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TITANIUM BEAST!!!

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Everything posted by TITANIUM BEAST!!!

  1. OD is important for Ragna because it gives him a damaging combo route from max range 5B that doesn't require meter. That's actually pretty huge for him.
  2. Yeah I just found this out a few minutes ago after completing it myself with Esu's method. ASW, you make me want to vomit.
  3. Either way is fine, as long as it's explained, really. I feel like w5C->[3D->4C] is more technically accurate, but the other way works as long as you explain it.
  4. Something interesting I've noted from trying to learn the w5C loop is that you can use the same technique to get quick w5C off of various moves. Pretty much any move that can be cancelled to Geschwind Wolf can use this technique of 3D-4C with the right timing. This may have some interesting applications, one possibility is to combo into w5C off of 236B-236B in the corner during OD, which might lead to more damaging combo routes. Something worth investigating.
  5. Yeah I figured that out through practice. With all D movement being faster in OD, you have to input a little faster as well.
  6. After practicing for a while, w[5C] loop is a bit easier than it looks. Something of note is that it should probably be notated as w5C->[3D->4C]xN, as 4C automatically gives you another w5C if you time it correctly. When you notate as w[5C->3D->4C]xN, it gives the impression that you must hit 5C again after the 4C, and while this seems to work sometimes, it adds another level of execution that isn't necessary. Still not "easy" but much more attainable than I initially thought. I've gotten up to 5 so far.
  7. Only way to find out is for someone to do the challenge the way it was posted and then check what the developers put in. If it's the same thing then I'd be surprised.
  8. I suppose, it just seems like a weird way to do it (I don't recall any of the other trials requiring you to set up a tech situation for a very specific counterhit scenario). I just wasn't sure if that was the actual method the game showed you or if it was just the way that particular player came up with.
  9. Can anybody help me with this? I understand this doesn't really qualify as an "important" question in regards to playing the character, but I can't find resources elsewhere and I'm kind of desperate.
  10. Anybody know another way to do Valk's 30th challenge? I can't do w[5C] loops to save my life.
  11. Quick note on 6C, can be punished by Terumi 5B on normal block. 2A probably works, depending on speed.
  12. Trying to pick up this character, but haven't had much time outside of training mode. From what I tested, his only frame advantage ground normals are 2A and 5B. Everything else is negative. 5D is actually punishably unsafe, but if you space it then it may be much harder to punish. Definitely not Jabaki, that's for sure.
  13. I think I remember someone mentioning before that DS was -1 at worst point blank, this is without even dash canceling. I do sometimes get problems with command overlap, though. Need to play more. Saw a tier list from Xie on Twitter and he actually put Ragna at A rank. He surprisingly doesn't feel that bad to me. Just doesn't seem terribly interesting anymore.
  14. I found another way to cheat it by doing it in the corner and using 6C after 2C, then using OD and THEN doing Rehhyou. Normally the extra hit would make the combo drop, but if you're fast enough, you will freeze the opponent with 5C after juggling with 5B from Rehhyou, making the rest of the combo work. Does more damage too.
  15. Not so much competition related, but I'm trying to clear Jin's 28th challenge and it just seems nigh impossible. I cannot for the life of me get a 5B to hit after Rehhyou, regardless of how high I hit them or how quickly I buffer a dash. I've tried over 100 times and maybe have gotten it to hit twice. Is there some trick to this combo? Please help.
