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Veteru

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Everything posted by Veteru

  1. It's because, like many normals in this game... 2C is only jump cancellable on hit.Use 5B instead, which is jump cancellable even on block. It's Haku-Men's best normal anyways IMO.I probably use Haku-Men's 5B 3x more than any other move.
  2. Blood Kain actually has tons of invincibility, it's not even hard to go through a burst with it. Yami ni kuwarero on the other hand only has a small amount, it's hard (but still possible) to go through bursts with it.
  3. You damage numbers are all accurate except for 214B. The damage is 830/860 for hits 1 and 2. Also, you listed j214C as j63214C. Thanks for researching the proration data, saves me some time, hehe.
  4. Get it right: The japanese player(s) made a video about Bandit Revolver FRC, and then later you made an extremely limited thread mentioning BR frc's use for comboing after jD, which was closed for not being useful enough to merit its own thread. You admit in your own thread that your post is nothing groundbreaking (read: old news), and Brent-Quest's reply actually contained more useful information than your original post. There must be a reason the thread was closed... The truth is, you can actually get away with creating duplicate and/or unnecessary threads here on Dustloop... you just need to make sure the content inside is valuable enough to cause people to overlook it. Since you failed on that aspect, your thread was closed. When this thread was created, there was already a pre-existing Sol Combo thread... and for some strange reason, the Sol moderator chose not to delete/close this one. I wonder what reason he could have had...
  5. At the loketests, Hakumen and v13 were playable, and existed as seperate balanced versions (not the boss version). So yeah his damage is lower, looked like his meter didn't rise as fast also -- but it's hard to tell from the poor video quality on the live feed. link to live feed: http://www.stickam.jp/profile/trfggxx No one is playing Hakumen anymore on the livefeed... but maybe soon someone else will pick him. Edit: Concerning his "legality", typically characters unlocked in this way end up tournament legal (unless there is something broken enough that gets them banned). Dizzy and Testament were unlocked this way in GGX. Whether they'll end up tournament legal for us probably will depend on . . . what Japan decides to do then USA will just copy them
  6. http://img360.imageshack.us/img360/5082/hakugs7.jpg http://img211.imageshack.us/img211/5886/sspx0660we7.jpg http://img211.imageshack.us/img211/sspx0660we7.jpg/1/w1280.png http://img123.imageshack.us/img123/1830/sspx0659mc6.jpg Thanks to Baod for the awesome HQ images!! ------------------------------------------------------------------------------ For anyone who doesn't know, here are the instructions to unlock Haku-Men -- Note that you need access to the system operator menu. From the menue choose "Screen Adjustment". 1. hold start for more than 5 seconds (coin sound) 2. button 4, right, button 2 (coin sound) 3. start, left, start, up, right, button 1 (coin sound) 4. left, down, right, button 1, start (new challenger sound) 5. if you succeed you will automatically exit screen adjustment, and it'll ask you, SPECIAL CONTENTS SAVE OK? say yes note: in my area, our BB cabinet buttons are laid out as 4, 1, 2, 3. It's probably that way for all cabinets (basically button setting B) ------------------------------------------------------------------------------ Move List Normals: 5A: 5F startup, +3 on block 5B: 10F startup, +0 on block 5C: 14F startup, -12 on block 5D: 7F startup, 12 "active frames" (Can catch the opponent's attack for 12 frames), Unblockable 6A: 11F startup, +2 on block 6B: 13F startup, -9 on block 6C: 17F startup, -14 on block 6D: 1F startup, 7 "active frames" (Can catch the opponent's attack for 7 frames), Unblockable 2A: 6F startup, +1 on block 2B: 9F startup, +2 on block 2C: 13F startup, -18 on block 2D: 1F startup, 7 "active frames" (Can catch the opponent's attack for 7 frames), Unblockable 3C: 9F startup, -16 on block JA: 7F startup JB: 10F startup JC: 14F startup JD: 1F startup, 9 "active frames" (Can catch the opponent's attack for 9 frames), Unblockable J2C: 11F startup Damage chart removed: Will be replacing with a frame data chart (Damage/prorates included) as soon as we can get support added for the table. Drive Move: Zanshin: A type of counter. If performed at the right moment, your opponent's attack will be negated, and Hakumen will retaliate. Does not work against throws. If used against projectiles, the counter will catch the projectile and the retaliatory attack will come out, but unless the opponent is near Hakumen, the opponent will not be damaged. Here is the difference between the counters: 5D: Vulnerable at the start, but has the longest "active" period of all the counters. Catches overheads and mid attacks. If successful, tosses the opponent behind you, dealing 1700 damage and giving you 1 star of meter. 