En623D>followup とかそんな感じになりそう stuff like this ・6D>Charge CT>~ 端の拾い直しから from corner pickup CTのタメ時間はそんなに長く出来ない cant charge CT for very long この後はEn236Bで占めてしまうのが良いと思う i think it's best to end with En236b afterward ・En236B>236B>236B>dc>En632146B 中央でも端でもエンハスマッシャー enhanced smasher anywhere ・En236B>236B>236B>dc>En632146D 端だとリーパーが繋がるが、猶予はそんなに長くないので注意 can combo into ripper in corner, not much leniency so be wary ■OD OD>Charge 5D>Charge 2D>Charge 6D>Charge CT>dash 3C>En214D>2C>5D>2D>6D>214A>dc>En236B>236B>236B>dc>En632146D ロマン構成 the ideal combo OD中のみタメ5D>タメ2D>タメ6Dが繋がる Charge 5D>Charge 2D>Charge 6D only combos durings OD その後のCTで最大タメは無理だが、ダウン前まで引きつける事で3Cが当てやすくなる max charge CT is impossible after that, but makes it easier to hit 3c by pulling them in before they get knocked down 7754 dmg また、OD中であればCch>タメ5Dが繋がる Also ch C>Charge 5D combos in OD ■Combos parts i saw ・6A>Ddc>En623C>5A>2C~ 6A単発からなら5A拾いが間に合うが、5Cを入れるとAの時点で受け身を取られてしまう you can pick up with 5a off raw 6a, but if you add in 5c they'll be able to tech at 5a ・6Bch>dash 5B>En~ 6Bch時はダッシュ通常が間に合う、補正的にB系ダッシュB始動が入るはず on ch 6b there's enough time to combo into dash normals, proration-wise b starter combos should work ・6C>dash 2B>En~ 6C後はかなり猶予短めだけどダッシュ2Bが確認出来ている Not much leniency after 6c but was able to confirm dash 2b worked 6Cを相手の真上辺りでめくると正ガされてしまうので、if you're right above them on crossup 6c they will have crossup protection 裏として機能させる場合、少し奥で当てないといけない。to make the crossup work properly, you have to hit a bit deeper 百合折りのように見えるが、前方にも攻撃判定がある。 might look like guessing, but it has a attack hibox in front also 補正的にはおそらくダッシュB始動入るんじゃないかと proration-wise b starter combos should probably work ・air throw>dash 2B>En~ 端ならEn214D、中央ならEn236Bがいける in corner En214d, midscreen En236b works ・charge 5D(2D)>guard crush>6Ddc>En623C>~ 距離が離れすぎてると厳しい difficult if too far away 端ならA>2C>5D>6Dコース in corner a>2c>5d>6d route 中央ならA>B>2C>hjcコース midscreen a>b>2c>hjc route 重たい構成でもないので、ひとまずはこれが出来る見込み not the best combo, but just showing what you can do ・Charge JD>guard crush>J632146B JタメDからは必cのみ可能なので、確実にダメージをとるならこっち Charge JD can only be special cancelled, so for guaranteed damage do this ガークラしてようがしてまいがいけるが、(think he mistyped) can make it look like you're going for the guard crush or not ヒットしていた場合はEn236Bが狙えそう on hit you probably want to try to En236b ・low air charge JD>land dash B>En236B>~ 高めだと硬直長くて無理 impossible if too high due to recovery ・214A>28A>dash 3C>En~ in corner En214D>2C>5D>2D>6D>~ が出来る見込み will probably work chしてる時は浮きが高いので、3Cより重い構成ができるかも high float on ch, combo route more damaging than 3c probably possible 3Cまでの猶予がそんなに無いので、通常ヒット時に高度を意識せず当てにいける not as much leniency as 3c, so dont worry about height on normal hit ・J632146B>2A 赤ビまでしか確認出来てないので、拾いなおしとして色々期待できるかもしれない only confirmed it was a red beat, might be able to do interesting stuff of this pickup 2A>2C>5D~etc ・far hit 632146D>dash B>En~ 端だと遠目リーパーから拾い直しが出来る you can pickup off far hit corner ripper ■他3回目ロケテまでに見たもの other stuff i saw in 3rd loketest 別ノートを参照(チェックリスト形式) http://www.evernote.com/l/AEmQnnrF8nVFs76vobx1ztGHAmmAgW8YWDs/
  16. that's not true, off the vault you can always go for low air dash empty jump low mixup, if they jump well they kinda just die havent actually tested yet but you can probably make the garo spec work to some extent even without the fireball super to cover you, considering that sin is blessed with free wallstick slump off alot of combos and charged beak loop does like 90% of the damage in a combo, this is a very good way to get bear stun on tankier chars
  17. you throw os
  18. all air mist finers should be overheads 2hs lvl2 and 3 mist cancel lets him do alot of crazy stuff, many times stronger than just cancelling into an air mf
  19. i think just mentioning 2s and 6hs is a huge understatement considering all of his new normals are incredibly strong if anything i'd give more credit to the new hitboxes on f.s and his 2hs is pretty damn ridiculous for a move that's supposedly 15f startup
  20. fun part is i dont think he even shows the 3 way mixup off blocked 2hs
  21. you can argue ky vs leo in 1.0 was basically 7-3, in 1.1 its still at the very least 6.5-3.5
  22. whiff jab throw is old school strats you dont see it that often in gg but its there when he looks like he's trying to throw its because hes option selecting c.s and throw this is pretty different from how he normally plays because he felt he could play more aggressively and relied on his team if he got knocked out, other than the high amount of slides its pretty much standard ky gameplay
  23. in many situations air to air j.p is pretty effective against sol since 6p and 2hs are both too small and slow respectively, be aware that if sol mashes j.p you'll probably trade and it usually ends slightly in his favor also depending on the situation you can get a ch svt for some nice damage if theyre not doing a jump in not covered by gf yrc, safest way to deal with sol's jump in is to stay at a range where you can backstep and make them whiff say an iad j.s or just blitz, blitzing will probably be the better choice in revelator with the blitz followup
  24. ps3 version ky has +r star recovery but has no projectile limitation like ac, so he essentially can combo 5-6 j.d in a row pretty great sol's pretty underwhelming, he's just +r without fafnir or fbsw
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