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Everything posted by rtl42
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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?
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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.
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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.)
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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).
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wait, what? this sounds very wrong, unless you meant something not-so-obvious by "jump startup".
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damn that is a nice av JIGOKUSARU
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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.
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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.
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thanks for posting the vids, there were some good matches! you could definitely see the players getting nervous towards the end heh.
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urz?! that's a name i haven't seen since romancancel D:
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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
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more like, A FISTFUL OF ELEVENS.
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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.
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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.)
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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.
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http://pita-mq.com/ Shirakawa (ED) vs Gagaga (BA) Shirakawa (ED) vs ZR (SL)
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thx, correction noted!
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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.)
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this is the youtube thread, could you explain a bit more what you're posting there?
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unfortunately, i was only able to get some combos against Ky on normal hit, for two positions, so far. I'll try to find more later, with CH, and with Ky against the corner, as well as combos for other characters. All combos are implied to knock down, unless I explicitly say they do not. First Set Spacing/Position From default training mode position, have Slayer dash forward twice. (You can either make Ky backdash once, before Slayer dashes, or you can use the "Switch" button to switch to Ky and make him jump over Slayer after Slayer dashes through him.) It should be roughly 1/3rd of the screen from the corner, with Ky between Slayer and the corner. (If you practice on Ky's stage, you should be standing in front of the bottom of the stair railing.) Combos EW |> 5H xx PB (2P, 5K) /// 206 damage (225 damage, no knockdown)EW |> 5H xx K Mappa, 5K -> j.K-2K, K -> dj.S-2K, D-2K, D /// 272 damage. If you use c.S instead of 5K, then it's 278 damage, but a more difficult link.EW |> 5H iad. (delay) j.K |> c.S -> j.K-2K, K -> dj.S-2K, D-2K, D /// 266 damageEW |> 2D, 2P, 5P -> j.K-2K, K -> (delay) dj.K-2K, D-2K, D /// 231 damageEW |> 5H xx FB PB, 5H xx PB /// 307 damageEW |> 5H xx FB PB, 5H xx K Mappa, 5P -> j.K-2K, K -> (delay) dj.K-2K, D /// 339 damage, no knockdownAbove, but then... 5P -> j.K-2K, D /// 324 damageAbove, but then... 5P -> j.S-2K, K -> dj.S-2K, D-2K, D /// 340 damageEW |> 5H xx DOT /// 249 damageEW |> 5H xx FB PB, 5H xx FB PB /// 314 damageEW |> 5H xx K Mappa, c.S -> j.S(2) xx DHD |> (cross-up) 5H xx UP xx IL /// 323 damageAbove, but finish with PB instead of UP xx IL /// 324 damageEW |> 5H xx K Mappa, 5K -> j.S(2) xx DHD(2) /// 325 damage, no knockdown The first combo is to be read as: "If you do this combo without 2P, 5K, it does 206 dmg. If you add 2P, 5K, it does 225 damage, but does not knockdown." The 100% tension combo with two FB PBs doesn't feel finished, but from that position, I couldn't properly re-launch Ky with 5H. Second Set Spacing/Position From default training mode position, have Ky backdash twice, then make Slayer dash forward three times. It should be roughly one dash away from the corner, so I guess that's like 1/6th of the screen away from the corner? (If you practice on Ky's stage, it should be in the gap between the two pillars in the background.) Combos EW |> 5H xx PB, 2P, c.S -> j.K-2K, K -> dj.S-2K, D /// 271 damageEW |> 5H xx FB PB, 5H xx PB /// 307 damageEW |> {5H xx FB PB}x2, 5H xx PB /// 372 damage That's all I got in the time I had. Based on just this one session I had, the closer I moved to the corner, the more difficult it seemed to link some stuff. And even when I got a re-launch with 5H after the EW, it still seemed impossible to air combo afterwards. For example, I would try to do EW |> 5H -> j.2K, or a delayed j.K, or even j.S, but I always managed to whiff it somehow. Oh, and just a bit of trivia, in case you haven't noticed before: if you're doing a long combo and (re-launching) with c.S instead of 5K, the damage difference is usually around +6 (in favour of c.S), but the timing is harder. I know I mentioned it explicitly in one combo, above, but I wanted to point out it's more general than that. ========================= oh, and one negative result: if you hit with EW from anywhere farther from the corner than the First Set's position (i.e. midscreen and farther away), you can only follow-up with DOT. (This is still normal hit I'm talking about.)
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it's kind of old-fashioned terminology for "special cancels", i don't know who came up with it but i use it sometimes. usually you don't have to use it because it's kind of obvious what kind of cancel is required, from the context, but it doesn't hurt to be precise.
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CH definitely helps, but it may work on lightweights on normal hit... I'll try it out later and then post again.
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options from what, EW? If so, depends on how high they are when you hit them (i.e. how high their trajectory is), and on CH, and on their weight, but on some characters, one thing you can do is: EW -> rj.iad.j.H to re-launch them, then follow up with whatever.
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http://blog.livedoor.jp/roz_to_beni/ => http://www.filebank.co.jp/guest/honnnori/fp/abc => Password: neyagawa Takuan (PO) vs Nezu (RO) x2 SPIKE (SL) vs Takuan (PO) x3 => http://www.filebank.co.jp/guest/honnnori/fp/athena => Password: ggxxac R.F (FA) vs miyako (DI) Kyoujou (AB) vs Tsu~da (FA) Kouji (PO) vs Nanana (FA) Kedako (MA) vs CPO (PO) Nezu (RO) vs Shirakawa (ED) R.F (FA) vs CPO (PO) Shirakawa (ED) vs Ageha (CH) CPO (PO) vs Ageha (CH) R.F (FA) vs Shirakawa (ED) 享祥 = Kyoujou, not sure though. 小路 = Kouji 白河 = Shirakawa 揚羽 = Ageha