RedBeard
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I don't remember much about my time playing against Sol today. He seemed largely the same. Kinda odd how Gunflame Feint actually "hits" now. It does like 1 damage like a taunt but it hits where he slams the sword into the ground. One major cool addition is that VV knockdown works anywhere like in #R. Bad part is it does less damage. Overall my roommate(who's main is Sol) says he doesn't feel all that different at all.
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I can confirm all of the changes listed above. I didn't nail any PB FRCs though. 2S pulls in. Slide head has a "sliding " effect on the opponent. This is where they look downed but in actuality they can be picked back up off the ground. So if you hit them fast enough you can combo them. Generally speaking, you need to be fairly close hitting with the slide head to combo them(just outside of his actual head slamming range, like maybe 1.5 times Potemkins length when hes fully laying down in the slide head position). Then you just do Hammer Fall Break, 5K->2S->Heat Knuckle. Let them fall. Then apparently( I have NOT tested this) you can do 6H to them on wakeup and cancel it into Slidehead. If they did not perfect block your 6H or counter it like Baiken or something, they cannot dodge it. Again, untested. j.S does bounce on CH. Very very easily comboable. I didn't really notice a lot else, I didn't play Pot that much.
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I-no's tits in a bunch of frames. Random panty shots Zappa's random S-Ko frames Johnny's Ensenga bottle(I thought it was a feather at first..) Axl's OD/DPs with random goddesses Anji's fans have different shit written on them on all of his different pokes/supers Can't really remember any others atm...
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Erh sorry yeah I meant low normals. Stuff like OS's 6K/May's 5K etc have throw invincibility. I don't think any 2K's have throw invincibility.
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If they're right next to you, you can throw them no matter what if you time it right(1 frame).
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Not bad at all Suiluung. Incoming super analysis... BR vs. Axl: It's pretty hard to give advice on this because your opponent was horribly, horribly predictable. He attempted to reversal EVERY time he woke up, which gave you a free combo every time he missed it. You should have caught on to that and started just countering him every time he got up, because if he was hitting his reversal timing he probably would have beaten you because you did 6H a decent amount on wakeup. That is a no-no against Bridget and Sol because it is pretty much a free punish for them if they have decent reversal timing(which they should). You can bait it by doing 6H early but if they're not stupid they'll wakeup throw you instead. Overall doing meaty 6H is only for characters without simple DP options. Other than that there was a lack of FDing, but that's about it. Axl vs. Pot: Your opponent didn't know how to play the matchup and you killed him. That's pretty much it. When he picked Venom, you were getting hit from the air a lot. I think you should try to use 2S/6K a bit more, I rarely see you use it. 3P is another poke I don't see you use and it's one of Axl's best. Try mixing on some 3P instead of f.S. f.S is good in it's own right as it's decent mid range poke, but it's also a bit slow. Your opponents were getting killed with it though so I guess whatever works... Axl vs. May: Your opponents don't seem to understand how to block so you just kill them. I don't know how many times I saw you 6H, then just hit them with whatever attack you tossed out after that. They need to be more patient and BLOCK your strings because you really weren't doing any mixups, they were just getting hit out of impatience. You did plain attack strings with no high/low/tick throw, and they were getting murdered, which means they need to learn to be more patient. You didn't 2S enough, or counter him. He was doing nonstop high attacks. Dolphins, Super Jump Airdashes to 2H etc. 2S comes out really fast so you could have just nailed him out of the air and combod him most of the match.. Axl vs. Ky: This shows me that you know how to block, which is good. You definitely did a good job against Ky, it's a tough match. I can't really give any advice here except perhaps that you need to do more tick throws, especially when you have the opponent locked down in the corner. If Axl has no threat of tick throws, Axl isn't really a threat. He has no fast overheads so the opponent can just block low then block high on reaction because 6H and 5D are so slow. That's about all of it. Sorry again if I come off like a dick that's just my honest opinion of the matches. Overall you know your shit, you need to solidify your combos a bit, a practice some mixups, and use more 2S. The earlier opponents you faced need to be more patient and learn to block a bit, because with the way they played you didn't NEED to do mixups because they were too eager to get out of your strings.