2D: Active immediately. Catches mid and low attacks. If successful, tosses the opponent behind you, dealing 1020 damage and giving you 1 star of meter. 6D: Active immediately, but has a very short period of time it can catch attacks. If successful Haku-Men pushes the opponent (who goes into a special "spiral" falling animation, similar to Rachel's 5C~C), dealing 0 damage and building 0 meter. He has plenty of time to dash forward and still be able to combo. Easiest counter to use "on reaction" to an incoming attack. JD: Active immediately. Catches any attack that can hit you while airborn. If successful, tosses the opponent above and behind Haku-Men, dealing 1610 damage and giving you 1 star of meter. They can air tech before it is possible for you to hit them under normal circumstances (Haven't checked to see if it is possible to Rapid Cancel this move. If so, followup may be possible). Specials: Note, the number in parenthesis is the number of levels (or stars) required from his unique meter. There are 8 levels total. Guren: 236A(1): Lunges forward and thrusts with the hilt of his sword. Wallbounces opponents if they were airborn or knocked down. Doesn't launch standing opponents. Renka: 214B(2): Does a double kick combo which launches the opponent on either hit. The first hit is a low attack. Zantetsu: 41236C(3): Massive overhead slash for the first hit (must be blocked high), followed by a sweeping slash (must be blocked low). Appears to be safe on block, even if the opponent instant blocks. Kishuu: 623A(1): A command dash of sorts. Reportedly has upper body invincibility. Covers more distance than his normal dash, and can be cancelled into as a combo extender. Enma: After Kishuu, press A(1): Cancels the command dash into an uppercut. Launches opponents on hit, and can be jump cancelled on hit or block. Hotaru: j214C(2): A shoryuken of sorts (read: invincible special), with the restriction that it can only be performed in the air. He does a single upward kick that launches the opponent on hit. Appears to be safe on block if tigerknee'd (motion: 2147B). Resets his jump options (but does not give you an additional airdash). 11F startup, invincible from frame 1-14. Tsubaki: j214B(3): Downward sword slash which knocks down opponents on hit. Can be used as an air combo ender, to knock down the opponent, or tigerkneed (2147C) as a quick overhead. Supers: Shippuu: 632146C(4): Huge downward sword slash which releases a projectile wave. You can charge this move and it becomes unblockable -- however, you aren't invincible while charging, and the opponent can just jump over it. If you predict their jump, you could try releasing it at the exact moment their jump startup occurs, but that's a guess that isn't in your favor. This move can still be cancelled into other specials, as long as it hits/is blocked. The projectile wave deals signifigantly less damage than the initial hit of the super, but luckily the sword slash has great range so typically it's the part that connects. I haven't been able to get both hits to connect, I think the sword slash hitting might prevent the projectile wave from doing so. Yukikaze: 236236D(4): Counter super, doesn't work against low attacks Mugen: 214214B(8) -- Puts you into a special mode, your bar drains rapidly, but during this time you can perform unlimited specials/supers, until your bar runs out. Gives you a 20% damage bonus on all moves. Possibly increases the damage of Shippu by more than 20%. Disables roman cancel until the super ends. Meter drain does not stop during your superflash or the opponents. ------------------------------------------------------------------------------ COMBOS! (And Combo Theory) I'm sure this is the section you've all been waiting for! I'll be updating this over the next couple days. First, lets discuss his basic chains: 5A -> (5A or 2A) 2A -> (5A or 2A) JA -> JA (can link into JB vs. airborn opponents as well... at least I think it's a link) 6A -> 6B ...That's it! That's all of the chain combos you get, with Haku-Men. Please note, that for 5A, 2A, and JA, the timing to chain out of them is slightly delayed. You have to chain during the recovery frames of your move (Can't chain during the active frames (i.e. can't chain immediately on hit)). Slightly tricky, if you're used to normal chains. ------------------------------------------------------------------------------ Basic meterless combos: On normal hit, 6A links into another 6A, 5a/2a/5b/2b if close enough, or into 3C at any range. Damage is low because 6A prorates your damage significantly. 