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zankoku

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Everything posted by zankoku

  1. Yeah if the opponent is close enough then the counter animation triggers on any activation of the shield. There were some cute tricks done with that in this vid: https://www.youtube.com/watch?v=WxKq53uIR4Q
  2. Use [4]6S or [4]6H YRC to disable the initial pineberry hit, 6P Elphelt if she's trying to jump over the sonic boom and in at you. For overhand pineberry tosses, you can dash in past it and cut your run short with either 2D or FD brake, depending on how risky you're feeling.
  3. If they're wallstuck up in the sky, at worst you can do 22 sj.9 > j.K > j.H > j.236H
  4. I believe that this is where the 6f special hitstop comes into play - it seems bt.S is actually a point blank projectile, and thus the opponent is individually affected by that hitstop.
  5. This might justify the creation of a strategy discussion thread, at least, so we can work out what things to write down in the wiki.
  6. One of the nicer things I did pick up from watching Kazunoko was thus: 5K > ( cl.S > ) f.S > 6K is fairly nice. Blocked f.S > 6K leaves only a 2f gap, during which 6K is well into its throw invuln frames, and on block 6K gives you +4. 6K can validly confirm into rekkas, though you've got the usual restriction of only being able to connect f.S > 6K on crouchers. This isn't as nice as a blocked 6H, since 6K pushes you away instead of getting you closer, but you'll probably have to work to earn the respect needed to force a 6H to be blocked, so this little string can make them less willing to press buttons for that. As for rekka12 > mixup, you're -5 on hit (-4 on crouch hit), so it probably only works if people are panicking with buttons that aren't Punch, or if people are unfamiliar with Leo and are down-backing the wrong way on your reset. For what it's worth, you might be too far away to get thrown, and bt.P/bt.K can avoid dash-in throws, but with such a disadvantage you're at risk of dealing with all manner of proper disrespect. The reward is great, of course (you're sacrificing literally the last hit of your combo for a potentially new combo), but this definitely seems to play on either ignorance or "lazy block". EDIT: I've added images for Leo's moveset in his normal wiki page. http://www.dustloop.com/wiki/index.php?title=Leo_Whitefang_(GGXRD)
  7. Backturned forward dash is a bit of a confusing name. It refers to bt.44, and technically, he IS dashing forward...
  8. Actually, the RISC gauge replaces proration if there's any amount in the gauge at all; when over 50%, it will be flashing and any hits that land during that time will be counterhits, even mid-combo hits.
  9. That's actually my spreadsheet, haha. EDIT: I missed the 70% when I originally copied it down from the source (link on the top of that spreadsheet), it is indeed 70%.
  10. According to the frame data, Leo's bt.K has initial damage scaling of 70%?
  11. Corner combos from AbelCru, I think... (50 meter) Throw > rc > [6H] > bt.S > 214S > c.S > f.S > j.S (1 hit) > dj.H > j.236H [160dmg] 5D~6 > c.S > f.S > 5H > 6H > 5P > f.S > 5H > 236S~236H~214S [148dmg] https://www.youtube.com/watch?v=sovsfKaAr94
  12. You can try mashing bt.D against Chipp jab, haha.
  13. Can't you also short-loop with 5K > 5P? It's a 4f gap instead of the 3f gap offered by 6H > 5K, but that alone makes the loop have two possible routes. If they don't FD, you can probably even throw in 6K at various points.
  14. Is there any point to doing a TK ground special with Leo? His dash works like a set-distance run - you can cancel it into an FD or an attack at any point in time.
  15. Try to mix in 5K, 6K, and 6H to be positive on block, to make the opponent less willing to press buttons at the end of a Gatling string and unsure of where your unsafe points are.
  16. Not at the console to test, but apparently bt.214H can be air-FD'd?
  17. All frame data: http://blog.livedoor.jp/ruubr/archives/40644447.html Leo frame data: http://mayjunkie.web.fc2.com/leo_flame.txt EDIT: Here's a transcription of the frame data. If anyone wants to get this copied over onto the wiki, it'd be appreciated. https://docs.google.com/spreadsheets/d/1UzH1OVPQNAOz4sZt7N0FBzWHmYgJKUevvteNAcy-QSQ/edit?usp=sharing
  18. I transcripted all of Challenge Mode's combos (omitted single-action challenges). I'll take down damage when I get the chance. 12. 2K > 2D 13. 5H > 236S~236H~214S 14. aa 6P > c.S > j.K > j.H > j.236H 15. ch 6K > 5K > cl.S > 5H > 236S~236H~214S 16. (airdash) > j.K > j.H > 5K > c.S > 6K > 236S~236H~214S 17. 2K > f.S > 632146H 18. aa j.S > dj.K > j.H > j.236H 19. bt.K > bt.P > bt.K > bt.S > 236S~236H~214S 20. bt.P > j.S > dj.K > j.H > j.236H 21. bt.H > bt.K > bt.S > 236S~236H~214S 22. bt.214H > rc > 66 > 5K > cl.S > 5H > 236S~236H~214S 25. bt.D > bt.66 > bt.S > bt.H 26. f.S or 5H ~P > 2H 27. ch bt.H > 66 > bt.P > j.S > dj.K > j.H > j.236H 28. ch 5[H] > bt.K > bt.P > bt.S > 236S~236H~214S 29. ch. 2H > 236H (whiff) > bt.P > bt.S > bt.H 30. cl.S > 6K > 5P > 5K > f.S > 5H > 2D 31. [4]6H > yrc > 236H > bt.S > bt.214S 32. ch aa [2]8S > 5K > cl.S > j.K > j.H > j.236H 33. cl.S > 5H > [2]8H 34. 5D~8 > j.H > j.H > j.K > j.S > dj.K > j.H > j.236H 35. 5D~6 > cl.S > 5[H] > bt.S > bt.H > bt.S > 236S~236H~214S 36. 5K > cl.S > 5H > 236S~236H~214S > rc > 66 > 5K > cl.S > j.K > j.H > j.236H 37. (airdash) > j.K > j.H > j.236H > rc > 5D~8 > j.H > j.H > j.S> j.H > j.236H 38. bt.D > bt.214H > cl.S > j.K > dj.K > j.H > j.236H 39. bt.H > bt.K > bt.S > bt.H > bt.632146S > 632146H 40. bt.S > bt.632146S > 6[H] > bt.S > bt.632146S > 6H > 2H > [2]8H
  19. He's pretty fuckin' magical uber badass, I don't know what you're going on about.
  20. Lacking in damage? Are you saying as far as his counterhit and max damage conversions go? Because the ability to confirm into rekkas off of literally any ground hit gives him pretty consistently solid meterless damage.
  21. It's because you're jump canceling into a raw Overdrive, rather than performing an Overdrive Cancel.
  22. The funny thing about that game in particular is that the opponent is so mind-fucked by it that in the very next round, Bullet does the Afterburner again and despite not having 50 meter, Jin jumps on wakeup and gets caught by a psychic Snapchance Fist.
  23. Sledge is specifically projectile guard point, so there's never a case of attacks "too weak" to break through it. You might be thinking of Tager's 6A, which is an armored attack.
  24. My best guess is that since Narukami's supposed to be the open-ended protagonist, ArcSys just gave him something from every category. Either that or A S S I M I L A T I O N.
  25. EDIT: I think I made a mistake.
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