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Saru Kada

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Everything posted by Saru Kada

  1. actually peter might come by so I think today might feature sexhair =[
  2. mike: lol bunt. that looks suspiciously like our fielding hahaha light so salty. what did he expect though, it's fucking jaedong fuuuuck lot/warp gate nerf. after cboost it's only a 3 second delay on that first lot but still, that's hella annoying; early stalker tech will probably show up in more than just pvt now. 5 gate/4 gate robo won't be strictly necessary per saturated mineral line but it just might be the new standard. toastcrust: in this thread we dick around and talk about whatever tickles our fancy. once in a while we'll actually plan a meet here but these days it's generally assumed that a bunch of people will show up on friday/saturday night, thanks to sc2 hype. I'm up for gg or any other fighters at any time if you ever want to drop by for games, though I don't play some of the more exotic fare like VP or jew puncher. speaking of planning a meet, I'm not gonna be in town this friday or saturday; I'll be home sunday afternoon. clarence has a copy of my keys, and it'd probably be best if someone else did as well - ray or mike are the best bets, methinks.
  3. truly the highlight of the night: GO BACK TO AFRICA there was also that one point where we were playing 4v4 with dinur, except dinur was the only one with a white guy in his profile portrait mike: this site has links to all the other amagami wallpaper sites. まったり壁紙日記Type-R2 near the top has a million wallpapers for just about every show out there, and the other page you were clicking through was ぺたり、ぺたり. there's a lot of repeats between the sites so I'd suggest hitting those two first
  4. yes, speaking of reversing the locations, long mentioned that he may be coming down next LONG weekend. oh snap ray: no fuck you we are the goddamn new zealand rugby team ALL BLACK!!!
  5. ggs, though I believe you meant that most of the games were too good. PEW PEW PEW PEW PEW "hold on, bc coming up" "lol" "no i'm serious" next time you BC rush, I will mothership rush also lol wtf 00gami
  6. Hey Tae, Got one for 15,000. Pretty sure it won't get shipped down in time though. - Mike

  7. sure, but nothing says ridiculous like dark saber's stupid 100% meter combo: A B C 236B kaihou A B C 236B RC A B C 236B E-KU-SU-CALIBAAAA just over 5000 damage EFFORT WHAT
  8. quick combo notes from playing with rin. at work so I can't doublecheck errata myself, but whatever. [2A] 2B 2C 236A 623A seems preferable as starter. 5B/5C don't move rin forward, and it's not like rin misses any damage without them, though you can add them for extra hitconfirm in the corner for going to loops. on berserker, ditch the 236A. off throw, depending on weight class, variations include 2B 2C 236A 623A, 5C 2C 236A 623A, and such; you can always leave out the 236A if you're not sure. off counterhit stuff like j.B, again, leave out the 236A. comboing off grenades like 214A is possible if you hitconfirm really fast; you can start with 5B || 623A or j.B j.236A depending on where you are. standard bnb tree ... 2C 236A 623A j.B j.236A || j.B 5B || 623A j.B j.236A j.B 5B 623A... [|| is delay. in general, the first one is as long as possible, second one is as short as possible] (0%) j.C (30%) 6239C (60%) 6239C 623C (90%) 6239C 623B RC j.B j.236A j.B jc j.B j.236A j.B 5B 623A... (0%) j.C (30%) 6239C 623A (60%) 6239C 623C [midscreen] (100%) kaihou 623C(3h) j.236236B [corner] (100%, opponent is low) 6239B kaihou 214C TKj.236B j.236236B (100%+, opponent is high) kaihou 236B 236236B... (<30%) 623C 623A (>30%) 623C(2h) j.236236B add delays where necessary against lights (generally right before TK uppercuts). it's possible to remove the second delay against mediums and heavies, if you delayed long enough the first time. as long as you're not starting in kaihou you should always build enough meter to use the 623B RC j.B followup, and to end with at least one 623C. starting from a 2B, damage is about 2800 for the first section, 4000 with the second, 5000 with a midscreen super finish, 6000 with a corner super finish, and 7200 with the corner double super finish. if your opponent is about to hit 200%, sub a 623C in for any of the 623As early on and go straight to the OTG 623B RC relaunch. for a midscreen super finish, ... 