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AtTheGates

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Everything posted by AtTheGates

  1. all of those combos work close to / in the corner: [cr.B,cr.A,df+C(2)] or [jump-in, C,df+D(2)],BC, D,SRk+C, Drive Cancel, QCF+D, reverse SRK+B, [sRK+C, drive cancel reverse SRK+B]x2, SRK+A, drive cancel QCF+D, reverse SRK+B, SRK+C, drive cancel QCF,QCF+PP: [100% HD-Gauge, 2 Stocks] 719 Damage. Make sure to delay the standing D after activation to make sure the SRK+C properly hits (the first hit has to hit). you can leave out srk+C if you think you won't make it close enough to your opponent. the df+D helps with the hit confirm, especially online. cr.B, cr.A, df+C(2), BC, D,SRK+C,QCF+D, wait, [sRK+C, Drive Cancel reverse SRK+B]x2, SRK+C, Drive Cancel reverse SRK+D(2 Hits) Super Cancel j.QCB,HCF+P,\/, QCF,QCF+PP: [100% HD-Gauge, 3 Stocks] 783 Damage. cr.B,cr.A,df+C(2),BC, D,QCF+D, reverse SRK+B, super cancel j.QCB,HCF+P,\/,QCF+A, reverse DP+B, SRK+A, Drive Cancel reverse SRK+B, Super Cancel j.QCB,HCF+P, \/, QCF+A, reverse SRK+B, SRK+A, MAX-Cancel QCF,QCF+PP: [100% HD-Gauge, 4 Stocks] 838 Damage cr.B,cr.A,df+C(2),BC, D,SRK+C Drive Cancel QCF+D, reverse SRK+B, SRK+C, Drive Cancel reverse SRK+B, SRK+C Drive Cancel reverse SRK+D (2 Hits) Super Cancel j.QCB,HCF+P,\/, QCB,HCF+PP, MAX-Cancel QCF,QCF+PP: [100% HD-Gauge, 5 Stocks] 895 Damage. (967 with j.C,\/,C, BC at the beginning). j.C,\/,C, BC, D,SRK+C Drive Cancel QCF+B, SRK+C Drive Cancel reverse SRK+B, SRK+A Drive Cancel QCB, HCF+P, SRK+A(2 Hits) Drive Cancel j.QCB,HCF+P,\/, QCB,HCF+P MAX-Cancel QCF,QCF+PP: 997 Damage. More hits actually reduce the damage in this specific combo. Use s.D instead of s.C after the Jump-in and the combo will kill with 1007 damage total (although that setup is rather unrealistic). Source for this combo: http://www.youtube.com/watch?feature=player_detailpage&v=mkWclyTo7Gw#t=337s
  2. some general stuff about vice: - i play her last because she needs enough meter for [any random air hit,\/, HCF+KK, HD combo or BnB]. - her j.CD is your main poking tool, but keep in mind that it can be crouched and that smart opponents never jump stupidly around when they play vs. vice (because any air hit can lead to ~800 damage) - her j.C isn't good at all, simply because her smalljump is rather slow and you have to hit really late with j.C to properly combo into stuff. nevertheless, it's her best jump-in - all QCB+P versions are unsafe as hell, you really shouldn't poke with them, except the EX version as anti air -> link QCB+A, followup (drive cancel into super if meter is available). - 2-3 x cr. B is generally ok for hit confirm / okizeme situations. you can also do cr.B, (cr.B,) standing B for a few pixels of extra range. - after cr.B pokes, you can running HCB,f+P opponents that are careful (not the mashers obviously). - HCF+B is a vital poke, because vice generally has trouble getting in. dont forget that HCF+B links into HCB,f+P and her grab supers. - her splash (A-Version) is fine after cr.B, cr.B or C/D, f+A (late cancel) or simply as corner okizeme. you can use the C-Version when you are further away, but i generally avoid doing the splash outside of the corner (too unreliable), and if i use it, mostly the A-version. unfortunately, vice is my weakest character, partly because i rarely get to play her (leona and duolon take care of business), and partly because she isn't easy to play at all. the input is [db],ub+P, then either uf+K or f+K. i personally find UF+K a lot easier, especially in the longer HD-combos, because you can from corner to corner to corner.
  3. i have about 400 matches played online with kyo, leona, duolon and vice, so if anybody wants to know anything for those characters, feel free to ask and i'll see what i can do.
  4. forget those asap and use those: Corner cr.B, cr.B, s.B, f+B, j.214C,\/, [d],u+C Drive Cancel ,f+D, then: [d],u+C: [50% HD-Gauge] 308 damage. j.QCF,HCB+P(P): [50% HD-Gauge, 1-2 Stocks] 412/490 damage. http://wiki.hardedge.org/index.php/Leona_Heidern%28KOFXIII%29
  5. http://wiki.hardedge.org/index.php/Kyo_Kusanagi%28KOFXIII%29#Combos we're slowly starting to fill the hardedge wiki with combos. not much in there yet though, except for kyo, duolon, vice (my team which won me the prerelease tournament)
  6. ky needs stun edge frcs which are really hard, sol needs character specific sidewinder loops. easy to learn = faust, potemkin, thats probably about it. also, tier list doesn't mean much in gg, so just pick whomever you like.
