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Oiboi

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  1. Hey guys. Figured I'd post up something I've been working on for a while. I haven't had the time to dedicate to completing this but I should get back to work on it shortly. So far, I've only gotten ABA mostly completed. This was originally going to be character replacements for Team Fortress 2, but due to a bunch of issues, compiling for TF2 has gotten needlessly complicated and nigh impossible. ABA here is created specifically to fit in as the Pyro, and I may go back and try to get the skins working in game as well. Anyways, some pics: And here she is when I had her working in game: I might move on and work on another character and come back to finish her textures. I'm taking suggestions for who to work on next, so feel free to post ideas.
  2. I'm down for this, I'll try to make it this time. Been hella busy. Hella.
  3. I (should) be able to come tomorrow after class. Should end up arriving some time past 2. I will bring 2 CRT's and a PS2 if I can get mine from qwerty, but that's also assuming my wrist will be strong enough to carry the tv's to my van. Hopefully I'll be on time to register for GG.
  4. I think the issue may have been my friends network then. Either way, Hamachi worked for us. I understand it's more stops but it's better than nothing (using Hamachi to tunnel through his campus net versus being unable to ping him at all because of the campus firewall). When we tried to connect without hamachi, with me hosting, nothing happened. It would just say "Starting Netplay" and "Hosting..." but nothing would happen no matter how long I left it. When he tried to host, just to test, it would start the game on it's own. There were also a ton of errors that I can't remember. I figured out why he couldn't ping me originally (my router was denying ping requests so I just told it to allow all and send them to my computer rather than any other on the network) but I guess the ultimate issue in this particular setup was his network, aka the campus firewall wouldn't forward the ports. So I guess the lesson here is if pinging works fine, just connect directly, but if there are firewall issues that can't be resolved (he can't forward his ports through the campus firewall obviously) then Hamachi can be used to solve the issue.
  5. I was having some pinging issues today when getting my stuff set up. I had my ports forwarded and (after some tinkering with my router) my friend was able to ping me, but I just couldn't ping him for some reason. Thus, couldn't get it to connect. So I instead set up hamachi and it worked like a charm. Unless anyone has any reason why hamachi shouldn't be used, I think I'll be using it from now on for GGAC. I also joined the steam group and I'm around a lot, so if anyone wants to hit me up for some rounds just shoot me a message. Unless I'm working on something important I'll be down for some hype shit.
  6. Me and qwerty are bringing two tv's and a ps2. Don't got a ps3 or else I'd bring that. I do have a 360, but not the patch, so it wouldn't help much. Also got a capture card, if that counts for anything.
  7. Whoops, fuck, you're right. I mixed up the frames in my head for some dumb fucking reason. I'll fix that when I do the dance segment. Sorry.
  8. look at qwerty frcing that shit all up in yo grill gaddam its like fukkin iraq all up in diz bitch wut wut :psyduck:
  9. Added Raou. Zerite, I'll add your stuff to the third post after I talk about the dance combo. Been pretty busy lately. Sorry for the delay.
  10. Where do you live? I might be able to give you a ride, assuming I can fit a tv in my trunk, or if Qwerty isn't coming/doesn't ride with me.
  11. Wow, totally missed this. Been so busy. I can bring 2 TV's and a 360 setup. I do not have DLC, but I might be able to get it before this if I get the money for it. I know there isn't much hype for GG lately but would it be cool if I brought a GG setup so we could play it on the side, maybe even hold a side tourney if enough were interested in it?
  12. You have absolutely no idea what you're talking about, do you? They've been very involved in the community, both in Japan and in the USA. They don't have to do that. They didn't have to release Accent Core before EVO in the USA, nor BB:CT. They're goal is to create a good game for their fans to play. The reason why BB was chosen over GG is that it is newer, and not to mention much easier to play-- as well as all the scrubs who thing BB=GG.
  13. I'll never stop playing this game. I had surgery on my left wrist and I'm still rocking this shit. You get a major going, and I'm coming. Real talk, GG needs to have a comeback, and maybe if we're lucky, arcsys will throw us a bone and give us a new GG soon. In the meantime, who wants to get shenanigan'd by Zappa?