5B || 623A kaihou 623A 6239C(3h) j.236236B seems plausible. crappy corner houken loop ... 2C 22C 646B~C {623A 228C 646B~C}x2 623A 6239C... etc the better one looks something like ... 2C {646B~C}xN 623A stuff, but I haven't really played around with it enough yet to know what's going on. throw 646C~C {646B~C}xN works too. grail ... 2C 236A 623A j.B j.236A j.B 5B 623A j.B j.236A j.B 5B 623A grail-kaihou 623C 623B RC j.B j.236A j.B jc j.B j.236A j.B 5B 623A [corner 236236B 623A] 236236C puts out OVER 9000. you can easily break 10k, 11k by starting with a houken loop or something similar; the idea (and latter half of the combo, probably) is the same regardless. the brainless oki, after a knockdown 623C or something similar, is 214A. 669 j.B for a mixup that includes a possible crossup, holding 2 to not crossup, landing for a 2A on either side, running in for a throw before the grenade lands, you name it. if they block, end your blockstring with 236A for hilarious frame advantage. try not to get too predictable, like {2A 2B 2C 236A}, or you'll eat RG + combo quite easily. pushback block on 2B would also fuck you up quite nicely. one really stupid but practically unreactable gimmick you can use on block is ... 22A/B/C, RC before hit, and throw. grenade jewel okis DO NOT WORK AT ALL on saber. reaction kaihou into avalon will beat ANY projectile rin has except her 236C and air variant, and even then, it's not something you want to spamming. restrain yourself to jumping crossup mindgames, which are great anyway. other than that... rin is a beast. blow those jewels, I've only run out of jewels once. on the hilarious off chance that you do, her jewel-less bnb is ... 623A j.2B 623A loop, and it sucks balls. as long as your execution is good, 8 wasted jewels is totally worth landing, say, one ice jewel. while ending with supers can ruin an oki chance, keep in mind that it's entirely possible to take off three quarters of your opponent's life in one combo, so you can afford to spend your meter liberally if you're already landed one combo or a couple of projectile hits on your opponent. dunno, these combos might be outdated, I haven't watched any match vids since the day I got the game. somebody let me know if they are
  9. hahahahahaha I love his "lol what am i doing up here"
  10. you can combo off of 2H, with no tension, if you're close enough anyways. try linking to P, 2S, or j.P (or even 2D on a few heavies in the corner). olol this is rtl.
  11. wow, nice naming scheme. in british columbia, guilty gear plays you! still haven't fully adjusted to playing on stick yet; inability to do 623, 236, 46, and 41236 on stick means plenty of dropped combos / combo opportunities, but being able to dashjump better = three rep wall loops for all. too bad I didn't land any in that one match
  12. was screwing around with slayer today trying to figure out exactly who he can or can't kill with full tension; searched the blagoweb for a few minutes before realizing that nobody actually has a damage modifier chart updated for AC. for example, under damage scaling in guilty gear 201 (intermediate) on the AC player's guide, not only are AB and OS(0.89 and 0.96 respectively) missing, but some of the numbers are wrong too (I spotted robo-ky at 1.07 instead of the 0.89 he should be at). I'm sure there are other errors sprinkled around the guide that people may or may not have updated for AC, so I guess somebody should look into that? I nominate Teyah for the task; he clearly has nothing better to do up in the frozen north
  13. see? 236s 46s "reset" is unbeatable but seriously, buttons won't help you mash out of stagger, only joystick inputs will. as rtl42 (who plays on pad) puts it, try shaking with 9 and 1, so that you'll be hitting two inputs with every shake as opposed to one. also, you'll be able to shake to a crouch block this way. by the way, rtl42 is the most monstrous masher west coast canada has. he can get out of anything that staggers, it's kind of scary
  14. lol, I know 2H is an easier launch since it doesn't jack up the combo gauage as much, furix just wanted clarification on if three reps were possible after the 236s rekka chain. and no, I never do three reps myself either, haha.
