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VR-Raiden

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Everything posted by VR-Raiden

  1. VR-Raiden

    FRC on Pad

    Easiest way for me is press X+Circle+Triangle. Your thumb is already in a somewhat vertical position so I think it's easier than trying to use Square+X+Circle. Once you get it down, it's not hard to hit three buttons with your thumb. Though I will admit, it is much harder to FRC moves with very early FRC points (like Sol's air BR) than it should be.
  2. Pretty much what DBC said, I assume you're talking about GF FRC specifically. I had trouble getting it at first but eventually you get used to the online timing for it.
  3. I would think that Jam player is letting you get away with a little too many fake GFs. Also I believe that when you can, it's best to combo into GV (unless they're in a position to make it whiff with their burst). Might as well use the GF FRC for oki after you knockdown with a tension-free combo that does roughly the same damage as if you had used GF FRC in the combo. Except if you land a CH 2D, I would say it's worth it to use GF FRC for the combo then. for tension-free 2D combo on Jam, you can do something like 2D > GV > sj.S SW > j.S JC j.S j.H VV. or for 50% you can go for that 2D > BR RC SW > j. SW repeatedly that Cadenza posted.
  4. Remember 2D > GV combo for Jam
  5. It gives a nice little chunk of tension too
  6. That is true, and I realize this, it also works from a K > H > GV, or just GV by itself. I guess I should have recorded damage as straight from GV, but I was doing it from a starter cause I wanted to be sure it still got the knockdown. So here you go, 257 dmg from K > H > GV 232 dmg from GV by itself 192 dmg from 2K > 2H > GV Timing is harder if you do it straight from GV, but it's still possible to do the same combo.
  7. I was in training again =P If anyone cares, or doesn't already use this GV combo: (GV going into corner) S > H > GV > j.D (wait) SW > bj.S SW > dash 2H j.SK SW > nj.SK SW > BR (271 dmg on Sol) It works on nearly the entire cast. 4 SWs and a corner knockdown. As for the people it doesn't work on... If you still want the corner knockdown, you just end it after the bj.S SW on the following characters: Anji Bridget Dizzy I-no May Millia You still get the corner knockdown, you just can't go for as many SWs on these characters. And the only 2 characters that you cannot get bj.S SW on are: Jam Baiken
  8. I'm with this guy. I bet more people would like it if it was on PS2/PS3/360 =P The thing I like about it most is the characters. But it is a fun game too
  9. True, the dash 2H after the back j.S SW is not necessary. You can just dash j.S > j.H > SW (timing seems wierd though, sometimes j.H misses, or you don't need it). I tried this, and thanks to the one less 2H, you can still get all the SWs plus the knockdown in the corner when you combo into GV. Apparently you can just do j.d (wait) SW to get the back j.S...I thought you had to dash j.D to do that. So what's the point of dash j.D? edit: The only point of using it I see is for midscreen GV combos. Correct me if I'm wrong, but there is literally no reason to dash j.D in the corner for a GV combo.
  10. This match up forum is a mess. :8/: It would be really nice if someone organized it *cough*
  11. Any tips for dealing with being pressured while she's in moroha mode? It seems like all her stuff has turbo block stun. I know it's good to dead angle her, but when I don't have tension and I'm being pressured, I feel lost. My guard bar just goes up...and up...and up... Random note, GV goes under that ridiculous priority poke she has in moroha, 5H oh, this should be obvious but meh. vs ABA DON'T do gunflame without FRCing. j.H CH into rape Her j.H destroyed my 5K whenever I tried that too. Her slow wake-up speed was messing with me too. I'll have to get used to that. Her crouch seems like it's extremely low, whenever I tried air-dash oki, my j.S would whiff right over her. edit: I was trying some IK set ups for after the 3rd knockdown, cause I never did. You can get it from almost anything without having to RC. You can get the IK from: 2D if it hits close enough BR/BB if you're in the corner VV if you hit close enough, or in the corner. (useful if you land a BnN, just run up VV.) Clean/CH Fefnir GV clean hit (works anywhere) Throw/Air throw in the corner
  12. LOL! Oh these poor misguided souls Well good luck. I've been trying to teach a brawl player over aim, he got really into it but he seems to have gone back to brawl. Don't think he dislikes GG now, it's either he just doesn't feel like it or he doesn't feel like finding people to play. But it makes sense, I can't really force him to do things by playing against him by teaching over aim Then there's another guy I was able to play here, but when I tried showing him combos he said he would just make it up as he went, didn't seem serious about it. I give up too easily
  13. Wow. That's impressive, here I thought people like that were a lost cause