  14. Are you serious? That's fucking bogus. Apparently even if we do show up for our finals, it doesn't matter because they turn off the television in the FINAL MATCH. GGPO Evo. :8/:
  15. Well, DAWG, if'n you had my pad done I'd be able to practice, now wouldn't I? I'll get Raou up sometime this week. New quarter of classes starting up so things are gonna be a little messy for me for the next couple days.
  16. Yeah, the only point I'm trying to get across is that it isn't broken. Whether you agree or not is irrelevant to this thread anyways.
  17. Really? That beats invulnerable moves? Gee, now I've seen the light! Let me explain it this way. In the Jojo's fighting game for the dreamcast, there was a character called Petshop. Petshop was the most broken piece of shit of all time, as he could hit you once then run away for the rest of the round and win by default-- and even when he didn't do this, he could simply mash for free infinites. That is broken. There was absolutely no possible way to defeat a petshop. Now, let's look at GG. You are describing the dog as Petshop-- Virtually unbeatable simply on principle of the dog's mechanics. He can attack while Zappa blocks, after all! Except it doesn't really work that way. You have to LET Zappa get the dog in the position he wants, you have to give him the time to perform a dog move, you have to make the mistake of getting mindgamed. That is the reality of the situation. If Zappa wakes up with the dog midscreen, you can easily force Zappa to be pushed so far away from the dog that it becomes useless. Or you can throw him, or mixup him as Oki. But most efficiently, you can watch him and wait for him to move-- Him, not the dog. And then you can use an invulnerable move and beat him right out, or throw him, or hell, any multitude of uses. The dog isn't a catch all, it doesn't just WIN. Just because it gives the option to attack while blocking is not gamebreaking at ALL. Like I said, it's a very strong option, but what happens if you 1 frame jump FD the uppercut? You get frame advantage, you can execute a DP/Super the moment you land, and the Zappa will either lose the dog and/or get hit. I'm not saying it isn't a very powerful tool for Zappa. There's a reason people say the Dog is probably better than even Raou. But there is no possible way that it is so powerful that it causes the game to become so imbalanced, even if you got only the dog as the summon. Eddie's pressure and combos and unblockables are even stronger than Zappa and the Dogs, and he's not broken. He's hella strong, definitely-- but broken? No. The Dog is slower, does less damage, has far less unblockable options, his infinite is so much more timing strict, and if you fuck up your inputs even once, you and the dog become very vulnerable. So, bottom line: No. The Dog is NOT broken. If he was, Zappa'd be soft-banned. And he's not. So learn to fight it instead of trying to convince me it is broken, because that's not going to get us anywhere without empirical proof.
  18. Shouldn't have to bait attacks while blocking? You're acting like this is a new thing for GG. Every character can use dead angles, Baiken has counters, Bridget has the yoyo, Testament has trees and webs, etc. etc. Come on man, you're making it to be completely broken when I keep telling you dozens of ways to beat it. It's not foolproof. It's strong, yeah, hell yeah. But it's not the most ungodly broken mechanic in the game, not by a long shot.
  19. I said 9 out of 10 times you're going to be fighting someone who knows how to OKI. In other words, a mixup Slayer oki, Eddie unblockable oki, Millia disc-tickthrow-overhead mixup shenanigans, sol gunflame pressure (with possible wild throw), Ky's CSE, HOS's 236P, Testaments shenanigans, Roboky's rockets, etc. I could go on all night. These are all things you have to block as Zappa-- not even you're super will help most of the time (though a good backdash against Slayer often works wonders). If you block wrong, you get hit = dog was useless. If you block, it may be a while before dog even becomes an option, in the event that you're blocking a multi-hit move like CSE, because if you tell the dog to activate during it, he'll just die for nothing. And often times, Ky can take advantage of this weakness. You seem to be thinking that every time I use the dog while blocking, I'm fishing for it to get hit and I'll summon. That's not what I do-- but it's what happens often. A lot of simple blockstrings in GG will kill the dog before it hits, and you either have to try for a summon or keep blocking. This is all assuming post-oki pressure. If you get pushed away from your dog or it otherwise ends up behind the opponent, yes, of course it's completely different. Except that when you press in a direction, you aren't blocking. Your opponent can read that and try to hit you with something they don't usually use in their string and punish you for trying to control the dog. I have had this happen. By several really good players. It's usually a really fast FB or tick throw or something, but that's all it takes. You also have to realize the dog has startup, so they can just block then instantly punish you when you try to keep the pressure on. If it's not airtight, and this is the hardest time to get airtight pressure, they'll win. A lot of the time you will hit people with random dog pokes and uppercuts in the middle of blockstrings. But you won't get anything off of it, because several counter hit effects for the dog knocks down. The best you can hope for after that is a good placement for oki. I'm not saying the dog sucks on block, I'm saying you need to be aware of what can stop it.
