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Everything posted by TITANIUM BEAST!!!
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Guard first hit and retaliate. Alternatively you can super as soon as you see the flash for the FB, Tyrant Rave will eat that move alive.
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You're thinking too hard. Read it again. 8+1 = 9, which is the listed startup. In the GG frame data, the listed startup INCLUDES the first active frame, since they are saying the first frame the move hits on. The active frames listed after that include that frame as well, so if you add them together as they appear in the data, you get an extra frame because you are counting the first active frame twice. Now when calculating the total recovery for a CCed normal, you have to include that active frame, since you are not cancelling it (it has to actually connect). So you could look at the listed startup as 9 and then add the 13 to it and get the same result. I simply used 8 to stay consistent within the context of the explanation I was giving.
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reaVer: 2D -> fastest CC is +3, not +4. Check your math. Remember that when calculating total frames in GG, you have to subtract one from the startup since the GG frame data includes the first active frame in the startup. So it would be 8 + 4 + 14 = 26. When you do fastest CC, you get 8 + 1 + 13 = 22. So 26 - 22 = 4, then 4 - 1 = 3. Thus, +3 advantage, not +4. To avoid this in the future, when calculating total recovery, simply subtract one from the active frames, then add it to the base recovery to get the total. So with 2D, 3 + 14 = 17. Subtract 13 from 17 and you get 4. Subtract 1 from 4 and you get +3. Much simpler than messing with total frames. Only time you should worry about total frames is when taking whiffs into account.
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5HS is 18F of blockstun, GB is FRCable on frames 27-28. So assuming fastest cancel times, you still have a 9F gap where you are totally open to whatever your opponent wants to do. GB is slow, so it's not like the opponent doesn't have time to react and punish you. It would only work purely on surprise factor, but a top opponent would probably still go "oh, he did GB in a blockstring, punish".
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yes yes we know lol people coming out of the woodwork to talk about that shit, you gotta see that it's hot
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If they stand up and try to do something, you'll probably get a CH. But I dunno, I'll have to mess around with it tonight or something.
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Akira, 5K-5HS combos on crouch. Good when you're pressuring too.
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How do you get a black beat on that? It's a ground based combo so if it doesn't work, the combo meter doesn't even register it.
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Um yeah, I dash. You kinda have to. Usually you aren't close enough to just chain straight up, and the closer you are, the more hits you can get in with the chain. This is important to try and squeeze every bit of damage you can out of the combo.
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If I have 75% meter, I will Fafnir after a successful 2HS RC and go to town, especially in the corner. Otherwise, I often just go for a chain into knockdown. There's just not a whole lot you can do without having Charge ready when you do this move.
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Take out the 5K and you have a pretty decent combo.
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Lazy man's lvl3 BRP combo: lvl3BRP, dash 5HS JC j.HS-D -> lvl2BRP Only works if you have enough charge stocked, but decent damage + knockdown, extremely simple. There are better options, though. EDIT: Just saw a similar combo in the guide, that one likely does more damage. This one is easier, though.
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reaVer: If you do write your own guide, upload it elsewhere and just link it here. Don't make a new thread for it initially. If it really does end up being better than what we already have, I'll make a new thread for it and sticky it. Don't worry, I'll give you full credit.