  14. Got a new GV combo (maybe it's been in some combo vid somewhere, but it's new to me). Does 230 dmg, gets a corner knockdown, and doesn't use dash j.D so I can actually do it somewhat consistently vs Sol, GV going into corner GV > dash 2H > j.D (wait) > SW > back j.S > SW > dash 2H > j.S > j.H > SW > nj.S > SW > BR The first 2H has to hit when he's really low to the ground. And you can add a 2H before the BR, but for how hard the timing is (and only adding 1 damage) I don't think it's worth it. Need to see what other characters it works on. EDIT: this exact variation works on: Sol Axl Zappa Slayer ABA HOS Faust As for the people it doesn't work on: all females (except ABA). they can tech too high, so 2H can't hit low enough. on the other male characters, it messes up after the 2nd SW. so if you just end it after the 2nd SW it works on all males (except Johnny). If you do hits before the GV, you may have to sacrifice 1 or 2 SWs for the knockdown in the corner. Main idea is that you do dash 2H > j.D > SW instead of dash j.D > SW. It ends in a corner knockdown, and I find it easier to time than dash j.D. so it's just an alternative if anyone else finds it easier as well.
  15. lol @ the tags
  16. Right after Sol's foot and sword tip hit the ground. Or if you look at his hair, it's when his pony-tail goes up and the rest of his hair is flying back (before it falls forward again).
  17. I think f.S is pretty much useless when he's got blood nets out, which seems to be most of the time. They'll catch you out of it. but 5P is good for getting rid of nets, as well as j.P. He also has that forward exe beast that comes out uber fast, so I dunno. I guess it would be hurt. Don't know how much that really matters though, I don't have much trouble getting in on Testaments compared to other characters.
  18. Well I've been BBing it in training successfully (no way ), but I'll have to try it more in real matches. The combo I do from it does roughly 170 (around 169-173) depending on how many hits of GV hit. It has just 2 CLSW's atm, but it gets the knockdown. EDIT: Remembered a combo from an old combo vid ("Sidewinder"), so I stole it . Gets you 198 damage (GV hitting 3 times) from a BB on pot, when GV takes them into the corner (which is almost always, if not always from a BB). 4 CLSW's and a corner knockdown. if anyone else wants to use it: BB > GV > (wait) j.D > (wait) SW > backj.S > SW > dash 2H > j.S > j.K > SW > nj.S > j.K > SW > 2H > BR mashing time for GV varies depending on how close you are when BB hits. and this works from anything into GV, but we were talking about BB so
  19. ah...that could explain it. But I swear I was getting different launch heights/clean hit stun times from doing the same starting moves...I'll mess around with it more.
  20. Thanks for the info. So does anyone else have this happen, where GV launches them at different heights? I assume it has to do with how much/how long you mash. When it launches high (I assume this is the normal way it launches them, cause it's the way it usually happens for me), the stun time when the clean hit hits is slightly less than when GV launches them low. I can tell if it's going to launch them lower if I'm paying attention to how long the screen is stunned after the last hit hits. but I was wondering if this happens to anyone else.
  21. Yeah, normal j.D doesn't work outside of corner, but Dash j.D > SW after GV works midscreen and corner so I'm trying to get that down. I've been practicing on Sol though.
  22. So I put in AC again...trying to improve combos. Still can't get dash j.D consistently after a GV -_- I get it like, once every 10 tries or something. Sometimes I can tell it's cause I put in the dash jump too late, so I get a normal jump. I have trouble telling when Sol recovers from GV cause he's not really on the screen when it hits clean. Other times, I might get the dash jump timing right but they don't fly up as high from the GV clean hit...is that from mashing GV too much or what? It's been a problem I've had for a long time now. Doesn't really matter for the lazy GV combo I usually do (j.S > SW after GV), but it makes the dash j.D > SW not clean. Any tips on getting the dash j.D? Or is it just hard to time and I will have to practice it for days and I assume those going-into-corner GV combos listed in the first post don't knock them down in the corner. Anyone have a good GV combo that does?
  23. Yeah, I can get a vid of it. I wasn't specific on how 5S "beat" the dead angles. What I meant was it made both their dead angle and my 5S miss, and I would recover first so I got a free hit. edit: Here it is, slowed it down a bit when it happens. http://www.youtube.com/watch?v=LM-Lvj1KFa8
  24. Yeah, Homebrew channel searches for applications on your SD card (such as Gecko OS) when you enter it, so you need to get the channel before you can use the app.
  25. I know it beat I-no's, can't remember the other, might have been Sol's. And it beat Baiken's anti-air counter (don't know the name, the one where she shoots the blade thing up on the chain). This was on #Reload, but I assume it wouldn't be different in AC.
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