  20. Look at it this way. 9 times out of 10, you will be facing someone who knows how to oki. If they oki properly, dog is useless on wakeup-- Sure, maybe AFTER they start pressure and you block the oki, it may be good. But if you get mixed up, try for a wakeup summon, do a super-- the dog is worthless. Yeah, it gives Zappa an option to escape pressure-- just like Baiken can, and Baiken's counters are more solid than the dog in this situation (as many characters can just bait the attack and cancel into a DP to beat the inevitable summon attempt). While the dogs biggest strength is flexibility, it's biggest weakness is predictability. Because it's one of his only summons that has legitimately solid stuff, players are wanton to continue doing only what they know works, and eventually, people pick up and start punishing the fuck out of it. It's the same issue with Eddie, except Eddie's bullshit is entirely inescapable-- even the dogs 2D on oki is possible to escape with a well timed super, DP, super jump, backdash, etc. It seems that a lot of people get a high opinion of the dog, but when they see it as a beast of a summon, they ignore it's weaknesses because they think it's too strong. Even assuming you were random as hell while using the dog, the biggest weakness it has is vulnerability. Sol's Volcanic Viper only needs one frame to come out, and both you and the dog are instantly owned in the face. Ky can do ride the lightning and invul through a blockstring. ABA can do a well timed FB Danzai (though if you know what your doing and bait it, you can punish it pretty spectacularly-- but usually it just beats the bejeezus out of you and the dog). Jam can command jump FRC punish, puffball dodge, etc. etc. etc. I could go on all night. It's just a complicated situation because of how complex it is to control Zappa and the Dog at the same time, a possibly more complex situation than Eddie and Little Eddie. I say this because Little Eddie is a simple matter-of-fact about Eddie's playstyle-- once you learn the timing tricks it's very simple after that. For Zappa, you have to adapt on the fly to everything that is happening at once, and in GG, that can be really really difficult to do. Eddie's kind of "Learn one combo, repeat until win". Zappa and Dog are "Oh god he's going further away than I thought he would, gotta <insert ten commands in three seconds here>." If that makes sense. I have played a few other Zappa's, and the main thing I think people need to realize is that Zappa is NOT as scary as he seems. He doesn't have the damage, he doesn't have the reversal power, he doesn't have the defense, and only a few key moves make him hard to hit. The idea is to turn his strength against him and pull out deadly DP's/supers/etc. whenever you get the one frame to execute it in a blockstring. That's all it takes to completely shut down Zappa's momentum-- and let's not fool ourselves, Zappa is very momentum dependent, especially with the dog.
  21. The dog isn't so bad, guys. I mean, you get no guaranteed reversal options, if you wake up with the dog, it's a very slim chance he'll do anything great for you in that situation, and your opponent can exploit the fact they can cancel moves that are wasted on hitting the dog, which can turn you into a damn fool for trying to summon punish without thinking. I'd say the fact that Slayer gets even crazier abare and damage so much more reliably than Zappa is enough to argue that the Dog isn't the most broken thing in the game. Show me a Zappa player who gets the dog whenever he wants it and always wins with it and never ever loses and I'll change my mind. BTW yes I added the dog section. But I am tired and I got homework to do now. Heh. College.
