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Tirian

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Everything posted by Tirian

  1. Hey, man, long time no talk. I was testing out this Chipp combo you listed: Stand s, hs, sweep, hs fireball FRC, F+hs, Slash fireball, IAD s, hs, shoryuken, land duck p, stand s, duck hs, shoryuken, strike. 282 It worked when I had it set to neutral tech, but on back tech the F+hs didn't connect because he could tech out first. Am I doing something wrong? I tried various spacing, etc, but he could always back tech.
  2. Tirian

    hidden moves in ac

    I'm assuming these moves are only considered hidden because they're not on the console command list? Because I've been aware of Ky's 222 HS for months, and assumed it was a regular part of his repertoire, and was even kind of surprised to see it called a "hidden move" after it being such common knowledge for such a long time.
  3. I hope he finishes those soon.
  4. LOL. I keep hearing similar things. This isn't going to be one of those games where if you want to win you can only pick one of two or three characters, is it?
  5. Okay, so I got some random playtime tonight, since John decided to stick the board in and let me test it out. I played Heart. As soon as I started playing, the pace and flow of the game felt really weird. A little slow, I guess, but once you get used to it it's pretty easy to move around. I honestly hadn't really read up or knew anything of what to do, so I was doing basic stuff. I'm not going to talk specific combos, since I don't even know if the combos I were doing were the best I could be doing. Guard cancel seems really good. So does dash back - attack as a way to make people whiff and punish. The boost seems to add a lot of good defensive options, I think. I like it a lot. I would combo into down forward C launch, too, but the only way I knew to pursue them was to blow two boosts chasing after them into the air, combo, then forward boost to tack on a little more damage onto the combo. I honestly didn't use "card" specials much. The supers seemed easy to get out of. I only used activation as sort of a "burst" when I was about to die. I really didn't play around with them enough, though. ANYWAYS. I guess I'll have to look up to see what I'm supposed to be doing, but overall I feel like this game is fun, but not terribly difficult to pick up, especially if you've played games like ggxx or melty blood. Jeff, if you learned any good stuff with Heart, feel free to share! I'll probably be working on her for awhile at first, then move onto Kamui. I guess I should take Chibi's advice and see what SRK says...
  6. We still have to wait till Saturday to finally get to play ours. :< Feel free to share juicy strats and combos we can try when we finally get it. XD
  7. Ky is definitely nerfed, it's true. I don't know if I'd go so far as to say he's going to be low tier, though. I don't put him any higher than mid, either. Javelin loops are pretty hard to do, yeah. You pretty much have to find some way to combo them off the ground into a high HS uppercut, because you have to javelin them at a position that's just a bit above your head in the air for you to be able to comfortably relaunch them. I haven't really found that frcing the javelin is worth it, but maybe you'll see it differently. Also, if you try to javelin after an air combo, a lot of times they can tech before they even land, too. I usually let them just fall after a javelin and start wakeup games/mixups. In fact, I pretty much almost never even bother trying to loop, unless it's an obvious one (like setup from a throw frc). You can lightning strike otg after a javelin (I don't even know what to call the new move where he calls down the lightning) when they land. I prefer the wakeup games over the little damage that that move does otg.
  8. You're right, it's not situational, and it's relatively easy to pull off. Of course, they can still tech out of the setup when you try to throw them, so throw setups aren't as great in AC as they used to be, but this is one that should be a regular that Ky players should use a bit.
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