低姿勢
Members-
Posts
317 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by 低姿勢
-
*peeks in* I played the game for a few mins recently... I forgot if it was possible vs them or not, I thought it was only in the corner vs baiken, faust, bridget, and zappa I think it was, but when I played the game a couple weeks ago I was able to get it vs them mid screen. *scratchs head* Anyway yea, so if I said it was only possible vs them in the corner, it would seem I was wrong. As for johnny I can still do it vs johnny so I dunno why its hard"er" vs him. As a matter of fact I can actually get it point blank more or less vs johnny. Go figure shrug. Id actually assume maybe it works vs everyone period mid screen(well besides maybe dizzy)depending on number of hits distance etc. If you delay fireball to hit them closer to the ground it makes it easier vs some... shrug *peeks out*
-
Huh... it doesnt need any explantion. Super jumps automaticly home in on the guy. Simple.
-
Much like the great "eli" said in his rap... "im the best man... I deed it" Thats all I could think of....
-
ummm no its not a training mode thing, bridget can reversal parry. Robo ky can not however. At least... Not in that sorta similar situation that I know of.
-
Shrug so basically this is the cliche its impossible... Someone shows its possible. So talk shit about it to make themselves feel better... Also it actually even works in AC with the smaller hit box and more start up. Granted not as easy. But it still works.
-
I dunno anything about if it has lower hit level shrug. I know it does less damage, didnt know about hit level though I guess... Whatever the case I know it combos. Just a distance, hitting later sorta thing.
-
slide is not a gaurented knock down.
-
Actually you dont need a counter hit or anything like that. Just hit with the gun flame late, then do another one. And it will combo shrug. So yea it works in reload.
-
Throws do take priorty over specials but only if the opponent is able to throw. If that makes sense. Also bizarrely enough whole long you hold a button when you buffer throws etc effects situations regarding this as well.
-
Umm I ment to say to give a example.. I do stand p.. You stand hs counter hit me. I do stand hs, you stand hs counter hit me. The stun is not necessarily the same duh. Frame data does not have all the random here and there moves that dont follow 'normal' rules to say. Some moves you can attack and be counter hit out of them and they wont stun you at all as a matter of fact basicly. Then again I never would've imagined something like this would be questioned. hmmm
-
Just to say not all moves are created equal nor the moves that are causing the counter hit. So frame data can be misleading. Certain moves will actually cause less stun if you them out of it then normal, or do less damage yadda... yadda............. yadda.
-
FD keeps momentum, parry doesnt.
-
Are you guys seriously that helpless? I just said how to do it... Hs actually combos after dust if you time it. So a combo like f+hs, jump dust, air dash hs, dust till the end ninja dash land laser beam super kills. And if they have more life you might need to add in a extra hit here and there or after the ninja dash air dash X3 combo again land and laser beam super... Just dust hits from really far away and the hs dust keeps them right in your middle the whole time, so you dont have to worry about air dashing through them if you time it right. So it basicly works anywhere. Its not rocket science.
-
Couple random things... It is possible to hit a f+hs after a flip shoryuken whatever after a sweep. Justice for whatever reason has the same bug that chipp has where you can jump down instead of up. More usefull it would seem of course with justice as well justice has all those air dashs yadda yadda combos. Plus for whatever reason justice can do it wiht her dust etc so you can just srota freeze yourself in the air doing jump dust in place. air dash hs will combo after a air dust. You can kill some cahracters out right no gaurd meter with combos along the lines of f+hs, jump dust to big air combo, ninja dash, land laser super circle thing.
-
I think I said it before but ill say it again(since well now I played AC+ as well)... In versions other then the original you can get more side winder loops then before. Also the one bug that randomly made all your hits do 1 damage doesnt seem to exist. So to the people the use to complain that sol did more damage in japanese version then he was suppose to well, you can acctualy do more side winders in the other versions, theres not the random bug that makes all your hits do 1 damage... So yea the damage is not ummmm diff to say...
-
For whatever reason its seems the game allows you cancel into jump dust till the end of the animation of moves IF it hit in the air. Shrug This actually makes relaunch combos pretty easy, stuff along the lines of get them in air, jump s(one or 2 hits),hs, delay jump dust land stand slash/jump s/or jump.. BLah whatever pretty simple and yea a lot of damage... Ive gotten up to 5 loops of that michael sword or whatever. If you got quick fingers its possible to get micheal sword, run in slash, micheal sword, run in slash, then to whatever combo. Also f+hs does combo after micheal sword in that reachs half screen so.... There you go. Just takes a fair amount of timing. Easier of course if you hit them while in the air with it. Doesnt seem to be anyway to combo into big laser move after the sword though. Any time it looks like it would hit cant seem to get close enough. Also you can set up the sword loops of course by doing triple air dash jump combos whatever to dust cancel micheal sword as well. Maybe if you had exstreme timeing you could get something like combo dust cancle to micheal sword, f+hs, iad p, s, hs, d, micheal sword f+hs yadda yadda for an infinte. Dunno how much faster you can tech though so maybe not. shrug Stand kick does more stun then stand p. Dunno if it was like this in other games or not.
-
Oops forgot a few things.... Air qcf+k has to be FD to block in air. Sweep combos to grand viper ky move thing vs light characters. But I think his shoryuken hit box, animation whatever the case is diff as it wiffs a lot in combos. Say something in corner like F+hs, run a bit, s, hs, slash fireball, sweep, qcb+s. Is a combo but misses a lot with follow up.