  7. the disparity between japanese (nicovideo) and youtube guidelines can be really annoying, they can get away with much more than we can. no real solution to this i guess (except a dustloop ftp or something?) stuff like that makes me worried that some time in the future at lot of vids will be lost / hard to find. remember those times before youtube with ggxxjugem, filebank, direct downloads, acho and gamechariot videos on their pages? yeah, those were the days...
  8. bungcalero: don't forget you have landing recovery if you use j.D in a combo, so if you use for example iad.j.D,2K,K,\/,HS, the timing is harder than usual. jump cancel cancel the 5K: 5K,2369, K. weird timing, but you'll get used to it. also works with other moves, suhc as DOT: 5K,6321476S
  9. 高田馬場ミカド GGXX AC 野試合動画27 ミツルギ(ZA)vs小川(ED)ガチ <- Mitsurugi Zappa vs. Ogawa Eddie Gachi!!! GGXX AC 9月15日 高田馬場ミカド 3on3 http://www.nicovideo.jp/watch/sm15952810 http://www.nicovideo.jp/watch/sm15952957 http://www.nicovideo.jp/watch/sm15965508 http://www.nicovideo.jp/watch/sm15965640 GGXX AC 9月6日 高田馬場ミカド ランダム2ON http://www.nicovideo.jp/watch/sm15951575 http://www.nicovideo.jp/watch/sm15951660 http://www.nicovideo.jp/watch/sm15951702 http://www.nicovideo.jp/watch/sm15951757 GGXX AC 9月8日 高田馬場ミカド シングル http://www.nicovideo.jp/watch/sm15952212 http://www.nicovideo.jp/watch/sm15952326 http://www.nicovideo.jp/watch/sm15952459
  10. a-cho ranbat: GGXXΛC第230回関西ランバト(2011.10.7) http://www.youtube.com/watch?v=ayMH2hZbqjM spoilers if you read the links to the timestamped vids i guess. ED vs SO VE vs ZA Nezu(RO) vs SO VE vs JA Nezu(RO) vs Tsujikawa(SL) MI vs JA AX vs Tsujikawa(SL) Kabegiwa no DC(JO) vs SL HO vs AX Samitto(CH) vs JA Tsujikawa(SL) vs Dogura(SL) -> semis 1 <- not 100% sure its dogura, announcer says so and iirc he trolls with slayer lately HO vs Samitto(CH) ->semis 2 HO vs SL -> fight for 3rd Samitto(CH) vs SL -> finals
  11. new acho tourney with players from tokyo on the zero3japan (acho tournament vids) account: http://www.youtube.com/watch?v=ARwSpQGa5Ws http://www.youtube.com/watch?v=86yPpWZGJBM goldenrody put the playernames in the comments with time stamps, not gonna bother to repeat them here, but there are a lot of heavy hitters present this time (in part 2).
  12. hase slayer matches from newplaton, dated 20110917: http://www.youtube.com/watch?v=2aK1VhXiwro http://www.youtube.com/watch?v=xLt_Ml0yiu8 http://www.youtube.com/watch?v=2s8x36aXOhs
  13. yup. i see judas @ TRF use this in other situations as well, for example against ground pressure -> 214B~E~2B, stuff like that. when i tried out stuff yesterday, i managed to reversal dam between 2B and iad.j.B, and rei's j.B actually whiffed, so he landed between the first hit of the dam and the water - he could BD throw you there, but i guess that situation really depends on the exact pressure string rei uses and how far away he is etc.
  14. 2B gives +6 on block even when rei doesn't jump cancel it, 2B into iad.j.B,\/,5A is really hard to get out of for juda, especially if rei is close enough to cross you up after a 5A© or 2B with the iad.j.B, he can repeat that until he hits you into an easy hitconfirm into..death. the gap between 2B and iad.j.B is almost nonexistant, proably only 1-3F. you might be able to get out with 214B~E~5A, that did the trick for me when i tried it, but that's not really a great solution i guess. edit: just did some testing: - you can sometimes throw rei when he does, let's say, 1-3x 2B,iad.j.B,\/,5A (if he does the iad.j:B as early as possible). instant blocking the j.B helps with the throw, but the timing is still very hard. - i suggest using guard cancels instead of reversal supers as well, except if you are 100% sure you can get a finger in. guard cancels are just the most reliable method to defend against rushdown in this game, plus they cause hard knockdown -> time for setting up your traps or even for dash in, okizeme.
