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Everything posted by Dreiko
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I find that combo works on some chars more than others and it likely doesn't work on some (like tager) at all. I discovered it by dropping my combo and it turns out you can actually do the full air ender after jD as well as 623B suff so yeah, it's more optimal but also very weird to set up. As for the j22A stuff, it depends on what you wanna work on. The delayed j2C is definitely an option BUT you have to know the perfect timing which at times can be VERY tight. It also shifts depending on who you're doing it against. J22A will ALWAYS work and you always have to do it with the same timing so you basically substitute speed for prescision when you go for it and gain the confidence that you know your combo will not drop. I think it's ultimately worth it but if you just can't do j22A mid combo yet then sure, going for the delay's better than nothing for now. Do work on it some though cause overall it's better.
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Approaching is too matchup specific. It depends who it is against and the answer can change drastically. You don't wanna airdash too much vs Nu while against Tager you always wanna be on the move so he can't touch you with anything that will lead to a D. Max range 2B poking is great too, it baits things and has good range and you can gatling into 5B and then jump off on block. A nail glide is alright but you need to have someone who will block it for sure since you're commiting yourself to it. Doing it in a way that will make the nail meaty on wakeup is prolly the best way. Half the time it'll end in them being poisoned too lol.
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In case any of you newer guys have missed this, here's my personal favorite Bang combo video. It's something about the song and the editing, it just works. Chipping people with B nails, that's about it really. I guess shotgun poison nails are good for a final hit chip cause they're faster than D nails but they don't bounce and to get em to go far enough you'd need to be high and then you'd suffer the long ass recovery. Just TK B nails and hope lol.
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San Diego's thread of meetups every Friday Night at SD Saltmines
Dreiko replied to shtkn's topic in West Coast
Sounds good, I'm up for all of the above, in the exact reverse order that they've been listed, in fact. XD -
Without the Kai, lol.
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In-rai is what he says during the Shippuugeki animation if you do it in OD actually, so that's sorta already in. :p
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Guys, guys, it came to me. The best idea ever. I have a solution for the new and old FRKZ songs and how we can have both. Bang simply needs to develop FRKZ-2. That way one song would be for frkz 1 and another for frkz 2. It fits perfectly, it even follows DBZ and GG since Sol did have dragon install 2 in accent core. I don't know how I didn't see it until now. Just re-gain the seals while in FRKZ and poof, frkz 2! It can work with the OD system too, FRKZ can still be OD while FRKZ 2 would be a permanent state, with maybe some buffs. Play for hours on end while trying to react. If it's just random air to air stuff, watch for counter hits. If you CH a jB or jC you get full combos off of it, if it's not a counter hit then do whatever into j2C so you'll do oki or if you're near the corner do j623B to get a bit more damage and corner oki. Eventually, you'll get to a point of hitconfirming IAD jC stuff off of air to air pokes in no time.
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The poison nail relaunch needs your foe to be higher than your relative position than the plain relaunch so doing the earlier parts quicker is the key here. If you wanna delay something, don't delay the nail, delay the j2C before it.
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San Diego's thread of meetups every Friday Night at SD Saltmines
Dreiko replied to shtkn's topic in West Coast
I'd be interestead in the Sunday event if it does end up going down as well. What games do you play Sanoshi? -
Oh, of course, though that's not an issue with frkz being bad as much as with it being more difficult. If you never drop anything it's still awesome. Hell, sometimes even if you drop it you can still get a reset depending on how much OD you have left. The timer is a double edged blade really. In the past you'd FRKZ, they'd burst, then you'd get trapped in neutral with no way in and unable to not-barrier block. Now you have to do your combos well but in exchange they can't burst out of em any more and once your combo ends you regain the ability to block. It's not all good stuff I agree but overall I think the positives and the negatives kinda even out. Also, AIR FRKZ, don't forget about it.
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FRKZ is awesome, it's just situatiunal is all. When the time comes, so does Bang! :D Just learning to confirm 5Cs with it midscreen is enough to make it awesome since you don't need to use meter to do it.