  22. The reason is because in Slash, getting that FRC was WTF hard. Because the move only hits three times but actually has 6 'hits', it all depends on where the move actually connects on the opponent-- so back in slash, you could get thrown before you could ever actually FRC, which was the entire purpose of having it was to avoid that situation. So they have the first one, and then the second one, seperated by a 'hit'/spin. One of the few actually competent Zappa changes, honestly. A lot of the other ones seem confusing lol.
  23. FYI I thought it was hilarious, and I got banned, so all you guys need to stop bitching and learn to take a damn joke. BTW Watches, I wanna write an article for DL at some point. Shoot me a PM whenever and we'll see if there's anything in specific you want or if I'm just too scrubby for you :D

  24. Zappa Loves: THE DANCE So, what is the dance? Well, it's Zappa's forcebreak. That means it costs 25% tension to use. It's also an overhead, and probably the fastest in the game with only 16 frames startup. It also gives an orb on hit. It's also your cheapest unsummon option, which makes it a fantastic move for resetting bad situations. How to use the Dance First off, this move is fantastic in blockstrings. While the flash and the noise of a forcebreak is warning for the opponent, the speed is so fast that if you're clever with it, you can land the overhead hit many, many times before the opponent learns. Secondly, this move is good in combos too, especially when you want to lose a specific summon and try for another. Reasons why you want to switch include not having the dog or being in a poor matchup for a specific summon (i.e. ghosts vs Dizzy, sword vs Aba, etc.). Ghosts: 6P/5K c.Sx2 Unsummon Sword: c.S f.S 5HS unsummon Dog: Don't get rid of the dog. Just don't. If you really want to, you can turn any random dog combo into an unsummon attempt and resummon for raou. Raou: Raou also is a poor choice to get rid of, but he does have bad matchups, i.e. vs Ky. Same with Dog, just get rid of him if you really feel the need to. Third, the move has no invulnerability which is weird for a zappa move. Don't use it in an attempt to stuff things-- you won't win. It may sometimes hit really deep aerial opponents but that's about it. Fourth, you can do summon-unsummon-summon combos with it. If you somehow manage to land a counterhit, it floorbounces so you get a free summon combo. Example combo: 6P/5K 2D Summon Unsummon Summon RC Summon. Be creative!
  25. On with the show! Zappa Loves THE DOG (oh god yes he does) The Dog. Man's best friend. And best weapon to absolutely devour his foes. THE NORMALS (FETCH BOY) The dog removes all of your normal D moves, so no more dust, and no more sweep. You're biggest issue is not being able to land a solid knockdown without sacrificing solid momentum. 5D -- A simple long ranged poke. This will be your main combo stuffer and pressure option. If you're pushback is getting too far to continue hitting, tap 5D then rush in for more. 6D -- This move will be your main option for moving and positioning the dog. If you're mid screen and you need to position the dog, use this to make him move ahead to help trap your opponent. Don't put him into harms way-- wait for your opponent to do something, like jump or run, before applying your own positioning. Big moves like sols 6HS will stop this move, but you can catch unsuspecting fools with it, or bait them into giving you a free summon. But don't do this unless you feel you absolutely have to to get a hit in-- the dog is more powerful with you than it is dead. If you've got the opponent in the corner but the dog's pushback is beginning to get to the end of 5D's range, do 6D 4D D to replace him in optimal position. This can be tricky to do while your running in to continue pressure, but I'll get into that later. 8D -- A quick little uppercut. Will beat most air moves, and what moves it doesn't, you can always airthrow punish. Great for anyone trying to jump to position/get in on you, and it gives an orb to boot. It's follow up is pretty bad though-- try not to end a combo with it, as it's untech time is severely lessened. 4D + D -- 4D does a short backflip. Very VERY handy if you are being pressured and need to move your dog to a better attacking position. The D followup makes the dog do a slow dive that is an OVERHEAD. Keep that in mind. The follow up version is not an overhead. 