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Most of the advice I could give would be to the Jam player. Mostly to be more aggressive against Axl but hell I don't really know Jam that well so it's not my place to tell, but I'm pretty sure she has good options for getting in on him. Only tip I'll say is not to OD in the middle of strings to get out of pressure. If it's blocked it's severely punishable(he just needed to hop over the second part to kill you), and the DP does more damage+safe on RC. So yeah I suggest either DAAing him or DPing, because that OD is horrible. But yeah he needs to be less afraid of eating some long range pokes. They don't do that much damage, and once he gets by Jam murders Axl up close. They were good matches though, and I hope I don't come off as a dick. I'll post some of my Axl matches next week.
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Thanks BioLogIn and Ethereal S. I'm surprised someone still had either of them. Thanks again! <3
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This is kind of an odd request...but I guess it can't hurt to ask. I'm specifically looking for the songs and/or CMs for: MSY: Revival something or other. The song used is a SaGa Frontier remix song, and it's way back from early XX. Fuku: Rapyuta, with the English version of Carrying you from Laputa: Castle in the Sky. This is mid #R days.. Probably nobody will have either as they're both old as all hell, but drop me a PM or something if you know where I can get either the song or the CM.
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It's risky for him to attempt it on wakeup, as if he has any summon out on wakeup(its random), then he will just do a 6P or 5P which will then get him owned by whatever you were doing. But yes it acts as an uppercut as in it has invincibility frames, pretty decent ones too. But it's not really that smart to use it on wakeup unless you're feeling really lucky.
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Oh I haven't actually checked out the AC Order Sol, I was talking about just changes from Slash I'd like to see. But from what you described, yes that is overpowered bullshit. I'll have to check out some of the AC vids. :p However, I disagree with you about Venom/Eddie being worse than OS, especially Venom. I do think Dizzy is indeed worse than him though. That's just from my observations though and it's more of an opinion/thing to agree to disagree on I guess.
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Overall compared to the rest of the cast, his damage in regards to ABARE/Random hits(happy? :p) is low. Level 2 does give some good stuff, and I wasn't really meaning to minimize it. But compare his level 2 with say..most of the cast who have some kind of FRC to get the same results, don't need to charge, and can use those FRCs after a throw or in the middle of a combo to add a good amount of damage. Again, it's not really that OS is a terrible character, he's missing fundamentals and compared to the rest of the cast he's gimpy. And as far as level 3, I don't think it should be drop dead easy to reach and keep, but hmm...I'd say moreso they just need to cut down the current model for losing 100%(200% at level 3) charge meter just for 1 special. It should be a raw 50% rate or something, I dunno.
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Well, getting stuffed isn't a user "mistake". It happens, and it's unavoidable. A mistake would be messing up a setup or combo, getting hit by a really bad mixup, or failing to capitalize on a good airthrow opportunity. Getting randomly stuffed by a VV is more like guessing wrong than making an actual mistake you had control over, because it's based on intuition of you guessing what the opponent will do. But yeah anyhow, when I said solid I was moreso talking about overall how well the character works. So we're talking about 2 different things. OS is not solid by the definition I'm using, mostly due to the reasons I previously listed. He doesn't exactly need huge buffs, just needs to be fixed so he actually works properly. Sure, he has good overall advantage on his pokes. But other characters more than make up for that in their range, special cancels, and gatlings.
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Maybe you and I think of the word solid differently. I mean who exactly do you think he's more solid than? I mean name some. Because I can't think of any except for possibly Robo-Ky, and Zappa. And even then Zappa is probably a bit above him.