  15. getting out of rei pressure is really hard, i know the matchup from the other side. can#t give you concrete tips, just my gut feeling - which tells me reversal dam is the thing to do. also, if reis ever use 2D, iad. cancel on you instead of, say 5D©, iad., there's a gap that is big enough for reversals, maybe even a 5A depending on if they go for j.B or j.D. as for zoning and the like, i guess watching TRF vids should yield some results i guess. i keep seeing judas turtling on or close to their placed summons until they are in a spot where they can go for his pressure or mixup (blockstring into iad.j.C(whiff),\/, instant 5B for a low hit or just iad.j.B/D?).
  16. i vote for "i dont give a FUCK what its called" as long as we understand each other.
  17. there's another bug with agito btw, if you connect a crossup j.B into 236B against a standing opponent, and if you are at the correct height, both hits of the j.236B will hit. the first one knocks them down for about a frame, really hard to see, the second one just stands them up again. edit: imo it has to do with the move having both a "physical" knockdown hit and a "knife throw" hit, which doesn't knock down. seems like they can hit both under certain conditions etc.
  18. http://www.youtube.com/watch?v=AoJ79WnYGes just tested out these demo combos again, and they do the same damage in v.1.02, don't see any proration changes. about the agito fastfall: was fooling around with it yesterday when i found it, in combos you could theoretically do [combo into j.236C,] juggle after bounce with 2C, fastfall j.C,\/,5C, relaunch. the damage for some reason wasn't higher than in the simpler version of the combo though, probably because 2C adds scaling. characters that can use the fast fall: Burai Yamamoto Heita Zinnai Nakanishi Sisters Daigo Hotta Hanny Manbou Sanzou Kongoumaru Agito of the Dark Mecha Heita
  19. after a throw with agito, you can link a 2B, so you can do: - 2B,5C, j.B,j.236C.... - 2B, jump, max delay j.D,\/, j.C,j.D,\/,(optional 5C,),j.B,j.236C,\/,... (200 more damage up to this point) best combo from a throw i could find that ends in a super: throw, 2B,5C, j.B,j.236C,\/, 5C,623D: 2525 1 Stock, 3048 Damage. in your combo, you can insert 5Cs after the j.C,j.D parts when you go for the j.B next (its not 100% reliable though, depends on the height).
  20. was trying to find good agito combos today, and i found a lot of bizarre and awesome looking relaunches and combos, but none of them beat the basic stuff for damage, sadly. Combo into 2C,6A, j.B,j.236C,\/, [5C,6A, j.B,j.236C,\/]x2, Okizeme > all other stuff. Sucks, so boring.
  21. reposting my stuff from hardedge: Yoshimitsu: 5LP: cannot be crouched by opponent 5LK: no low hit (looks like ky's 5K) 5HK: whiffs vs. crouch (one of yoshis roundhouses from tekken), also whiffs in chains 4HK: see above (different move though) j.HP: Multi-Hit Jump-In (3 Hits?), twirls his sword 236P = high spin with his fist like in tekken, can be mashed (unconfirmed) (EX OK) 236K = low spin kicks like in tekken, can be mashed (unconfirmed) (EX OK) 214K = Poison spit (EX OK) 623P = Shoryuken, LP Version does not have any invulnerability - other versions untested (HP version travels up the most, though) Raven: update: raven's backdash was extremely slow and didn't move him much at all in the haxenhaus build 236P Shuriken, air OK (air version travels horizontally) 63214P = Dash attack, reminiscent of Chipp's Alpha Blade. You can end up behind your opponent if you are too close when you do it (you can even end up in the corner). very unsafe on block. can be charged (lvl 2 = EX, lvl 3 = Super). 41236LK/MK/HK: Teleports in front of the opponent with Auto-Followups: LK: Low Hit MK: Overhead HK: can be blocked either way, looks a lot like the overhead version, properties unknown.
  22. http://www.youtube.com/watch?v=AoJ79WnYGes combos for kunagi.
  23. http://www.youtube.com/watch?v=eFoe1xWp7nY another bug, this time with kunagi. you can kara cancel the 421A/B followup, it will trigger the air recovery animation. i'll upload combos for kunagi soon, found what looks like a solid BnB with knockdown, and another combo vs. standing opponents.
  24. there are several smaller stages of damage reduction below 50%. if you consider the very first hit or combo to be 100%, then the maximum damage you can still do when your opponent is at minimum health is about 82% (tested with several 2hit combos off of several starters, including light hits). i calculated the damage a little differently, assuming that everything after the first hit is 100%, and the first hit gets some bonus damage, which would be 113-116%. that way, the damage reduction when your opp is under 10% would be around 93%.
  25. http://www.youtube.com/watch?v=EjZPBKifd7s bug with the hit-animation of miyazato's j.B. she also might has what looks like an infinite against standing ren: (corner 2A,5B) or j.C,\/, etc. into [instant j.B,j.C, delay j.B] x N. really hard, can't get more than 3 reps, too unreliable for matches. another thing i noticed is that the damage seems really low even for fancy stuff, which is kind of disappointing. @ solxbaiken: might want to add in to the wiki that you can cancel miyazako's 236A/B chain pull into special moves at the end of its animation.
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