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King of Fighters '98 Ultimate Match
TITANIUM BEAST!!! replied to Vulcan422's topic in Misc Fighter Central
XI's balance is exaggerated in what way? If you mean the quote of "everybody plays KGO" you'd be right. It's more like "everyone plays KG/someone else". There are more viable characters in XI than people think, but Kula and Gato still run the show. I find myself preferring 98 and UM because the gameplay is slower and you can play in a more methodical manner, whereas XI feels spastic and seems to leave absolutely no room for defense. Spacing matters more in 98, you have to think harder. -
Slayer can 6P FRC on wakeup to completely defeat VV. Sol is really not that great, guys. He's not bad by any means, but hella limited in comparison to many characters in AC. His mixups are linear and simple to escape in many regards. 1F jumping destroys most of his command grab mixups. He can do great damage without tension but most of his tensionless starters are unsafe or too trickshot/reliant on counterhits. Most of his good combo starters require some tension (VV RC, BR RC, GF FRC). The fact that he is overly reliant on GF FRC for offense means not as many opportunities to deal out good damage safely. I see folks saying he's better than HOS, but he has pretty much the exact same weakness as HOS in that he loses if he can't get inside. The difference is that HOS is better off once he gets inside due to better mixup and better pressure, the only downfall being that his damage isn't as consistent (but that doesn't matter if you can't land a hit). HOS is generally way safer than Sol on almost everything. His tools at range are also better thanks to having a vastly superior Force Break that has a fuckton of range and always knocks down plus giving huge damage at closer ranges/counterhit. He also has the option of charging at range if his opponent gives him trouble closing distance, which gives him better tools for getting close and dealing damage or locking someone down. With consistent damage and slightly better anti-air being the only thing Sol really has over HOS, I don't see how people want to rank Sol higher.
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It's mostly for being able to keep your charge. Getting guaranteed knockdowns with level 2 combo enders is cool too.
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Hrm, so he uses it like a pseudo DOT? Sounds interesting.
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I moved all the irrelevant posts to the Media Thread since they ended up talking about matchvid crap, take the discussion there. EDIT: Once I get level 3, I rarely find myself in a position to use GB unless I did something like knockdown -> lvl1 GB crossup, AC FRC -> instant level 3 GB. Thus I tend to use pretty basic combos here. You can always AC after lvl3GB and still combo without FRCing, so I usually just go for a hj combo from 5S-5HS. Another option is to hold down D after the AC and do a CK lvl1 GB, then combo afterwards; you can Dloop them if the level 3 took them to the corner (which it often does) and then end with a level 2 BRP or level 2 SV to knock down and get oki.
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[Accent Core] Sol Badguy General Discussion
TITANIUM BEAST!!! replied to Hatred Edge's topic in Sol Badguy
this -
[Accent Core] Sol Badguy General Discussion
TITANIUM BEAST!!! replied to Hatred Edge's topic in Sol Badguy
Think I've mentioned this before, but only time I've really seen 6HS used in pressure would be like, near the corner after a blocked 6P, possibly to catch jumpers (6HS on air CH = free damage). If 6HS is blocked, you can cancel to GF Feint and the pushout combined with the blockstun means that you are usually safe from retaliation. Fast ranged attacks/supers may still own you up, though. It should also be noted that the GF itself doesn't build guardbar. =( -
[Accent Core] Sol Badguy General Discussion
TITANIUM BEAST!!! replied to Hatred Edge's topic in Sol Badguy
You don't need to jack guardbar by a huge amount to raise damage significantly. Using 6HS is possible, just not something you should do all the time. Simple pressure string you can use is to dash up with 5K-2HS when you have meter. If blocked, do GF FRC and run up for mixup/pressure. If it hits, verify into GV if they have no Burst, otherwise you can bait or chain into 2D for knockdown. -
Computer escapes lvl1BHB -> Fafnir on level 3 stagger. Anything lower and Fafnir is guaranteed, but it's a tight link. lvl1BHB AC FRC -> Fafnir is guaranteed at level 3 stagger, though. Computer will escape it at max stagger.
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Generally speaking, if you're gonna do Fafnir after BHB, do it after level 1 only unless you are going for the kill on a character with low life. Hitting Fafnir after level 2 BHB is far easier than after level 1, but the damage gets scaled a good deal more. It's a good way to get a hitconfirmable launch for a juggle, especially if you don't have any charge ready. The practicality of it is questionable, though.
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King of Fighters '98 Ultimate Match
TITANIUM BEAST!!! replied to Vulcan422's topic in Misc Fighter Central
SNK mooks are notorious for not including frame data. -
King of Fighters '98 Ultimate Match
TITANIUM BEAST!!! replied to Vulcan422's topic in Misc Fighter Central
low B, low A -> super still does a fuckton of damage, if you ask me. Maybe not as much as it did in OG 98, but is 40%+ damage off of a low B just not enough?