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geobuster

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  • Location
    Oakland, CA
  • XBL
    MocPac11
  • PSN
    MocPac11
  1. Hi Cili Unfortunately UGC closed shop a little while ago so that's no longing an option for playing offline. Personally I've been going to Game Realms in Burbank for locals. I usually go there to play Vampire Savior, and a good scene for Skullgirls is usually there too. I'm pretty sure a good number of players who show up there also play BB and GG though, there were a few Xrd and BBCF set-ups last time I went if I remember correctly. Here 's their Facebook page https://www.facebook.com/gamerealms/
  2. Hi all, I'm living in UCLA / Westwood area for a few months and I'm looking for any locals that play GG, BB, KoF, or basically anything that isn't SFV or Smash.
  3. I'm curious about OMC properties of Persona attacks. Is 5C > OMC > 5C still an option? Can Bufu be OMCed now? --etc.
  4. Trying to level up my Vsav skills, hoping to be a killer new time around
  5. Is there a Tager combo/tricks video that uses this music? http://www.youtube.com/watch?v=9ChZRNQaC-0 If not, could someone make one please?
  6. I found something interesting with 2C's damage buff (to 5C, j.C, and 214214C/D) Not only does it apply on hit, but also on block and invul. This means that if you drop a combo during 5C > 2C, you can use 214214C as a frame trap against an opponent mashing 5A/2A to break Thanatos and get 4.2k (6.3k if feared) regardless of if 5C consumed a previous 2C buff, since it get reapplied when they tech inside 2C (no need for it to hit or get blocked!). This also works well with a meaty 2C at full screen, though the timing is harder since 214214C might whiff on block stun or 214214D might leave them enough frames to hit Thanatos if the set-up wasn't perfect (last frames of 2C). I tested this against Akihiko set to mash 2A after blocking (5 frame normal)
  7. I've been practicing something similar for a meterless combo off a overhead confirm. --- j.A > 5AAA > A.Bufu > 66 or [6] > A.Bufu > 669 > jD.Garu > Sweep > D. Garu 2.7-2.8k Dmg --- This combo is possible due to Liz recovering when Bufu's ice volley is launching rather than when it hits (which is when Thanatos recovers). Because the 2nd Bufu launches them higher than the first one, it gives you enough time to jump up next to them and do jD.Garu. However spacing should be considered when link the A.Bufu attacks. At some point(s?) between the max and min ranges the 2nd ice volley hits too early and I can't position for jD.garu quick enough. Aside from that I'm finding this to be a surprisingly reliable way to do decent damage while generating a lot of meter due to using 5AAA instead of SB.Garu (went from 0 meter to 42-45 meter each time I tested this combo). You won't get any meter gain though if you did something like 2B > OMC > j.A, though it might still be worth it if you don't have the meter to do a different combo. One thing about this I didn't like was lack of ailments applied; so I've also been trying this. --- j.A > 5AAA > A.Bufu > 66 or [6] > A.Bufu > 669 > jD.Garu > 5B > 5C > 2C > A.Zio or SB.Zio 2.9-3k Dmg, Fear, optional Paralyze --- This works but it's really hard to pull off due to hit stun proration. The 5B > 5C and 5C > 2C has to be chained perfectly without any delay between the last hit of the previous attack or else the opponent can tech out of it and possibly punish you if they forward tech. Not as viable as the previous version IMO.
  8. I don't suppose anyone from upper SF or near the Oakland Skyline area would be open to doing car pools to/from Gamecenter in San Mateo, no? It would help me a great deal if I can secure a reliable way of getting home at the end of the day.
  9. If you get Thanatos behind your opponent, you can combo 2C into any version of Garu. This was tested at full screen against Mitsuru.
  10. Liz's sweep has alot of active frames, this means it can stuff run-ins and some rush attacks from other characters. Also if you meaty sweep on the opponent's tech so that it hits on last few frames, you can link into 5A or 2A and get a full combo (you may need to dash between attacks if you're far away). I tested this set-up and I believe it's safe against most character's DPs with the exceptions of Naoto, Yosuke, Teddie and Kanji's. Against these characters, you can do the sweep slightly early so that it wiffs in order to bait the DP. If the opponent blocks or instant blocks the sweep Liz will have a good amount of frame advantage so that she can continue pressure. After the opponent have been conditioned to always be blocking low on wake-up and you're feeling a bit gutsy, you may like to throw out an overhead attack to really mess with them. One last note, I haven't tested this against any quick reversal supers. Bare this in mind if you plan on trying this in a live match.
  11. I found some weird but note worthy things about some of Liz's moves recently 5C cannot be OMCed on block normally, but if you input a down direction as the second sword swing is about to hit or afterward, the game will then let you OMC the move. This is probably because the game thinks that you're doing 2C after you input 2ABC, which is a move that can be OMCed on block. Keep this in mind if the regular 2C/5D mix up isn't working against a tougher opponent (I.E. they are Instant Blocking the slashes to air guard the shout, or they have a guard point they can cancel into from 5A/2A to option select the shout's armor whilst stuffing the grab) j.D's range is normally pretty pitiful. However since Thanatos' summon position is behind Liz you can air turn so that your back is facing the opponent, and I shit you not, this will DOUBLE the grab's range. Not only that, but it can also be considered faster since Thanatos' position starts closer to the opponent instead of having to go past Liz. It's pretty stupid how much this improves the move. You can use j.C to position Thanatos above Liz, though this seems to only have any meaningful effect with Zio. If you do 2B > j.B as a hit or block string, you recover fast enough to air dash before touching the ground. This might be useful for baiting the opponent in some way. that's all for now, i need to get some sleep.
  12. Some words on countering Akihiko's Maziodyne > OMC > Mix-up Firstly: Mahamaon can punish on reaction to the super flash by being Invul through the whole attack, denying Aki the opportunity to OMC. At close range you can combo into the IK if you have enough meter, otherwise you won't be able to do much of anything at longer ranges since Thanatos' recovery from Hama is longer than Liz's, meaning that what ever you can do while Aki is vulnerable is limited to non-persona attacks. Secondly: if you time R-Action grab perfectly (before the very first hit comes out) it can Invul through Maziodyne as well, but most often I kept getting hit by the very last hit of the attack when I was practicing this. The timing is similar but nearly as strict if you're just want the R-Action it's self to hit, though for what ever reason this only works if Aki did C.Maziodyne and not if he did the D Version. Lastly, Megidolaon does NOT work against Maziodyne, Akihiko has just a few too many Invul frames making the attack wiff after being triggered, and Liz will get hit by the last few hits of the super.
  13. Does Garu > OMC > j.A or 2A work as a good block string into a high/low set-up? Is it possible to air dash after the OMC and be low enough for j.A to hit crouchers?
  14. Tried out Garu versus Naoto & Aigis' guns at Gamecenter today. All bullets from both characters were eaten for as long as the move was active, it also negated Yukiko's fan throw. Not sure if it would work versus Zio in a Liz mirror match. As for IK combos, I haven't seen Hama or Mudo placed mid combo and land at the end. Your best bet would probably be a set up similar to Liz's Challenge 30 minus the initial Mudo. http://www.youtube.com/watch?v=1PoqA-ZSMzQ From the looks of it the combo might not work as intended as the opponent is able to tech and guard after the first few small hits of Hama after such a long combo during the first demonstration. Also there's the issue that Bufu's freeze was used after Agi meaning the the fire will have to hit raw without confirming it. Perhaps a Hama combo could punish a wiffed IKs from certain characters, other than that i don't think there's a practical applications for these supers other than to scare the opponent during Oki set-ups.
  15. Does Garu eat projectiles?
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