2D -- THE BITE. The only guaranteed knockdown move you have, after 6HS got the wallbounce property. Not only that, but it does ridiculous amounts of damage-- if you end a combo with 2HS 2D, it's lights-fucking-out. It also has a deceptively huge hitbox. Sometimes I like to sit on the other side of the screen just doing 2HS and 2D over and over until they try to do a stupid jump in, only to get either completely beat out by the 2D or to hit the dog and get owned by 2HS CH. It's pretty funny how often this works. So how do you use the dog? A few simple rules to keep in mind: RULE #1: LEARN HOW LONG YOUR DOGS STARTUPS AND RECOVERIES ARE Oh dear god this is so important, I can't stress how important this is. Knowing innately how long you need to keep the opponent occupied before 2D's hitbox activates is SUPER IMPORTANT. Likewise, knowing how fast you need to hit the opponent after a 5D is very important to not getting a mashed out DP in the face. This is the first thing I ever did with the dog, but back in Slash, it was easier cuz I could just mash the commands without having to worry about accidentally doing a followup. They definitely made the dog better in Accent Core, but it was at the cost of completely excluding crappy Zappa's. RULE #2: LEARN WHAT MOVES COINCIDE WITH THE DOGS What I mean by this is, what moves share a similar input to using the dog move that you want? This is another thing I picked up almost immediately. The best instances I can suggest are things like doing 2K c.S f.S 5D 66 repeat. You're not tapping anything from c.s to f.s, so nailing that 5D immediately afterwards is super easy. The timing is very strict but it pays off well with a very powerful infinite that deals just crazy damage to most of the cast. You can also do crazy shit like setting the dog up behind the opponent as you're pressuring them, tap 2/5K 2S 2D 2HS--> 2D hits. The 2HS stagger is so great for things like this. Similarly, when your running, you're holding down 6, so just tap D to make your dog run forward while you are. Also keep in mind that inputs are completely independent of what Zappa is doing: while doing a random 5HS overhead in a dog combo, you can tell the dog to do 6D or 8D or anything you want, since that move is not cancellable outside of an FRC/RC. Abuse this so bad, please, just do it! If you're blocking, you can tap 8D between the attacks to get a quick uppercut (doesn't always work, sometimes the dog gets hit or just whiffs, but it's worth a try), or 5D, or 6D. This works so long as you hit 4 before the next attack touches you. KEEP THIS IN MIND: WHATEVER YOU PRESS WITH THE D BUTTON, THE DOG DOES WITHOUT FAIL. The only times he will not be able to do what you command is if you tell him to do 5D or 2D while he's in the air, or if he's already done a followup and is in recovery. Also remember to walk your dog: if he stays neutral for too long, he'll go to sleep, and it takes almost 2 whole seconds for him to respond to commands. RULE #3: LEARN DOG COMBOS! This is one of the summons where you really need to study up and train really really hard to hit some of the loops. While a lot of the dog is make-it-up-as-you-go-along, it's all based on tested and proven combos that you can use as the basis for all your combos. For instance, the basic dog loop: In corner, 2K c.S f.S 5D 66 Repeat until dog pushback is too far, 6D>4D D, then resume. Sounds easy, right? Except that you need to hit on the last possible hitstun frame from f.S with 5D. And that is VERY tricky timing, especially while trying to dash in (as a tip, it's just about right before you finish recovering from f.S and are able to move again). Resetting the dog is also pretty difficult, since the input needs to be done very quickly to keep the opponent in hitstun,and also needs to be completed before you can run in and continue the combo. But once you learn this, it will be your go-to combo any time you touch the opponent, and if you master it, can literally win the match. Free knockdown loop: Anywhere, after a knockdown, you can set the dog up right on top of them and time 2D to hit just as they become vulnerable from wakeup. This works best if you set it up with a f.S (not foolproof) or a crossup j.HS. All this does is keep knocking them down, but it does crazy damage because of 2D's hella beefy damage, and a crossup j.HS will always stuff any superjump attempts, whereas f.S will work on most people who don't know to do a super jump on the first possible frame (the only way to escape the 2D). Timing is variable for each character, which makes it hard, but you can generally just guess the timing and get it anyways due to the limited knowledge of how to escape it. Blockstring into Infinite: When doing a blockstring, you need to keep in mind that you ARE NOT HITTING THE OPPONENT! This is unacceptable! There are a few ways you can fix this. You can push them into a well timed 2D with Zappa normals to keep them from escaping, you can trap them in the corner and 4D D 6P unblockable them, you