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If he jumps to upper/top tier, people will pick him up. He didn't gain much popularity in Slash(especially in non-japanese areas) for several reasons. Those being: -He's gimped -Shitty Range -Horrible gatling ability due to shitty range means if you do a j.H->Land->5K->2D it might miss. That's pathetic -Terrible damage and scaling on like everything. He's tied for like Chipp and Zappa for worst damage in the game -He's not terribly depthful in his current Slash setup -Getting to Level 3 charge is not easy, and will only happen every few matches(maybe). The reward is not worth the risk and setup usually. Chances are you'll blow your level 2 on something before then. -He has extremely few combos in his Lv1/Lv2 state, and requires very little training mode time. The good ones he does have almost all require the corner and really strict timing -Most importantly and to sub things up: He is not a solid character +Good Defense +Awesome jumping for airthrows and jumpins +DAA is great +Fast +Lv2 SV is an instant long range punish which is sick +Other small tidbits I'm sure I'm forgetting If they take away half the -'s, he becomes top tier and suddenly people will be interested in playing him. Giving him level 3 as a realistic option, extra range, and easier charging gets rid of a good 75% of his problems. Suddenly he can combo outside the corner, he has speed and range, and he can suddenly abuse his level 2 and 3 options much easier instead of staying at level 1 whole matches and being forced into gimpy combos. People won't suddenly play him for becoming top tier, I think more people will play him because he became an actual solid character, instead of his Slash model that just doesn't quite function properly.
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I was gonna post that I thought the gravity doesn't reset if you combo the throw, because I tested it back in XX, but I wasn't sure if that's what it was cause it was so long ago. So yeah, comboing the throw, especially for Johnny, is not a good thing in general.
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As for me, my biggest problem matchup is Chipp. The biggest problem I have with him is that he can just slip in and out of Johnny's range. It's hard to hit him. Johnny can't touch him far away and it's so easy for him to get in on Johnny. One of those primary reasons is because in the hands of a good Chipp, his air moves are EXTREMELY tough to punish or air throw. Most of Johnny's pokes are slow and since Chipp is so fast and can get in in an instant, it's tough to even hit Chipp. Being crossed up all the time and messing with my inputs is my own fault and I need to get used to it but it's still annoying(IE going to overdrive but I get crossed up last second so it does jackhound, baahhh heh). So any tips on punishing Chipp's airgame would be nice. His ground game doesn't bug me so much, but yeah, air j.H from Chipp just ruins my shit from so many angles.
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Ky is shitty for Johnny in Slash. Generally speaking... To simplify things, I: OD out of his frametraps, PB during his rushdown to try to create an OD opportunity, DAA him, try to outpoke him in the air with j.S if he's far enough away, Jackhound him for careless fireballs, and sacrafice some extra coins to get in on him. The most important thing I've felt in the match is getting in on Ky. Of course I don't always OD out of his crap because any good player will get it after 1 or 2 ODs and start baiting them, after that you just do the mindgame thang. As soon as he knocks you down, you're in for a world of shit. But generally you shouldn't OD on wakeup unless he didn't use the big fireball, or you know he's hitting with something retarded and slow. His 6H will actually dodge your OD at certain distances. Be patient, let the fireball hit(PB it for some extra tension but don't get distracted by PBing it), and just try to block his incoming bs. Heh that's one of the hardest things in fighting games. Being patient, blocking, and learning WHEN is a good time to actually turn the tide. Too many people try to do it right away and that's why they get punished. Anyhow, after you get past his initial okizeme onslaught you can find more holes to get out of it. Once you're on him, do your thing. Rush him down, use extra coins if you need to keep him locked down because for Johnny you do NOT want to be on defense. Especially against Ky who, beyond overdriving him or DAAing him, and sometimes coining, Johnny doesn't have many good options for getting out of his shit without getting nailed, or at the very least air thrown and back into okizeme. For this match I try to stay on the ground and try to stay patient. I only jump or IAD when I'm 100% sure it's a good time to do so. Jumping usually means you'll have to do some tricky DB FRC shit to stay safe. I also generally will Super Jump to try to stay out of Ky's airthrow range. So I do something like Super Jump forward, fall a little, and get ready to do air dash/DB FRC/j.K/j.H mixup mindgame crap.. Hope that helps...I guess...