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Everything posted by TITANIUM BEAST!!!
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King of Fighters '98 Ultimate Match
TITANIUM BEAST!!! replied to Vulcan422's topic in Misc Fighter Central
I'm not seeing it. Tried a combo in training that did the same damage in ultimate that it did in advanced or extra. -
King of Fighters '98 Ultimate Match
TITANIUM BEAST!!! replied to Vulcan422's topic in Misc Fighter Central
Q-Max system makes damage really high for some characters. -
King of Fighters '98 Ultimate Match
TITANIUM BEAST!!! replied to Vulcan422's topic in Misc Fighter Central
Arrange soundtrack is hype. Especially some of the boss themes (Goenitz). -
I find that randomly pressing 5K when I-no is rushing me down = dead I-no. In general I think this match is in HOS's favor or possibly even. I-no can zone HOS but it's difficult for her and HOS has more ways around her rush/pressure. The scariest thing about any I-no is gonna be the mixup and her huge damage off of a successful hit. While she doesn't hit as hard as she did in Slash, good I-no combos still hurt like a mother. Her biggest weakness, again, IMO, is that it is really easy to interrupt her offense sometimes. Her ability to actually lock HOS down is weak. General gameplan is to just wait for an opening to hit her out of her offensive setup and then start rushing her down. I try to respect her space a little initially so I don't eat a random j.HS or something similar that might knock me on my ass. My main goal is to let her create an opening for me to exploit so I can start my own game. I dunno, it's been a long time since I've played a decent I-no, our local player pretty much dropped out of the scene.
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[Accent Core] Sol Badguy General Discussion
TITANIUM BEAST!!! replied to Hatred Edge's topic in Sol Badguy
In addition to that list, Chipp can actually teleport through GF strings. -
While this is normal logic for ticks, you have to keep GG's throw protection in mind. 5 frames out of blockstun, your opponent is invincible to throws (6 frames for hit). So for a move that gives large advantage, like 5P, you have to wait even longer to throw, and this can make your attempt a little more obvious. This is also why CC -> throw can work really well, because CCing a move like 5K actually leaves you at a significant disadvantage. While this seems dangerous (and it is, sometimes), you can throw pretty much immediately as soon as you recover and CC is quick and can be difficult to recognize visually, especially if you mix up a lot so that your opponent is confused as to what you are trying to do.
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5K is not really a useful tick IMO, it pushes out a tad too much. 5K -> CC is another story, but that's off of certain setups and you really are kind of playing with fire there. An example would be, on wakeup, dash up with 2P-5K and if it's blocked, CC 5K immediately and throw. The dash momentum here ensures you don't get pushed out too much. Good ticks without using tricky stuff would be 5P and 2P, 2K occasionally can work. CCing pokes can work (dashing 5S© -> CC to throw is actually pretty good), just make sure you mix it up.
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Unless GF is done meaty, jumping over it is actually pretty easy to do on reaction. Then you have characters with evasive moves like Ky (Greed Sever). Honestly, punishing a non-FRCed GF is not hard.
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Yeah, Slash enjoyed plenty of popularity. I think Slash was just sort of a "transitionary" game between #R and ^C, similar to GGX1.5.
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lol Regarding X, top 3 were Millia/Johnny/Dizzy, roughly in that order. Johnny wasn't quite #1, but he was the easiest to use IMO because the execution barrier wasn't as strong (Mist Trap is a lot easier than FCD). Some characters get honorable mentions for FCD abuse (Jam, Sol, Chipp) and then you had Zato and Venom being pretty decent. ^C is the most fun IMO. Slash you could argue for being more balanced, but that game was horrifically boring to me.
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Yeah, advantage is important, but just understanding situations from experience is more important IMO. You can turn a situation to your advantage even if you don't have +frames, simply by knowledge of the options and other subtle things like spacing and knowing move properties.
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In order to maintain good pressure, positive advantage is important. The ability to get frame advantage is what leads to pressure, lockdown and mixup, as well as allowing you to set up frame traps to score counterhits. Thing is, HOS's frame advantages are pretty ho-hum with a few exceptions, and almost all of them require that you actually get close first. This is why characters with good range and strong ground games can rape HOS free sometimes (Axl, Johnny, Slayer).
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-2 on block at point-blank range, but is also punishable as all getout on reaction in most situations. Gun Flame with no FRC = Sol wants to die.
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I'm talking about just the summon move itself, if you're smart then you don't have to worry about being hit by it just by itself. And he can't immediately convert it to 80% damage from naked summon unless he has 100% Tension. If Zappa gets Raoh on you, you fucked up somewhere along the line.
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Already told people how to deal with summons used as reversal, just bait like hell and if you are point-blank and suspect a summon, THROW.
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Haha, yeah, sometimes we forget. But generally it's good not to attempt throws too often since getting baited = horrible death. 1F jump -> FD is always the safest way to go. I still need to figure out how to deal with corner rape from the dog. Right now my general strategy against that is to not get cornered when the dog is out. =(
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Ryan-Bill: thing to remember is that Centipedes are only invincible to strikes, you can throw him out of it. Bait, bait, bait until you get point-blank and then throw the shit out of him. This also works against the mixup you mentioned, just throw to stop both of those options (you'll break/throw him first if he tries to throw you, throw him out of centipedes if he tries that).
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Is your taunt button right next to your Dust button? I'm willing to bet you're hitting it by accident. You don't get Rakusyo for ending with a super or Force Break.
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If he already has you in the corner and hits you high in the air with Last Edguy, then he doesn't need 50% to do a lot of damage to you. However, from midscreen and lower to the ground, he has to RC Edguy to follow up properly.
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Yeah, you only get that message by taunting. 'Rakusyo' (or 'rakusho') means something like 'easy win' in Japanese.
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The range you would get would be inaccurate if you don't account for how the different variations work on every character. That's what makes your format ever-so-slightly flawed.
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I dunno, the note where you have the 5S being executed on R-Ky and it being left out on Chipp, that only accounts for those two characters and not all the characters in between. The better idea would be to list the individual combo, then list the characters said combo works on afterwards. If you have to have a damage rating, use the damage for the character in the group that has closest-to-average defense. So if you had a combo that worked on Testament, Ky and Slayer, you would use the damage rating for Testament since he has 1.00 damage modifier, while Ky's is worse and Slayer's is better.
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You can VV puffballs if you are sharp. Useful if you have no Tension.
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Well, at the very least it's interesting. You can do a really basic combo after it and it will do pretty good damage. But eh, it is somewhat impractical. No reason anyone should ever get hit by meaty GF on wakeup.
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The only way I could get two GF to combo together was to do the first one meaty on wakeup and in relatively close proximity so the second one wouldn't have to travel far to reach the opponent. Attempting to space it to hit from further ranges didn't work because it took too long for the second GF to reach them and they could tech.