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rtl42

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Everything posted by rtl42

  1. they're in the youtube thread (latest posts from AtTheGates and axel).
  2. I'm having a bit of trouble with this line: it sounds way too "convenient" to use in your argument about how the match-up should work. Of course, in theory, the OS player should know enough about the match-up, and have enough experience, to be able to read his opponent -- but so should the Slayer player, right? Tell me what I'm reading wrong, here. Ah i see, i thought it'd be Counter Hit. Still, it may not be his most impressive combo, but that's one strike for you, and if the Slayer can convert his hits to decent combos, ideally, Order Sol should only be allowed to make a few mistakes. (Actually, I can't imagine any decent air combo starting from 2S doing under 190 damage from full health, but I'm just estimating here, so don't quote me on that.) This is in reference to your "damage over range" expression, right? If so, then yeah, I see what you mean. Hmm that's interesting, I didn't know that! I thought 5K had like... no hitbox. What about 6P? I thought 6P could beat out RI.
  3. thx for the responses so far. so Tsak, there is some unmentioned property of RI's hitbox that's not mentioned in the frame data -- like, some kinda brief low/foot invincibility? (btw, what do you mean by "mega borked" ) Hatred Edge: right, so except for Slayer's 2H, Order Sol's 2S will beat out several attacks. However, reaVer said "and several others" -- what are those other ones?
  4. Gwyrgyn Blood: in the "Additional Notes about Jump Install" section in the Jump Install article ( http://www.dustloop.com/ggac/tech/ji.html ), it says: But as you have pointed out in the Gameplay FAQ (sticky) just below this thread, there is a technique which you've called "normal jump cancelling" which allows you to keep your forward momentum in certain situations. I was just wondering -- are these statements somewhat conflicting? Maybe the guide should say: "In general, JI kills any ground momentum you had, but in certain circumstances, it's possible to retain it. (See 'Normal Jump Cancelling')" ...or something like that. Lemme know if I've misunderstood something.
  5. next time, give a "not-safe-for-work"/NSFW rating
  6. this doesn't qualify as discussion, please cut it out. if you don't want to "[type] about the rest", then don't, but you don't have to deride his post. reaVer: when you say something like: "if Order Sol gets momentum, you die, and that's just the way it is," could you substantiate that statement? don't forget that this is a discussion thread, so some of the people reading this are not going to have any clue what you mean. i have to agree with what sogos said above, regarding your comment about 6K, though. Slayer's 6K has 4 frames of recovery in total, so as long as Slayer is timing his 6K to hit with its late, active frames, and even if Order Sol has Level 3 charge, Slayer really does have a decent amount of leeway if he messes up his timing a bit. on the other hand, just randomly throwing out a 6K during a block string could get you in trouble, but that's not what was initially brought up. I don't really understand what you're trying to say. Certainly l3SV hurts a lot, but we're talking about using 2S to punish Order Sol after Slayer blocks SV -- and presumably it's only level 1 or 2, since I don't know for sure if Slayer can safely attack with 2S before the "kickdown" of l3SV. What is the comparison you're trying to make? also, if you don't mind me asking about something else you said: i didn't understand your phrase: "best damage over range" -- could you define/explain it? (i have a rough idea, but i haven't heard that expression before, so i'd just like to see some clarification.) By itself, the first two sentences don't have much substance to them, but referring to "what OS has over Slayer is priority," I'm led to believe that you're claiming that Order Sol's attacks are better than Slayer because (in general?) he has higher priority. Is this correct? The reason I ask is because, although I think I see where you're coming from, I don't entirely agree based on some experience with the match-up. Would you be able to give some specific examples? Actually, regarding the "counters" you mentioned -- some of them didn't seem to make sense, without some more context. - l1Ri after any whiffed poke from Slayer: how much reaction time are you factoring in? Are you saying that you can react to a whiffed poke with l1Ri in say... 8, 9 frames? or 15, 16 frames? Because depending on how fast your reactions are, I don't think you'll be able to do l1Ri after "any" whiffed poke. - l1Ri if plain 2H expected: how much "expectation" are you including in this statement? aren't there other counters for Order Sol to use against plain 2H, if it's expected? - Save for 2H (and several others), OS's 2S will stuff nearly anything Slayer has given its in range: saying that 2S will stuff "nearly anything Slayer has", except for "2H (and several others)," doesn't sound like a convincing reason for why 2S is so good. did you mean to say it a bit differently?
  7. rtl42

    j.D question.

