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VR-Raiden

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Everything posted by VR-Raiden

  1. Found an air throw combo that does pretty good damage (better version of the one I posted earlier) requires 50% heat airthrow, (delay) 214B > (delay) 214D RC, dash 6A JC/SJC, j.C, j.D JC j.C, j.D, 623D etc. - 4584 dmg If they are too high for 6A to hit, you can just omit it and go straight to j.C/sj.C. I found getting the 6A to hit hardest on Rachel. If you're in Blood Kain, you can do a standard combo from airthrow: (Blood Kain) airthrow, airdash j.C, j.D, 5D DC (x3 if nearing corner), 6D, j.D JC, j.D, 623D etc. - 6903 dmg
  2. Uh yeah, I had some trouble vs a good Tao too. don't really know enough on the match up to give solid advice yet. All I know is she can crawl under your 5B
  3. If you don't have it on already, put input display on in training. Really helps with showing where you're messing something up.
  4. I'll look forward to it. but I won't call it that Someone a few posts ago had the same problem. and you mean 6D, not 5D. It's tough to get used to at first, you need to put a dash in right after you RC Hell's Fang, and then again after the 6D > j.D for the 3C to reach. If you're getting 6B after 6D > j.D, make sure you're returning to neutral before hitting B. One way that might make it easier to not get 6B is instead of waiting to go to neutral, try doing this: 6D > j.D > dash 4B Also, delaying the j.D slightly after 6D gives you more time to dash 5B.
  5. A = weak B = medium C = heavy D = drive as for the directions, look at the number pad on your keyboard 7 8 9 4 5 6 1 2 3 Think of the center of your d-pad as 5, forward is 6, back is 4 etc. So a 214A means a quarter circle back with weak attack. 2A means low weak attack, etc. And if it ever says 5A/5B whatever that means standing, no direction input.
  6. About this combo: 214A (RC), dash 6D, j.D, 5B, 3C, 22C, 5B, 5C, 214A -> 214D Am I the only one not getting the final 214A to combo? I've tried from just 5B and it isn't comboing either. Pretty sure I'm putting it in as fast as possible... also, here's a simple combo to add a bit of damage to air throw if you wanna use 50%. Dunno how useful it really is but meh, if it's gonna kill airthrow, 214B > 214D (RC), jump, j.D, 623D > 236C > 214C
  7. Here's that same vid without the slow-mo problem http://www.youtube.com/watch?v=SEZCcNtLHSo&feature=channel_page lol, I like how it says "Dragon installation"
  8. Ah that's true. I suppose that makes it worth putting in. He only got 37% meter from his entire life draining I guess it would be smart of Ragna to try to keep some meter ready for that. Or not get hit with a 2A >_>
  9. I have a question about this video: http://www.nicovideo.jp/watch/sm7440659 They don't do the loop on Hakumen and Rachel I assume cause they can easily escape it. However they do include Ragna. I thought he could Inferno Divider RC after the throwbreak to safely escape it. Is this a new loop or something that avoids that? Just wondering why they put him in, unless he can't escape that one.
  10. I don't think it would give an advantage. The main reason Sol/Order Sol players play Ragna is probably more based on the fact that he's a similar character design than how he's played in the game. At least that's why I'm playing him (I play Sol in GG). I've heard he doesn't actually play much like either of them, and I tend to agree from watching vids (haven't had the chance to try him myself). One thing I see people say different is Ragna has much better range on his attacks, and I can see that's true. Also, he doesn't have anything remotely like gunflame, where that's a huge part of Sol's game.
  11. I know what you mean, it's hard to stay on them if they just block/FD your strings and FD jump away a lot. Then if you're going to mix in a WT or something during a block string, you have to know if they like to mash 2P or FD jump for dealing with your WTs...and then they can change it up if they want to. Of course there's other ways of beating WT people can do but those are the most common ones I deal with. I like starting block strings with 2P too cause it gives you a few options. About the 6P > 6H thing in blockstrings, I never really implemented it in my game. Sometimes I might just do it for the hell of it cause I haven't grasped when to do it really lol that string sounds nifty though. if I could IAD better I would do that WT > IAD > j.S > SW combo
