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AtTheGates

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Everything posted by AtTheGates

  1. mikado 5on5 done, results: up next: 25on25 http://live.nicovideo.jp/watch/lv138259529
  2. last i heard from ogawa was that he sold his soul to aquapazza. that was before last tougeki, mind you.
  3. some OT gossip: for those of you wondering what shounen is up to these days, here's some footage of him playing kof 13: http://www.youtube.com/watch?v=xu4SzxSRXTk
  4. i have scans of the AC+R mooks here that say that 6K still prorates 75%. the other stuff you posted seems correct, as far as i can tell (cant read kanji). edit: 6hs does definitely cause ground bounce on air hit in R, and it says so in my scans (28f, 46f on ch)
  5. i agree about the j.HS / j.S thing after HS/D tele, especially since the proration isn't that high. i have other reasoning though: the added second hit is quite nice; also, j.HS generally hits lower than j.S, which always good. i'll play around with both options once we can play R.
  6. damage reduction for the combo afterwards. normal proration = only reduction if you start the combo with the move, forced proration = even reduction if you use it mid-combo. don't know if j.HS got forced or not, but its got reduction anyway.
  7. the trick is to use P+K+S for FRC, then slide input HS. also, note that the technique will become less important in R, because j.HS has forced proration on it now since version 1.10. samitto uses j.S now after FRC.
  8. delay the instant air dash, you want to let the j.K hit as late as possible so the untech time is as long as possible. i would only do this dust combo from far away, and not in the corner, btw. i usually just do the old school 3x j.D, tj.S,HS,beta blade. if you feel fancy, you can try the [7]j.D,j.D,]7[ but make sure the 2nd j.D is jump canceled), dj.D, \/, relaunch. it's hard though, but you can go into all sorts of knockdown combos after it.
  9. got some numbers backwards in my old post (6hs frames, 2hs damage, 6k feint startup), thanks for double checking robobo.
  10. http://www.youtube.com/watch?v=53yU8GZGeN8 newest mikado tournament footage says version 1.11 of the game. does anybody have any information about that?
  11. no idea if it works against anji, but chipp can corpse run over for example ky on ps2 and arcade AC, i don't use it very often since it's gimmicky so i don't know if it works against everyone.
  12. holy crap, just saw this: http://www.youtube.com/watch?feature=player_detailpage&v=goVEdJXTeKc#t=2654s apparently, not only can you wall dive after normals now, you can do it after force break as well °_° i just tested in AC by using an RC after force break, and you need a jump install in order to be able to wall dive. he could easily do that during the HS before the force break. we'll see if that's necessary once R is out.
  13. edited the vs. slayer bnbs a bit. expect a major combo update once R is out, with more streamlining / explanations. i might even write a little article, but i can't promise anything.
  14. this is the thread to post match- and combovideos. http://www.youtube.com/watch?v=6SJc2SKNmzI mikado - 52 minutes of samitto chipp. http://www.youtube.com/watch?v=2xw4zXwyNHU koichi i-no matches, also lots of samitto chipp.
  15. could help with chipp (and slayer if you can't find any volunteers). irc or skype, whatever you prefer, but i'm on irc 24/7, so that might be better.
  16. 1. yes, midscreen iad. into stuff is usually correct. IF you launch with HS, you can go into this combo: (launch with HS,), j.HS, link j.K, dj.K, link j.D,2k,K,\/, relaunch. the damage on this is quite good, and it's relatively easy. 2. as for iad.j.D,2K,K: it's character specific. there isn't even a general guideline as to what hit is best (enemy as high as possible or as low as possible), because of the hitboxes. generally, higher is better though (more time for j.2K to hit after j.D). you can try the following stuff to land the combo: 1. time your j.D perfectly after the air dash, 2. delay the air dash, 3. jump, then delay the air dash, 4. superjump iad or 5. a mix of all of that 3. it's generally best if they are as low as possible after 2D, RC 5HS, but only really if you want to go into iad.j.HS,\/, relaunch (which is hard).
  17. depends on the character. against light characters you can screw up your instant air alpha a bit and still land in time to relaunch with S© or even S(f), against normal or heavyweights, not so much.
  18. there ain't much to explain i'm afraid. the alpha has to be perfect, as you pointed out - no shadow behind chipp and no indication he jumped at all (you can tell from the animation though that it's the air version). i can pull it off just fine, it's his most damaging combo without meter pretty much btw. as for HOS, he has the same problem sol has, his airborne vertical hitbox is smaller than other characters, so some chains might whiff if you dont wait for him to have the right height. edit: as for alpha not combing after HS, you need to be close enough. you'll get a feeling for it after a while, like how many hits you can do after a dash so it still combos etc. also keep in mind that you need a crouching opponent for this to combo properly. while it's possible to combo HS -> iaa against a standing opponent, its often impractical because you end up too far away from your opponent to continue the combo (since you had to start closer to him).
  19. starting with 6P in the corner against a standing opponent doesn't sound like the most realistic setup to begin with..
  20. newest mikado vids have samitto chipp, showing off some new tricks: you can 236236K after throw now, since it hits lower and has 3f startup, it's a legit combo. against standing justice, combo into HS, iad.j.P,S,HS(1 Hit),\/, combo is legit. awesome.
  21. the chipp cv is called "spanking" and is by dora. you might have to translate spanking into katakana and look on nico.
  22. good to see that i'm not crazy after all, i immediately thought i felt that the ps3 version has more immediate input than the ps2 version, which was very surprising - i expected more delay (lcd monitor instead of crt, its a modern port, i use an adapter for my ps2 stick to ps3 etc). never thought i'd feel 1F that much, but it was really apparent with slayer. i'm gonna stick to ps3 on tournaments now i guess. edit: if i understand you correctly, shouldn't the time be exactly the same? if we have 2f more of input lag, but 2f more time to block most overheads, shouldn't it equal 0? at least if we assume they generally add +2f to ps3 and x360, which would be 5f and 6f, which i somehow doubt. what they would have to do is add +1f to the ps3 version to get it up on par with the arcade and 360 version, and i also doubt they will do that.
  23. http://wiki.livedoor.jp/chaoscode/ japanese wiki. also, the game doesn't have damage numbers anywhere, neither in practice mode nor in actual matches. time to count those pixels -_-
  24. http://www.youtube.com/watch?v=77H57JLfipY long a-cho set of uzen vs N-O. - N-O sure knows when to use 6p - uzen is creative as ever.
  25. tack så mycket for adding the stuff i forgot about, shinjin gotta add that stuff to the hardedge wiki.
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