    you can also miss the j.D if you're a bit too close, on some characters. For example, Ky and Robo-Ky require that you use f.S -> j.D.
  8. the thing is, in this case, you're cancelling your jump start-up with a ground special/overdrive, so of course it should feel like there's no jump start-up. however, in general, that's not true: if you do a ground normal that's jump cancelled into an air normal/special, you'll go through the full jump start-up time, plus one frame. this one frame is when the "engine"/game checks to see if you have any horizontal inertia, and if you do, kills it. (if that doesn't make sense, refer to the "normal jump cancelling" section in the gameplay guide. what's written in there, occurs for a double-jump cancel, but what i'm talking about is a jump cancel from the ground. hence, since there are no ground-air gatlings, you can't get rid of this frame the way you can if it's during a double-jump cancel.)
  9. a bunch of the features that were added to Accent Core are indicated as such. ABA and HOS were not in #R. almost everyone's movelist has been modified, in some way. this may be as obvious as losing/adding an attack, or not-as-obvious as a chance in start-up frames for a particular attack. for this kinda stuff, there really isn't a list of changes handy (although i bet there are people, around the forum, who have kept these lists of changes).
  10. wait, what? this sounds very wrong, unless you meant something not-so-obvious by "jump startup".
  11. damn that is a nice av JIGOKUSARU
  12. what have you read over and over? crap, are you referring to the 101 thread? i think i can see your problem, because the first section is labelled "new gatlings and links", but that's ambiguous. the "combo trees" in the (poorly-formatted ) coded text are all links.
  13. I'm pretty sure the alien's been around since the first game, and up to Slash, he would just hide behind the statue. I forget if he did the same thing in Slash, but I know for sure that he would sometimes fly in on a saucer, briefly going across the screen "behind" the lifebars, before disappearing again. In Millia's AC stage, there is an artist painting on an easle in the background, and there's a white square of unfinished space on the easle. However, every once in a while, that blank space will have a picture of the same alien from previous versions.
  14. fixed that for you
  15. thanks for posting the vids, there were some good matches! you could definitely see the players getting nervous towards the end heh.
  16. urz?! that's a name i haven't seen since romancancel D:
  17. you can't do it on baiken at all from midscreen. however, if you're close enough, you can do j.K -> dj.K xx YZS. in the corner, i think the only no tension set-up is: (deep corner) 2D xx tatami -> sj.K (delay)-D -> ad.sj.S-D -> D
  18. more like, A FISTFUL OF ELEVENS.
  19. it might be better to practice against the CPU with less-than-max difficulty, because it will "randomly" get hit, vaguely like in a real match, and this could help you with combo execution. you'll also probably notice some things about hitboxes when fighting against the CPU. however, you might pick up some bad habits, so maybe not too much.
  20. could everyone PLEASE link pictures (or thumbnail them), instead of posting the entire image? it is really annoying to have to wait for a gigantic picture that i may or may not want to see in the first place. (no offense to Battle-Jesus, i'm just saying this in general.) (also if you make your own art thread it's pretty much expected that you will post the full image so i'm not complaining about that. it's just in these "mass art" threads where it's inconvenient/inconsiderate.)
  21. 1) In short, "no," although I think your question is too vague. Is there any particular character that you're wondering about? 2) Generally not, since you have a limited number of movement options in the airborne, whereas on the ground, you don't. You also can't DAA in the air, and your air backdash doesn't have the invincibility of your ground backdash.
  22. http://pita-mq.com/ Shirakawa (ED) vs Gagaga (BA) Shirakawa (ED) vs ZR (SL)
  23. thx, correction noted!
  24. rtl42

    Slayer AC Combos

    don't forget, this is only what i found on Ky. imho, it's a bit of a bad reference, because Ky is easier to pick up from PB slide state than some other characters, so I'm really not sure how much of this stuff transfers over to other characters. (plus, Ky has a somewhat unique air hitbox, so there's that to consider.)
  25. this is the youtube thread, could you explain a bit more what you're posting there?
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