can do the above basic loop and toss in a 5HS or 6HS randomly, or you can tick throw them (and if you're hella flashy, even set up a 2D at just the right spot to humiliate them). You can usually do more moves with a blockstring than a combo, so you might need to change your string to something like 6P/5K c.S f.S 5D 6HS/5HS/unblockable attempt/throw attempt, whatever. Just watch for random DP's and dead angles. Generally speaking, you don't want to knock the opponent into the air. There are only limited combos you can do in the air, and the damage usually sucks. FYI it's usually something like j.K j.S 9D j.K j.S 9D. Pretty lame, but sometimes all you can net or sometimes all you need if someone jumps in. Watch match vids and combo vids to learn Zappa combos, as well as mixing and matching random shenanigans to see what works best for how you like to play. But it is vital you learn at least one and can do a couple loops into a knockdown. Maybe not repeating the same loop forever (prorations a bitch) but be able to reset damage and keep momentum whenever you lose your combo. Your biggest strength by far when using the dog is flexibility. You don't need to do an amazing combo every time you hit so long as every time something happens, you are ten steps ahead of your opponent and you're dog is chewing on their health like it's the tastiest fucking meat he's ever had. Learn to be completely fluid with the dog and comboing will come naturally. ------------------------------------------------------------------ Zappa Loves Raou! Why? Well, because: 1: Raou has the best damage potential of all of Zappa's summons. His biggest downside is that he has little to no mixup potential-- his only ground overhead is 5D, excluding The Dance (which I'll get to later). But Raou isn't about mixup. Raou is about shutting the opponent down completely and entirely. Because Raou's damage is so high, and his chip damage modifiers are so common, his real game is completely destroying the opponent who turtles. 2: Raou is intimidating. Generally speaking, by the time you get Raou, you're opponent is going to be pretty low on health. This is going to make them worried-- even if they had full health, Raou can kill most characters in a single combo if you have full tension, off of nearly any random hit. But if their health is low, that means you can kill them just by smashing on their block until the chip damage kills them. This is how Raou works. If they do something stupid and get caught by a Darkness Anthem or an Edguy, they lose. But if they just turtle and block and try to wait, you can just smash them until they die, or throw them and trick them on wakeup. So, that about narrows it down: With Raou, your entire game revolves around keeping your opponent too scared to do anything. This isn't as easy as it sounds-- a lot of people are more than willing to be aggressive, and even more are knowledgeable about how to fight Raou. Generally speaking, Raou is advantageous against many different characters, but there are a few you need to worry about: Ky is one of them, because his range and priority can compete with Raou, and a well timed CSE can nullify your Darkness Anthem and punish you for tossing it out like an idiot. Slayer is also very dangerous, as a great deal of his attacks can and will clash or flat out beat out a lot of Raou's moves. Dizzy can be even more dangerous, for the same reasons as she normally is for Zappa-- but if you got Raou vs Dizzy, chances are that she's not coming back from that one anyways. Sol's 2D can go under Edguy and get a free punish, but that's about his only saving grace vs Raou. Any character with good pokes or projectiles can be tricky to fight as well (Axl, Venom, Buri), because Raou normally doesn't have a hitbox, but he does get one once you use a move that involves him. With all that said, on to the moves and how you should use them. Moves: First off, I want to make it clear that a lot of Raou's moves are pretty versatile. There are a lot of unique tricks and things you can abuse with them, so I'll try to list as many uses as I can with them. Aside from what I list here, there are a LOT of things you can do with these, despite their perceived limitations. 