  15. got my english copy of AC and decided to hit up training mode. tested the three-rep loop for the left side of the character select screen, here are the results. the exact string I used was c.s 236s 46s 63214s frc 66 6hs(1hit) [j.s j.hs j.d pink shit land dashjump]xN at point blank in the corner, stopping at N=3 and with the sole exception of johnny who's so fat I launch him with 6hs(2hit). note that when I say "techs between j.d and pink shit", it may also imply that pink shit whiffs entirely, I was just too lazy to make separate entries. axl: techs between the j.d and the pink shit on the third rep. jam: techs between the j.d and the pink shit on the second rep. zappa: landed all three reps. chipp: techs between the j.d and the pink shit on the second rep. dizzy: techs between the j.d and the pink shit on the second rep. anji: techs between the j.d and the pink shit on the third rep. slayer: techs between the j.d and the pink shit on the third rep. aba: techs between the second and third reps. johnny: techs between the second and third reps. millia: techs between the j.d and the pink shit on the second rep. sol: techs between the j.d and the pink shit on the second rep. order sol: techs between the j.d and the pink shit on the third rep. though I'm still missing half of the characters, I'd say the prospects of three-rep wall loop look pretty bleak. I also had trouble landing the throw dashjump j.p j.s j.hs etc etc combo on johnny and aba - johnny I couldn't land j.p, and aba I couldn't land j.hs. I'll check the throw combos for everyone else later again though. by the way, furix, you're a man after my own heart - first it was the hikari avatar, and now it's isumi and hayate. screw nagi, isumi's my favourite girl~ EDIT: furix, you wrote: that should be 41236S in the middle there, not 41236HS. also, why not add the 236s 46s "reset" into the combo list, with something simple like f.s 236s 46s f.s [5hs] 236s 46s 63214s [frc etc. etc.]?
  16. iirc I only tested these combos for a handful of weight classes (i.e. axl). can't check for others right now because I'm at work. j.HS(CH) land 66 6HS(/some other launcher?) j.S jc j.S j.HS keygrab (corner)623D 669 j.S j.HS j.D 41236S land 669 j.S j.HS j.D 41236S keygrab keygrab (corner, 50%) ... 2HS 421HS RC 41236S 669 j.S j.HS j.D keygrab keygrab also, bonus points to ABA for what I sincerely believe is THE most demoralizing combo to get hit by in GG: (100%)623D 66 2S 623D 66 2S 623D 66 2S 623D 669 j.S j.HS j.D 41236S 669 j.S j.HS j.D 41236S keygrab keygrab if you're not close enough to the wall, any basic air combo (i.e. j.S jc j.S j.HS keygrab) is fine too. obviously a real waste of tension, but I try to do this combo every time I get a gold burst because it's just SO FUN to watch the expression on your opponent's face as ABA eats four counterhits in a row to a 250+ damage combo DAN...ZAI!
  17. hey guys! I was toying around with [random poke string] -> 2HS jc iad j.S j.HS 41236S frc -> etc. in training mode, and I noticed that if your string is long enough (i.e. starts with j.S j.HS or something) you'll build just enough meter as the 41236S lands to frc it. on the off chance that I started off a 2K with absolutely no tension or a negative penalty though, I was trying out ... 2HS jc iad j.S j.HS keygrab and noticed that the iad has to be pretty high for the keygrab to land after the j.HS. this led to me to experiment with ... 2HS sjc iad j.S j.HS, but more often than not I ran into the same problem of not being able to land an air keygrab after j.HS, though it definitely worked a bit better than jc iad (maybe I just need more practice on the sjc iad timing). anyways, what do you guys think of the sjc iad? should I keep practicing it, or is there something big I'm missing (I haven't actually watched that many AC aba vids yet)? or should I just stick to ... 2HS jc iad j.D keygrab (much easier, but less damage) during those very rare cases where I don't have enough tension to frc 41236S?
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