Jump to content
Dustloop Forums

VR-Raiden

Moderators
  • Posts

    2,018
  • Joined

  • Last visited

Everything posted by VR-Raiden

  1. j.B doesn't come out fast enough, he shoots down after the RC. You have to air dash into it, and it will hit if they crouch even if it looks like it's a bit too high to. They get hit in standing animation but the red ! shows. and you're right, air GH actually whiffs almost every time if they crouch, so that option is probably not ever worth doing when air dash j.B is way better. Further testing shows that they can't just mash 5A or something to get out of either the air dash j.B or land 2B, it's actually all a continuous block string. Yeah that's true, that set up is pretty useless honestly, just thought it looked nifty. It seems like most air throw set up stuff isn't all that great considering they can always break it if they're paying attention
  2. On the topic of tech catches after ID>214D, I found that j.B will only hit a forward roll, not a quick stand (the holding down+tech). j.C will hit both with the same timing, unless you're in the corner it will miss back roll. j.C goes into the same combo already posted: If you time the j.C right it will hit them before they roll behind, but it can still hit if they do get behind you, except in the corner. Haven't found anything that catches back roll or just staying down, it seems like there's nothing that will.
  3. You need to dash 6D if they don't go in corner from the first BE. You just have to get used to the timing, I look at the when the combo counter stops and do it right after that. So far I haven't been bothering with it unless I have them in corner, cause I'm not consistent enough with the dash 6D yet and it really sucks when you miss it.
  4. There's a couple visual cues. The one I like is right when his sword first hits the ground and the flames are just about to come out. Another involves his hair and how it's flowing at the FRC point. You can get consistent with it once you get a feel for the timing though, I usually go off muscle memory more than the visual cues. Put on input display in training and it will flash when you need to put the FRC in. And no, it's the same in AC and AC+.
  5. I'm still not seeing Bang's 5A listed.
  6. I've seen in vids Ragnas start rounds with TK GH and land it for massive damage. It never works when I do it though =/ So I usually just see what they do first.
  7. Well, yeah I didn't mention it but you can TK GH to beat throws. Collider will beat TK GH though sadly. It grabs you before the TK GH has a chance to reach him.
  8. I've been messing around with Gadget Finger. Figuring out what you can do other than ID(RC). To beat throw/collider: CH jA, jC, jD, 5B, 6A, 5C(HJC), jC, jD(JC), jC, BE, 6D, jD(JC), jC, BE, 5D, ID(D) does 3182 dmg, gets 59 meter. CH TK BE, 5A, 5B, 5C, HF does 1691 damage, gets 17 meter. If he does 5A it will CH you for both. If he does 5C, it will CH trade with both, looks like he could easily get a combo from the jA trade but unlikely from the TK BE trade. So yeah both are pretty risky, with TK BE being slightly less risky for less reward. Something weird with the first one is depending on the timing of the collider, jA will work and jB won't, or vise versa. Seems like if he gets it out asap jA will be the one to beat it. If you do get jB to work, it will increase the damage from the combo a good amount. Both jA and jB will CH a throw attempt still though.
  9. GG was at one of the far corners, next to the TvC set ups. Just 1 set up.
  10. Burst combo, no heat: Burst, 6C(DC), 5D(DC), 6A(HJC), jC(JC), jC, BE, 6D, j.D(JC), j.C, BE, 5D, 623D>236C>214D 2761 damage, 55 heat Don't do 5D immediately or the 2nd hit will miss. Wait a bit for them to fall a little. On Carl and Arakune, substitute 6A for j.B j.C(JC) j.C etc.
  11. More shenanigans. BE RC mix up. On opponent stand blocking, do a BE from about normal jump height, RC the first hit, whether it hits or gets blocked, and immediately go into either: > air GH > combo > land, 2B/3C/6C > combo At the right range the air GH will hit pretty damn fast. You have to do it immediately after the RC or he will land and do ground GH. EDIT: or another overhead option. Probably much more reliable with the spacing. > airdash j.B/j.C > combo
  12. Another fun air throw set up from a double BE combo: For example, you do 5B, 3C, 5D(DC), 6A(HJC) j.C, j.D(JC) j.C, BE, 6D, j.D(JC), j.C, BE... and it takes them into corner. After the last BE bounce, do 3C(JC), jA > they tech > air throw. Catches back or forward tech. If they neutral tech, it still looks like a good position to be in because you can just come down on them with another jump move. EDIT: the j.A seems character specific, only tried it on Tao and Ragna so far and it works on Tao. You could probably do the same thing with 6A instead of 3C and it would work on more characters.
  13. http://www.youtube.com/watch?v=GtnXCuDSLNg Some neat combos, once you get by some of the pictures...
  14. I noticed there weren't any air throw combos listed here yet, here's the best mid-screen one I could find so far: (mid-screen to corner) j.B+C, BE(misses), 2C, 5D(DC), j.B, j.C(JC), j.C, BE, 6D, j.D(JC), j.C, BE, 5D 623D>236C>214D 3460 damage, 56 heat or substitute 2C with 5B for easier timing at the cost of 56 damage and 1 meter. I'll edit later to make sure it works on everyone. EDIT: The above combo works on all characters. Corner one on Ragna/Tager: (corner) j.B+C, j.B, j.C(JC), j.C, BE, 6D, j.D(JC), j.C, BE, 5D, 623D>236C>214D 2960 damage, 44 heat If it's like CT, this will only work on Ragna/Tager. I'll edit later to make sure. EDIT: Yep, only works on Ragna/Tager.
  15. Good games in GG to Killerwatt's group and others I played. Wish I could have stayed longer, but I had lots of fun. I was a Sol player that was playing for a bit Saturday night.
  16. Max range 5C seems pretty good on Tager. Inferno Divider/jump/backdash to avoid his grab. or TK GH/BE if you're feeling fancy. I like keeping meter for ID RC in this fight.
  17. It's on PS2 for one thing, which is not as compatible with HDTV's. Another possible reason reason is that people are just too lazy to learn it. Shame, cause it still blows any other "anime-fighter" out of the water.
  18. Hey man, enjoyed our matches at Otakon. Wish I could have stayed longer. GG ftw :keke: My PSN is VR-Raiden. who were the other guys I fought that came with you?

  19. Question about the 5th combo down in "Bread and Butter level practicality": 2A/2B, 6A, 5C (HJC), j.C, j.D (JC), j.C, j.214C, 5D (1st hit), 214A -> 214D Damage: 2372 (start with 2A), 2814 (start with 2B), Difficulty: ** ^ What is this supposed to be, cause 2A nor 2B combo to 6A. EDIT: Ok, so 2B can on crouch-hit, but I can't get 2A to combo into 6A unless its CH.
  20. Cool, a fellow PS fan I won't be getting it though, I don't have a PSP. btw where do you find out what time the tournaments are?
  21. I'm gonna be there, but most likely only Saturday.
  22. As posted on SRK http://shoryuken.com/tournaments-events/243593-armageddon-alley-ii-christiansburg-va-8-28-2010-a.html There will be GGAC set ups as well, and we will run a tournament for it if it gets enough players.
  23. I remember hearing 6A has more horizontal range in CS, is that true?
  24. Hey there, I believe we played each other at the last The-End Game center tournament. If you're getting BBCS for PS3, feel free to add me on PSN and maybe we can get some games in.

×
×
  • Create New...