  16. I didn't see an option for 1 day shipping. Sad panda.
  17. So I get up this morning to check the status of my order and the pending charge to my bank account had been dropped. So I go on play-Asia to re confirm and my shipping date got pushed back to Monday. :/
  18. This is a pretty common way to look at the two characters, but I think by now it's pretty obvious that HOS is the better character. They were closer in regular AC, but in +R it's much more clear cut. DISCLAIMER: I'm not trying to say regular Sol is a bad character. He's pretty decent. The problem I'm seeing here is a very superficial analysis of the characters and their options. On the surface, Sol definitely seems better, what with having easier to understand options that give quick results in terms of damage. But Sol's problem is that he's too straightfoward, and he becomes predictable after a while. This wouldn't be a problem, except that unless Sol has meter to FRC a Gun Flame, you really only have to guess right once on his mixup to get out, and often if you do guess right, you not only get out, but you get to punish him. He's very limited and one-dimensional, in a sense. If my blocking is on point, I know you'll want to command grab at some point, and all I have to do is guess that right and I get to take control of the match. Sol does well in situations where the opponent is impatient and you have the opportunity to hit your buttons first, but a good defensive opponent makes his life very hard. HOS's offense is much more layered, in a sense. Often his mixups are just the beginning of another series meant to trick you or otherwise put you off guard, and even if you do guess right on his offense, the vast majority of the time he is either completely safe or still at an advantage. This makes his offense much more potent than normal Sol's, even though there is a damage disparity sometimes (Charge mostly makes up for this, and high level HOS will always have enough Charge). But the big difference to me is all the buffs that HOS got in +R. The various buffs to level 2 moves, the improved Charge gauge, all do a lot for him. Level 2 Rock It alone is a massive improvement and is borderline abusable. His damage is not only very good, but he now has easy combos in the corner that do good damage and put him in the perfect position to keep attacking. The best example can be seen if you watch kazunoko play HOS, he has that character down to a science. I could break down everything point by point, but I figured it was more important to try and get to the core of the issue. If you'd like, I can do a more in depth post later.
  19. It would be nice if there were some way to pick the old HS and D colors. They still had them in the arcade version, unfortunately seems like we're stuck with Gold and Shadow. =(
  20. Something a bit more reliable would be to do 2D -> lvl2BHB AC after the BRP and then 6HS. Not as damaging, but easier, more reliable, and better oki. The above combo doesn't seem consistent. You can make it a bit more consistent by just doing dash 5S© > j.HS-D -> lvl2 BRP for 218 dmg. Using lvl2BHB instead into the alternate combo does 206 dmg.
  21. We used to have a really good Chipp locally, but it's been a long time since I played one, so I can't remember much in terms of details. Chipp never seemed particularly threatening to me.
  22. Some ID combo testing (this all assumes corner): The combo posted above does 144 dmg. Something to note is that you can still AC after the lvl2 BHB and have time to dash j.HS to continue the combo. Also, by omitting the lvl1 BRP at the end of the combo, you sacrifice a piddly 1 dmg to get a much, much better tech situation. If you delay the combo properly, the opponent has to either forward or backward tech to get out without getting knocked down, and even if they forward tech, they don't get out of the corner without trying to airdash. By comparison, forward tech after a lvl1 BRP gives you a free out of the corner. Adding a 5S© before your 5HS increases the damage by 4 points without affecting the combo in any adverse manner (may actually make it easier when you are not already in the corner since you can dash up after landing). Using two j.HS to ID instead one j.D increases the damage of the combo significantly (by about 21 points). Combine this with the point above and you can do up to 168 points of damage (if you go for the BRP ender, which you shouldn't). Finally, if you choose to end the combo after the lvl2 BHB AC with a 6HS, you sacrifice a maximum of maybe 7 points of damage for guaranteed oki. That comes out like this: 5D -> chase j.HS -> dj.HS, land, 5S©-5HS -> lvl2 BRP, 2D -> lvl2 BHB AC, 6HS, for 161 dmg. The moral of the story? Don't end combos with air lvl1 BRP. =)
  23. lvl 1 BHB AC FRC frame advantage is +7 max, this is with perfect execution. You can buffer dash into your FRC to make the pressure tighter, but at far ranges people are gonna jump out. You always have options in these situations, since it's Order-Sol, but you don't have the guaranteed lockdowns without high charge and/or meter. 6P is +2. That's not a lot of frame advantage, and with the pushback on block, you are basically being reset to neutral. I like it on oki against characters with strong reversals (Sol), but otherwise, I've pretty much stopped using it.
  24. Something I had noticed but not verified going from vanilla AC to +R is that 6P's properties on block had changed somewhat. It appears that 6P now pushes Order-Sol away after being blocked, which it did not do in the previous version. I personally tested this last night by switching between the versions in order to verify it. It seems as if 6P was considered a projectile in vanilla AC, which would explain both its ability to nullify other projectiles and the fact that Order-Sol did not get pushed away on block (this also made its frame advantage much more useful since you could stay close during resets). Now it has been changed to a physical attack, so it is affected by pushback on block. This makes it significantly weaker as a pressure tool, in spite of the fact that the reward on hit seems much better in +R. It would also explain why I never see it used in match play anymore by high level players.
  25. How'd you manage that? I still can't view them. =(
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