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TITANIUM BEAST!!!

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Everything posted by TITANIUM BEAST!!!

  1. That's strange, because when I look in my copy of the mook, where the table that has all the hit/block stuns for different states/types of guard, there is a separate entry for both standing and crouching hit, but not for standing and crouching guard. Just curious.
  2. I thought the standing/crouching differences in stun only mattered on hit. I thought blockstun was always the same.
  3. The name of the Sol player on our team is PacStrife.
  4. Has it been established that life regain from Soul Eater moves scales the same way damage does in combos?
  5. hot DAMN that combo was awesome *watching vid* First hit of 6C is low? Shenanigans.
  6. It should be easy enough to confirm crouching since there's two hits (the 6B and 5C) before the 6C and you can also look for the exclamation point to see if they guarded crouching.
  7. Well that's good to know. Between that and Hell's Fang CH I thought that they just wanted to punish you horribly for ever trying to attack. But yeah, I don't have a whole lot else to add, I got to play for a decent bit but nowhere near as much as I'd like to. Combine that with the nearest cab being 9 hours away from my residence in NC and I doubt I'll be able to play it again for a good long while.
  8. Finally got to play this game for the first time this past weekend in Philly. Had a lot of fun and racked up a 14 win streak with Ragna. He doesn't really feel like Sol, more like a slightly more fair Slayer with a VV tacked on. This could also be due to the game itself being slower and more footsie-oriented than GG. The timing on dash-cancel combos is strange as well. I thought it would be like a regular dash that could be cancelled normally, but it is a set dash that goes a certain distance before you can do anything. This made learning combos using dash cancels very awkward since I had no clue as to when I could move after dashing. I got plenty of black beats on my combos. The Blood Kain combos are also awkward for similar reasons, combined with the fact that long combos tend to become techable much earlier in this game. I was able to try the 3C -> Blood Kain into OTG combos a few times, looks like they could become pretty strong since you can combo into 3C from almost anything. Counterhits also seem pretty ridiculous as far as how long they stun. I got a random 2C counterhit at one point and had entirely too much time to just run up and hit with anything.
  9. I was under the impression that this game didn't follow the same jump rules as GG (ie you can do doublejump and then airdash), but I could be wrong. You can definitely attack though.
  10. I'm not sure if GH ends up giving better positioning in the long run, considering how good 6A appears to be against air opponents. But then again, even though you don't get guaranteed oki off of ID's knockdown, you still force the opponent into a restricted set of options (sit there and get hit again as you fall, or techroll and potentially get hit anyway by a techtrap). The fact that you still have attack and movement options immediately after heel drop helps quite a bit, I'm sure.
  11. Another BK setup in the wiki I haven't seen mentioned is chain into 3C -> BK -> 5C -> 5D into whatever. In the corner it says to do 3C -> BK -> 5C ->[5D(dash cancel)]x3 -> 632D etc.
  12. From watching vids, I don't see that many opportunities for those combos to be started. It seems you usually need to be in the corner and it seems easiest to start the combos off of a throw. Even the few competent players just don't get the opening they need most of the time. I've also noticed that the health regen seems to scale in combos. The first few D hits always give back a good bit of life, but then it seems to scale very quickly and the life drain catches up. Hard to tell since most of the vids are still kind of low-res. My guess is that you'd probably want enough Heat so you could always end with Devoured by Darkness to get your life back.
  13. Another combo to look out for is chain to 5C -> 6C -> dash cancel into aircombo. Saw this in the recent gamersvision vids, you guys should check them out. HDD's Ragna is strong.
  14. Gunblaze is excellent when used properly. In the case of ticking, off of a single FDed poke, Gunblaze can successfully cross up. So say that you are playing Axl versus HOS, HOS player runs at you to tick and you FD. If you FD his 2P, for example, he can immediately Gunblaze off the single tick and it will break your guard and launch you. You can counter it with throws, but you have to know the Gunblaze is coming, you cannot react to it.
  15. CD, that's part of what I was thinking when I first saw that move allowed you to attack again before you landed. I figured you could use that as a way to set up some kind of high/low mixup on conditioned opponents. You could also maybe airdash before you landed for more pressure and also to discourage fuzzy guarding. Depends on whether or not all movement options are available off of that move. Another potential use would be for baiting and punishing throws. Too bad there's no standard wakeup game due to the techroll system, I bet that would be beastly wakeup.
  16. Definitely need to see vids of those Blood Kain combos, sounds like they turn him into #R Sol or some shit. Gotta see the life regain too, may be able to make some incredibly ridiculous comebacks with stuff like that (random throw into BK combo that gives back 60% life lol).
  17. So, from most recent joybox vids we can confirm that after Inferno Divider -> Upper -> Heel Drop, Ragna recovers completely after the kick before even beginning to descend and has all of his attack and defense options, including air mobility such as airdashing. Seems ridiculous to me, means his uppercut is way safer than you'd think.
  18. No, I actually mean the followup from the upper. Several times I have seen a Ragna player do a j.D as they are falling from completing that move in the Joybox vids. Without RCing.
  19. Note that you don't have to RC the heel drop in order to attack after it. I saw a player attack after it multiple times without having to RC. I only wonder if you also have your doublejump/airdash options, cuz that could lead to a ridiculously safe DP.
  20. lol this thread is not happening! Closed.
  21. He RCed the second hit of the BRP.
  22. He didn't use JI in that combo. What happened was that his charge level was high enough that after RCing the level 2 BRP, he still had enough charge for a level 2 SV, which had a long enough untechable time for him to land and still juggle Dizzy.
  23. If you were able to consistently do TK lvl1 BRP without leaving the ground, I could think of several ways to use it that would not be pointless. Being able to do a BRP FRC into mixup out of nowhere would be quite sweet.
  24. If you want to do SJI combos off of it, yes. Those combos are easy and do very respectable damage off of lvl3 RI, especially near the corner. Otherwise, the move has stronger followups such as CCing into running Dloop into the corner.
  25. See what Kamui Moon said, this is not what I'm talking about at all. To give an example of what I was ACTUALLY talking about, let's take a look at Sol for a second. Normally, if you do Bandit Bringer and FRC it, you can't airdash or doublejump. You can JI off of strings, but you don't always get to do a full string into Bandit Bringer. In addition, JIing in the middle of a string cuts off forward momentum, which can make a difference. NOW THEN, if you cancel into Bandit Bringer from a JCable move, you can TK the Bandit Bringer and basically JI it in one motion. This lets you do single pokes like 5HS into Bandit Bringer, verifying CH or not and then still being able to FRC and do additional mixups using airdashes and doublejumps. You can also just TK Bandit Bringer by itself IIRC, though it's ridiculously hard. Tricks like this are possible with HOS, but their practicality is questionable. You could theoretically JI level 1 BRPs by themselves, but since BRP has an air version, this becomes unreasonably difficult to do. Kamui Moon's example is another one where you can JI level 3 RI and do SJI combos off of it. Generally though, HOS doesn't have a lot of specials which render him airborne and would allow him to take advantage of JIing his specials.
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