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lofo

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Everything posted by lofo

  1. More Potemkin-specific combos. Bob's corner combo is pretty high damage but has some weaknesses. It requires the corner (obviously), is somewhat spacing/momentum specific, requires meter, but most importantly it's hard to confirm because if you go for the j.KS then stop, you're high in the air with no safe way to get back down. Ideally you want to start it off with something that's safer to confirm, and j.K(P)K is safer, because you can keep chaining (P)K to keep him in place while you come back down. It might also be possible to go for a fuzzy at the end, I am still playing around with it. from close with no momentum, or from starting distance with dash momentum, works midscreen and in corner j.K(P)KSH land dashjump j.KS-SH plunge (141 damage) j.K(P)KSH land dashjump j.KS-SH D-roar (wait) falling j.H dashjump j.KS-SH plunge (165 damage)
  2. by worse i mean different, since they are equivalent
  3. it looks worse and i had to resubscribe to a bunch of stuff bah humbug
  4. http://www.youtube.com/watch?v=tZf8gg17DTI ABA combo video that dev might enjoy
  5. GGs tonight, all. great to see new and returning faces :3
  6. Sounds like they may have fixed some of the game crashing bugs. I expect that might have been a thing holding them up, and that Sony wouldn't let them release it until that happened.
  7. Not going to be able to make it tomorrow, guys, sorry. School too tough.
  8. damn iw ish i could click that
  9. amazing, this made me evening. FAB always brings the hype
  10. mon-thurs dont really work for me until after this semester
  11. I was talking to pochp yesterday about throw 2S vault 2S S-roar. There's no real trick to it, it's just 2 tight links, done as early as possible. The first one needs to be tight enough to give a high enough bounce to allow the second one to happen. You can visually confirm whether you got the first one by their height and their sprite during the hitstop. SO, MI are among the hardest, IN is easier, AX is really easy, so you can work your way up from easier versions to the harder versions. I personally only practice vs SO and MI because if you can do that you can do any of them.
  12. I am definitely interested.
  13. Great to see you all again. Thanks for coming, guys. <3
  14. as you get into more advanced combos this is more true. it's definitely one of the harder parts of the character. oh, his setups work differently on different characters too, particularly the ones based around safejumps part of it is guardbar/proration but the big factor is that stun is scaled based on which hit in the combo it is. if the slap is the 6th hit of the combo it only has half the stun value that a raw slap has, without looking at those other things. the calculation can be found here: http://www.dustloop.com/wiki/index.php?title=Offense_(GGACR)#Bear_Stun_Formula
  15. I've come to change my mind on this. Initially I felt that Kliff's damage could make up for the difficulty getting in, but it's just not enough. Dizzy's extreme mobility makes her hard to catch, and all of her summons are extra hard for Kliff to deal with. His low mobility makes dodging knives, bubbles, and icicles a chore, and fish can make swinging his sword quite difficult. Worse, his big moves have very high levels, so tagging a fish puts him in a very long hitstop. Her summons are just too fast to catch with a full screen Reflex Roar (why is its travel time so damn slow?) If you get a far knockdown such that you can't quite meaty and try to IAD in, she can blow you back to full screen with wake up Imperial Ray. Oh and she's immune to air throws, so you can't snatch her out of the air into death combo. Plus she has all her normal strengths like amazing oki game and Kliff's mediocre close defense makes it rather tough to get out. The whole thing feels like I'm playing a fragile Potemkin without flick, slidehead, or heavenly pot buster. In conclusion,
  16. http://www.youtube.com/watch?v=xJE1IhyzJ2I&t=3m11s ??? vs Kuni (BA) http://www.youtube.com/watch?v=xJE1IhyzJ2I&t=5m14s ??? vs ??? (VE) http://www.youtube.com/watch?v=xJE1IhyzJ2I&t=24m41s ??? vs ??? (FA) [x2] http://www.youtube.com/watch?v=xJE1IhyzJ2I&t=28m47s ??? vs ??? (OR) [x3]
  17. I can't agree with giving up the string really. Kliff's IAD string options are rather limited and IADing is a key part of his pressure. I think it's just too important to give up. P-roar traps are nice but you need more than that and Kliff's neutral game isn't strong enough to win off that alone. Against slower reversals you might be able to do the j.S later so that you can land in time to block it. Not sure how reliable that is.
  18. shoutouts to team random vs. dev has the upper hand against me now, i think. he has too much breadth of experience and i can't play johnny D:
  19. holy shit laughing out loud
  20. It's a pretty frustrating weakness. Kliff's air options are annoying in how much commitment they require, but I think you can still make IAD strings work. The obvious alt strings are IAD j.SH (skip the j.K so if they are waiting to see j.KS to IB into DP, this will strain their reaction time) or something like IAD j.K(P)KS (P whiff-cancel, still need to play around with this to make sure it works properly, but the idea is to hide the gap after the j.K). IAD j.K(P) is also a decent whiff into throw set-up, so it's a decent string for hiding that. There's more than just DPs that cause this issue btw. Jam's parries are of particular note.
  21. Looks like I can bring stuff after all. See you guys there. YOOO ANIME!!!!!!!!!!
  22. I have a midterm tomorrow that might go late, so I don`t know how much stuff I'll be bringing to the meetup. Not really sure how late I'm going to get there or whether I can stop by home first or whatever.
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