-
Didnt I already post EX ky stuff in other thread??? Anyway umm actually you can cancel into ex lighting strike, and you can combo after it if you do it at high heights, say flip slash, duck hs, lighting strike, duck jab to launch is combo. Also the lighting hits later then it looks though, and if ky is hit, it wont hit the other guy, so they can be engulfed in lighting hit you, and they wont be hit. Though to be anal, actually regular ky can combo into lighting strike, you just have to do it precisely when the guy hits the ground OTG wise. Though even then it wiffs with every set up that I know so.... You can f+k to lighting strike though on an air opponent if that counts I guess.
-
Justice seems pretty good to me(at least better then before), air combos easily do half life every time you do them it seems. Im sure you can up that as well if someone acctualy was bored enough to find some triple dash or jump combos that allow you to land first and then back into another combo. But whatever the case even simple triple jump/dash whatever combos do ridiculous damage for what they are. also just to say dunno if its new or not but far slash is untechable in the air at certain distances. and duck hs first hit does more stun then second hit, so you can acctualy assumeing you had the meter combo yadda yadda to duck hs(one hit)big laser move.
-
on second thought, qcf+k, you can pretty easily get stand s, stand hs, iad p, k, d, to dust loop. Anywhere.... Pretty umm yea easy to.. Im of the opinon that regular sols iad p from stand hs, takes some timeing.. But this is pretty easy.. Maybe ex sol has faster air dash, or faster jab. Shrug
-
F+k is semi infinte ala sol power dunk. Although I thought sol could get like 11 or 12 power dunks before they could tech. And ky is like 9 shrug. Still a lot of damage for nothing basicly though... VS lightest characters flip slash, duck hs, lighting strike, link duck p works with combo video timeing. also f+k, slash fireball, air dash s, hs works vs a handfull of characters... I think you might be able to get some combo videoish links say vs faust, sweep, jump k, s, hs, qcf+k, link duck p... But I was to lazy.. But might be possible.
-
Just to say the combos do work on justice, kliff anywhere on screen. Justice works withe fireball link version as well. Havnt played, nor plan on really though so.... When this will be updated dunno. But I did try real quick vs them and it works so.... Shrug there you go I guess.
-
Few more things.... Qcf+k, ok it was that the first hit was techable in the air in last version. So now its back to normal, sweep, qcf+k is a combo again. The last hit on counter hit also slides. Also you can do the move in the air, and it acts like a ghetto version of kyos air RED kick from NGBC. Its also a overhead. Unfortantly for whatever reason, it counts as a fireball. So you can not do a air big fireball then it, fireball then it etc. Guess the mix would just be to powerfull? However of course you can still do something to the exstent of sweep, tiger knee big fireball FRC buffer to it, it wiffs you go low, or slow tiger knee big fireball, buffer to it, then its overhead to combo. Duck hs is 2 hits. The air super fireball seems to be his best super, combo yadda yadda tiger knee super fireball, air dash in s, hs land to combo whatever. Does a lot of damage, and its fun/cool looking. fireball FRC, to f+hs does work, but distance is not forgiving. Probably better now do something like just f+k at that distance. Id wager that he has a loop with f+k, flip slash or something to that exstent if you can set it up. Also you can get random stuff like combo to f+k, fireball, link something else. Unfortnatly he lacks something to really end the combo after that so..... Cool looking though. And maybe obvious but his ride the lighting super still is the shitty ac version. I dont really see much point in it, especially since they gave him the tiger knee super fireball now. So its uses are even worse. And since im posting.... Never noticed it before but when you throw break buffer your moves, the longer you hold the button the more invincible you are. Go figure that one out. Also, my memory is bad, and I dont recall all the bugs off the top of my head(and was to lazy to dulge much into it)but I couldnt seem to get the proxemity blocking bug where you choose which effect your attack has on an opponent anymore.... That seems like a random thing that would be fixed, but I couldnt seem to do it, but perhaps ive forgoten how it works in the first place. Shrug
-
AC+ ex ky... F+k is slower, but slides on hit. You can get decent damage off it of course being a little creative with it. Qcf+k combos from a relatively decent distance after this. Though on that no qcf+k still does not cross up like X. his fireballs are now like AC ky. However still does enough stun to combo after with out FRC. you can do air super fireball. Same animation as javilon though. So yes it looks lazy. You can shin akuma it. Raichuu is his ex move. Works all the time. Has what would seem to be better recovery... Possible to combo after it more exstreme situations. F+hs is old f+hs. Other then that he is the same that I see. Again thuogh, its a EX character I forget what the staples are. Again though f+k slides which is neat, since it gives you some cool looking/damaging combos with flip slash. Qcf+k might be diff... I forget I remember they switched it in AC. But I forget what they changed about it, so I dont recall if anything is diff or not.
-
In case anyone was wondering... AC+ ex sol... Big gun flame is now EX move... Faster to come out yadda yadda... EX grand viper is old school grand viper, but faster. Allows you from max range stand hs(on standing even)to combo into it. F+p staggers. So yes f+p, f+hs is combo. Air gun flame has FRC? Did it before? I thought only ground did... I forget though. Also I dont recall if it comboed as it does now... But its a ex character so come on.. Throw me a bone here. Slide is slower??? Hurricane kick overhead was raped. Seems slower and whats more now it slides. Unfortantly slide is very unforgiving with combos. Hard to hit period unless your in the corner... Grand viper super is now basicly slayers big punch super. Does a lot of damage sticks to the wall, automaticly sticks guy to corner. You get the idea. Jump dust knocks off wall on normal hit. I think thats it.