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rtl42

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Everything posted by rtl42

  1. rtl42

    Bridget Q & A

    "-chan" isn't gender-specific, if that's what you're implying.
  2. i think you meant to say, "turtle aggressively".
  3. rtl42

    Slayer AC Combos

    well, i guess the "problem" with asking for an easy combo after re-launching with 5H is that your follow-up will depend on when you hit them with 5H. if you hit them just as they hit the ground, the ground bounce will be very low, and you could possibly go for something like 5H iad.j.(P-)K -> land + relaunch. on the other hand, if you hit them much sooner as they fall from BBU (like, at Slayer's standing height), then the ground bounce will be higher, and you can either try for 5H -> ad.j.D-2K -> j.K -> land relaunch... or, 5H -> j.2K -> delayed/falling j.K... and from then, depending on how high you are from the ground, you could land and relaunch, or you could follow up the j.K with dj.K-2K -> K -> land + relaunch. ... eh, i think. sorry, i don't have a copy of the game handy, and i'm a bit rusty on my vs Jam combos, so maybe someone can help me out, here. btw, check the first post of the "specific character combos list" for a big write-up, and look for JA in the first bullet to see which combos apply to her. (i'm pretty sure the situation is midscreen) oh hey btw, how much damage does your combo do without the FLJ ?
  4. http://page.freett.com/abcrankingbattle/movie.htm Nununenu (MA) vs Shachou (ED) Iroha (BA) vs Kedako (MA) Roz (KY) vs Nezu (RO) Iroha (BA) vs LOX (JA) Iroha (BA) vs Shachou (ED) eki-chan (ZA) vs Kazu (JA) Iroha (BA) vs Kazu (JA) eki-chan (ZA) vs Shachou (ED)
  5. also, you know you've done it correctly when there is no dust coming off the ground. (when you jump normally, there's a small plume of dust that comes off the ground.)
  6. thank you~~
  7. rtl42

    Slayer AC Combos

    could you give more details -- opponent? screen position? initial distance between you and the opponent? how much tension you want to use? etc.
  8. Hellmonkey posted about SBing the nets -- instead of jumping up to block them, you can SB them, and safely, too. i don't know much, but i think the best place to be is just at the edge of H EXE beast's range. neither of you can reach each other with your normals, but in my (limited) experience i've found that you can annoy the hell out of Testament from that range... as long as you're careful and don't eat a random EXE beast or Badlands =( don't forget, you've got some sort of gameplan to work on him, so try to convince him to attack you a certain way until you find that opening in his defense. once you get through, you're a bit stronger than him up close, so that's when you've really gotta make it count. but actually, do you have any specific problems? you mentioned that he throws you a lot. are you trying a specific tick throw set-up, and losing? or are you getting tick thrown from him? more details plz~
  9. IIRC the song is "0:00" by Acid.
  10. you're absolutely right, and i'm really really sorry. it's just a bad habit: whenever i see that i think "oh it's 'tarou' " and i don't think twice after that. won't happen again, and thanks for pointing it out.
  11. i emailed you, sorry about that btw i found out that there are two arcades in Kamata that are 50 yen/credit, it's great. i went there tonight, one of them is a Pasopi arcade. got lots of practice time cuz it was sunday night and i guess nobody plays GG on sundays. eat dat chicken, cuz it's made of KATSU!
  12. Are you sure it has to be FDed? Sorry I can't verify this right now, but it doesn't sound right. 6K leads to big damage if Slayer has pushed you into the corner already, or he has at least 25% tension. Otherwise, the "best" he can do is 6K -> 2K-2S-2D (knockdown), in terms of damage. Just some extra facts, to quote from the frame data: - Dandy P (short step) is strike invincible for the first 3 frames - Dandy K (long step) is strike invincible for the first 6 frames - Dandy S (cross step) is invincible above the feet from frames 10-17, and has upper body invul from frames 18-21. - It's Late (from Under Pressure) is throw invincible from frames 1-13. - It's Late (from Dandy Step) is throw invincible from frames 5-17. You also forgot to mention FB Pilebunker. The only extra note I'd mention is that it's a "level 6" attack -- in the frame data comments, it says that if blocked standing, FB PB will incur 30 frames of blockstun. 5P, right? I made a decent summary of Slayer's anti-air options elsewhere, so I'll cross-post: back to your post: the thing is, 2D has a lot of active frames, and it's a level 5 attack, so it really depends on when you block 2D (during its active frames). i.e. if you block 2D on the first active frame, then slayer is at disadvantage. but if you block 2D on the last active frame, slayer is at advantage. not only does slayer have a "nice easy" hitbox to work with, but his standing hitbox is actually decently tall (maybe not as tall as eddie or pot), so you can get some funky F-style guard breaks ("american fuzzy guard") on him. it's hard for slayer to get out, but don't forget he has BDC. it's not as good as it used to be, so he can't use it to cover up the start-up of his specials, but he can still BDC jump to get out of your pressure, so be mindful of that. also, i would disagree with the last sentence, i think Slayer has a lot of variability in his pressure because his attacks cause so much blockstun. if you assume he's always going to strike, then yes it's not terribly hard to see a rhythm/pattern, but once Slayer starts working a more "basic" strike/throw mix-up pattern on you, you could get into serious trouble. slayer can also forward dash through SE, and he can still BDC mappa through them. hope that helps~
  13. I reported this file because Slayer does OBSCENE damage
  14. old "glitch"/feature of the homing jump, it's been in lots of combo vids.
  15. are you saying there is landing recovery for air normals?
  16. it's not just you. i loled when the guy did it during Slayer's super, it sounded like he was sick of Slayer DOTing people.
  17. well you can always double-check what you hear by reading the frame data.
  18. well duh~~ :D
  19. just like Zaido said, you're better off asking this kind of specific question in the Eddie match-up thread. this thread is for general Q&A stuff.
  20. latest A-cho 5v5 match, i think file "c".
  21. it's in BioLogIn's post, two posts above. also BioLogIn~~~~ after A-cho finished uploading all of the 5v5 matches, could you upload them in a package for me? i still can't get a working connection to A-cho with FlashGet
  22. http://amstep.sakura.ne.jp/ (bottom 2 vids) Shin Karyoku ga Tarinai: Kimoniku (AB) / Galileo (PO) / Kanro (SO) vs Game ja nai: eki-chan (ZA) / Shachou (ED) / RF (FA) Real Shachou to Geboku-tachi: Hau (JA) / Rawaso (ED) / Kishipon (ZA) vs Tsubu-niku-min: Tsubu (AB) / Nikukyuu (CH) / MINT (TE) http://maturundesu.web.fc2.com/ => http://www.filebank.co.jp/guest/maturundesu/fp/abc => Pass: maturundesu Kazu (JA) vs CPO (PO) Kimchi (TE) vs CPO (PO) Hagoromo (MI) vs CPO (PO)
  23. thanks BioLogIn!... could you upload the newest batch of 5v5 matches? i don't know why it's not working for me anymore
  24. axl would be アクセル.
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