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Web nails prorate horribly and the point of doing CTs in combos is that they have perfect proration but if you use them in an already-horribly-prorated combo then the benefit is for naught. The practical time to use a CT is early on in a combo from a heavy starter which has not been prorated much at all. Something like 5B>2B>3C>rc>CT would be the ideal way, which too, sadly, uses too much meter to really be practical. The only actually practical way to use the CT is from a 3C fatal in the corner or in a long FRKZ combo. (5Cfatal>CT is awesome but you can't confirm it so you might as well be using CT in a blockstring just hoping to get a counter, not really what I'd call practical, if you're using it as a punish, anything you can get a known 5C fatal against you can get a 3C fatal against and 3C prorates way better than 5C) Honestly, for 75 meter you can get better stuff. It might have very very specific situations but in the end due to the time limit you end up cutting the combo short so like, say you're doing the full poison nail combo up to 5A>6C>J>JD>236C part, well, you COULD do CT there but by that point you won't have time to do much else other than 2B>ashura or something, which kinda adds up to the same damage had you done 5C>6D>623B>2B ashura instead and uses an extra 25 meter. The only time CT's min damage is worth it is while in FRKZ really, all other times it's better to just do it early on or to simply keep the meter or blow it early in the combo to get something like a 3C>rc>CT thing going. Hey! 5C>daifunka still works!
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Generally speaking, it's kinda too prorated so web nail combos aren't worth using CT for, you'd tend to wanna DD if it's gonna kill and if you did a non-web nail variant of that combo the damage would be comparable.
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Unless you're super far from the corner when you do the midscreen combo, you can usually do up to 3 2B>6B reps and then go into 2B>5D>662D>JD>236C>5C>6D>623B for all the seals.
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2D makes GPs block everywhere, yeah. In the end though, you don't ever wanna be in a position of being hit while in FRKZ. It's nice but super situational.
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Yeah, the way FRKZ dashes work is like, there's the startup of the dash (the part you canceled) then a few frame laters you appear to the end point of the dash and in between the two you're basically invincible, what we usually do in combos is use the startup of the dash to cancel moves into eachother but the ground dashes are also cancellable during the part where you're invincible too. Think of doing something like a super tight 6D>2D in EX so that 2D won't cross up and that's basically the timing you want.
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You cancelled the 7 dash startup with 5D. It's basically what we usually do for combos, it's just tighter here cause you only get like 3 frames of startup to do it lol.
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Also, in certain combos where you do a high up in the air jD, you can just do the web nail with no TK as long as you delay it a bit. The new jD might be confusing at first but it's actually much easier to follow up.
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The properties of jD changed so while in the past you would jump cancel it, now you have to cancel the landing recovery of it. It's still a jump cancel input but you have to delay it considerably so doing it too quickly can mess it up. I do 8236C for it.
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Oh and on the above combo, I messed around with OD stuff and the most optimal thing is as follows, it takes into account multiple things such as having higher life and lacking seals: 5C>CT>662D>8OD>6C>8JD>2>2B>8JC>9JC>6JC>2>8JC>9JC>9JC>6JC>J623B>5C>6D>Daifunka -6.4k The nice thing about the above is that you get full OD duration if you do it right (by canceling the jump cancel startup into OD) rather than OD cancel which allows you to do the combo from high life and it entails a jD early enough into the combo so that you won't lose out by the jD-less frkz combo rate in case you lack the seal. It still does need the fu rin seals though, but you can modify the jCs a bit if you lack em so it's not too much of an issue.
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Hehe, I never tried it on fatal cause fatal 5Cs are super uncommon. On Ragna it works on non-fatal too. :p
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It's basically like 5C>OD>5B>2B>9J4B>2>5B>2B>9J4B over and over into daifunka ender when OD is about to run out. GG had a ton of those char specific things so it's not that weird but yes, this specific combo is Ragna only. There's a similar combo that's Tager only, it works by replacing j4B with jB. Due to that it obviously does less damage but it allows for some sneaky j2C resets mid-loop.
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To make FRKZ good in neutral you need the fu seal and you need to have your foe blocking something so you can cross em up, it's very good but still somewhat limited.
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I tend to burst more since I generally win with too much life to make ODing worth it or lose in ways which makes bursting/ODing not worth not having a burst the next round. I tend to OD when trying to burst at some random times but nothing much happens, I guess it's better than bursting since it recovers quicker but without the setup it's not that good and sadly you don't get too many hits worth using FRKZ to convert. Most of the time I do it it's from a 5C, rarely do I get something nice like a 5B confirm into 3C RC.
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That thing's kinda height specific so I generally don't risk activating OD from air grabs but it's definitely nice to have as an option. You can also use a poison nail to get full OD duration after a normal grab and then go into FRKZ stuff. That's a more easy to run into situation and is doable from not too low life. Oh and my favorite midscreen grab combo is rapidly turning out to be this: airgrab>dash2B>5D>5C>6D>623B>2C>2147C, does about 3.1k and 2 seals and bumper oki setup. It works from a surprisingly far from the corner range, you can do it at the start of a round from IAD forward grab. Oh right, do you know of the Ranga specific j4B loop? That's actually practical and awesome.