  12. I didn't know about this, this is cool. I might have been doing some of these unknowingly now I posibly know why they didn't tech my OTG sometimes. Also now I know some ways to modify that 4 CL combo I just started doing so it will be easier/work on chars I had trouble with it on. Thanks for posting it
  13. Well one time I know to burst and he can't avoid it is if during a combo, you see the flash from him doing BBU, that's a safe time to burst. So you can react and burst before the BBU hits.
  14. Yeah, I still play pad lol. Sort of in the process of learning stick, but I only have a 360 stick (which I'm borrowing) at the moment. So I haven't been able to spend time on GG with a stick yet.
  15. ok, thanks. I still am not having much success with it. I probably just need to practice more. Anyway, this is the match I saw that made me want to try learning it again: http://www.youtube.com/watch?v=plMICmxV71A&feature=channel_page He does it at 2:09 and 3:03
  16. So the input isn't the problem then? Haven't been getting it from 2K either. Also it looks like they're in block stun from the GF when I do it, not the 5K or 2K. It looks like WT is needing to come out faster. Maybe I'm getting the GF FRC on frame 15 and it has to be frame 14?
  17. I'm pretty sure this has been answered before but I haven't found where. How exactly is the GF FRC > instant WT done? I thought it was GF > input 623 > FRC. Does it matter what buttons you FRC with? I've been trying it with my usual K+S+HS and the WT comes out, but they're always in blockstun from the GF before WT can grab them. Happens whether I stand right in their face and start from GF or do a running in 5K (1 hit) > GF This is what I'm getting most of the times I try it. WT comes out but they're always in blockstun. and this is being done on Sol.
  18. Just to add to that, if you hit a j.S and notice they are too low for a clean hit, sometimes you can salvage the clean hit by doing j.K after j.S. They get picked up a little bit from the j.K. So you can do whatever to pick them up > j.S > j.K > SW for when they're too low as j.S hits. Doesn't seem to happen much, but it's happened to me before.
  19. Nice and flashy looking forward to the finished vid. What's the input for that super jump air dash j.p after the 2H in that last combo? That also works from 5H right?
  20. Thanks, that does help. Nice to hear it from an ABA player (specifically the one that always kicks my ass ) Yes, a whiffed far S from her slide is a free key grab. I stopped doing it at the start of the round altogether vs ABA, not worth the risk.
  21. Well I've fought some more ABA...still need work on the match up. I did some WT > IK...that was working great. Think I'm finally reacting to blocked Danzai and punishing with GV, but still working on baiting it Any tips on what the general game plan should be in this fight? Am I correct in assuming it's a good idea to rush her down at the start in hopes that she won't get the chance to change modes? as for once she's gone moroha...I am still getting raped. Maybe I just need to be better at blocking or VV'ing stuff she tries.
  22. What Tsak said above, and for Sidewinder to clean hit, it has to hit close and in the right area (usually the crotch/mid torso area ) For it to hit the right place, you need to set it up with the right air attacks before the Sidewinder, or have them already be at the right elevation so you can go straight into it.
  23. These are some funny things I do when I feel like being a little crazy: Riot Stomp FRC > 2K/2D/GV Jump in VV RC (blocked) > air dash j.S... or > land 2K/2D or > land WT knockdown > GF Feint (whiffs) > WT or Fefnir Standing within throw range after knockdown > GF FRC > jump (throw bait) Intentional whiff WT > VV Maybe I'll remember more later
  24. You don't actually make rooms, you just connect to other players that are ready. So others can select your name and start a match just as you can on others.
  25. VR-Raiden

    FRC on Pad

    Maybe it's a pain for you, but I'm just fine using pad (dualshock, specifically). I understand stick is apparently so much better, but I wouldn't know how much cause I have yet to learn it. Maybe I will someday, when I feel like buying one. I'll just state one advantage, in my experience, for the sake of the pad. I have consistently seen sticks end up with unresponsive buttons one time or another (in the middle of a match). Could be that I just play with and see people with bad sticks...but that's not likely. Maybe it's worth the maintenance, but I'll just say I have never had this problem using a pad.
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