6P -- This doesn't really change, but I want to point out that it's use changes wildly here. First of all, this is a good tool to fool enemies into attacking, since you have to get closer to use it than Raou moves. Once they realize how close you are, they will either turtle the fuck up (which is what we want), attack (which will USUALLY miss, since they will probably try to attack Raou, and not you), or go for a throw/jump--We don't want them to throw or jump, so it's good to toss a Darkness Anthem to make them stay put. That will also make them do something stupid after the DA, which can sometimes give you a free hit. c.S -- A quick little slap with Raou's big ass fist. Really, the best use for this is combo stuffer, often from a close 2S. Will sometimes work well if the opponent got up in your grill, or is waking up and you wanna mess with them a bit. Really, it's just a larger c.S. Will often catch people who try to jump away. f.S -- A much bigger slap with Raou's fist. Will always chain into 6HS, and from there you can do a DA toss. Like c.S, will often catch people who try to jump, but it's main use is just to keep the enemy from getting away and extending blockstuns. 2S -- A Very VERY fast low jab with a great amount of range on it. This is your go to poke. You will initiate most pressure situations with this, and it has a lot of versatility in terms of what you can do after it, i.e. c.S/f.S, 2HS, etc. j.S -- Basically like 2S, but in the air. Good for a relatively quick overhead smack on taller characters (jump and hit S as fast as possible). Also great for jumping in, often from f.S, you can jump in, j.S j.HS 2S/2HS is both a good blockstring and combo. 5HS -- Quite the useful attack, this one. Great deceptive range, combo potential on some characters at certain pacing (5HS DA -> combo), and works many distances. Pretty fast startup for what it is. 6HS -- The meaty Raou fist! Don't use this outside of combos. You can use it in blockstrings, but it's risky. The groundslide on hit is of course perfect for his basic Raou combo. There's really not much you can't do with this move. 2HS -- I have no idea why, but so many people fall for this. It's a slow low hitting 'uppercut' (no invulnerability, but it does have a weird motion), but so many people fall for this. Shonen lost to this move last SBO, when chonari used Respect then cancelled into 2HS. So basically, greatest move ever? j.HS -- A big meaty slap. Massive floorbounce on air hit. One really fun combo you can do with this is to do j.HS after a 5D and just basketball their ass over and over. 5D -- 22 frames long, +4 on block. It is indeed pretty subtle because it only has a few independent frames going on. Your only ground tensionless overhead, so learn to love it. 2D -- Same 2D as usual. j.D -- Same j.D as usual. 236S-P/K/S -- Darkness Anthem. This is Raou's projectile. It is awesome. At close range, you can use the charge portion of the attack (236S) for 2 hits. This is important: IF YOU DO NOT TOSS IT, YOU HAVE LOTS OF FRAME ADVANTAGE!!! Three hits total, 2 for the charge, one for the toss. All of them have increased chip damage modifiers, which means this move alone will crank the guard bar like mad, so abuse the fuck out of it. Once the enemies guard bar is flashing, any hit you use will damage them, so as well as keeping your opponent locked down, you can use it for big damage even on block. P goes straight, K goes low (This is VERY GOOD at catching people on wakeup-- this is because it stays on top of their hitbox longer than with any of the other tosses, and will often touch their back foot if they're not blocking), and S goes High (good if you use the others a lot and your opponent tries to jump in on you every time from then on). 214S -- LAST EDGUY. AKA The biggest fuckoff uppercut in any fighting game ever. Only has 7 frames of full invulnerability, but it has attack frames from frame 1, and reaches full extension at 14 (full extension will hit anyone above it in that range except for maybe Chipp whose triple jumped...). This means, you can input this and as soon as you hit that S, it'll come out. Which means, basically: one frame counterhits. Wait for your opponent to do something than slam them with this. Don't be stupid with it, of course-- it's a DP, and as far as DP's go, this has a massive recovery of nearly 80 frames if you whiff. Even on block, they still have tons of time to mess you up. Comboing with this is essential for big damage: combo into close to corner 6HS Edguy RC Edguy DA 6HS/Edguy, repeat until out of tension, then just do the basic Raou combo = BIG DAMAGE. You can also Edguy RC j.HS for crazy damage. 632146HS -- BELLOWS MALLICE. Big fuckoff hammer projectiles super. Awesome for cranking bar in one go, and if the enemy is out of tension/doesn't faultless, this can take off nearly 100 damage in one go. Do it twice and even if they FD both, they'll be out of tension and you'll still have Raou to ruin their day. Be careful during startup, as you're vulnerable. Can also be used in combos very easily (aka just hit it and it'll work). I'll write up stuff about the Dance later, as it's a pretty unique move.
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