6A -> 3C = 1232 6A -> 6A -> 3C = 1395 6A -> 6A -> 6A -> 3C = 1517 (Tager only, or requires CH for other characters) On counterhit (CH), 6A combos to jC, which basically lets you perform any combo you want afterwards. CH 6A also combos to dash -> 6A again (in case you want to waste time with a slow 6A x3 combo to let your meter refill) ------------------------------------------------------------------------------ Slightly more advanced combos: 2Ax2 -> 214B(2 hits) -> slight delay 236A -> 6C -> (optional 632146C).Damage is 2157(3684 with super). Notes about the combo: It works midscreen on most characters, but against smaller ones (Carl, Arakune, ?Litchi?) the 236A will miss. 2Ax2 -> 214B(1 hit) -> 236A -> 6C -> (optional 632146C): Damage is 1937(3973 with super). Cost is 3(7) stars. Works against everyone. Cost is 3(7) stars. (6A, 5B, 5C, or 2C) -> 623A~A (Kishuu -> Enma) -> jump -> falling jC, land 2C, sj2C (-> extra j2C if cornered) -> airdash j2C (-> can link multiple j2C if in the corner) -> (optional 214C knockdown). Works against everyone, all hits not in parenthesis will connect midscreen. Cost is 2(5) stars. Counterhit 5C or 2C combo (Either attack works on counterhit, 2C works against crouching opponents on normal hit, 5C works against airborn or downed opponents on normal hit) 5C/2C -> 41236C -> 5C -> (if you have a lot of meter, add another 41236C -> 5C) -> end with [236A -> 6C if far from corner] or [236A -> 2C -> j2C -> airdash j2C if cornered] Neutral(Forward) Throw -> 236A -> 6C (-> optional 632146C) basic 1 star throw combo that works on everyone midscreen. Neutral(Forward) Throw -> 236A -> dash -> 5B -> j2C -> airdash -> meaty jC as the opponent techs Note: Does very similar damage to the above 6C combo, but leaves you with better positioning / more time to get back on top of the opponent as they stand up. At the low height j2C is performed at, the opponent can't air tech and is forced to early ground tech or be OTG relaunched by your jC. Neutral(Forward) Throw -> [236A -> 623A -> 5C]xN -> 236A -> 6C. If you are too close to the corner, the 6C will not have time to connect. You can follow up with 5C instead for a knockdown, 2C into an aircombo, or 5C 236A which will usually make the opponent bounce over your head if you were very close to them (Can link another 5C after this). After you reach a certain proximity to the corner you can leave out the 623A and just use 236A -> walk forward -> 5C (Forward or back)Throw opponent into the corner -> 214B -> 5B -> j2C -> falling jC -> 2C -> sj2C -> j2C -> airdash [j2C]xN ------------------------------------------------------------------------------ More to come as it's found!
  7. You can't ever connect 22C directly to 3C as a legit combo (not even 1 rep). If you're joking around when you type a combo, please state it in your post... otherwise a lot of people are going to take it seriously. (There are a lot of people who can't play BlazBlue yet(or as often as they want), so they are reading up while they wait). I spent a little while testing the options off of 22C and it seems like the only thing that is guaranteed off of it is 5B. There isn't even enough time to go directly into 5C, and I couldn't seem to connect dash 2A and have it be valid. I think in the future we are going to start seeing [22C -> Rapid Cancel] combos (Yes you can RC it). The reason is, after a certain amount of hits, if you try to do 22C, 5BC -> Hell's Fang -- the Hell's Fang doesn't combo (pushback etc.). When you RC it, you end up with a lot of time to do whatever you want (like dash up 6DjD into whatever).
  8. Anything you can do to land a sidewinder directly to another sidewinder is good... sticking normals in between almost never helps, unless it allows you to perform additional sidewinders when you otherwise could not. The reason most people don't use IAD sidewinders is not just the difficulty of performing the motion (which is reasonable), but also the difficulty of lining yourself up for the clean hit. Depending on the exact combo, sometimes you need to perform a higher IAD, or a SJIAD, etc. -- So many additional variables scare away most Sol users. The only thing I use IAD SW for is against some of the ultralights (like May) to transition from sweep -> bandit revolver -> rc -> sidewinder, to the "forward jumping sidewinder" combo. Exact notation looks something like this: 2D, BR RC, SW, IAD SW -> forward jumping SW x3 or 4 (depending how greedy I feel) -> BR. For this combo, if you don't do at least 3 forward jumping sidewinders, getting the BR knockdown is pretty tough (you need the corner to be reasonably close, or else May won't fall low enough for your BR to hit her). Also one last thing concerning sticking normals between sidewinder: Even if you are skilled enough / have the right combo situation to peform 6 rep sidewinder loop, if you stick a normal (or multiple ones) between each rep... sometimes, even if you manage to end with bandit revolver, it becomes air techable. There are some more advanced applications of IAD SW that are more combo video-ish, which involve performing multiple IAD sidewinders in a row. I can't do these consistantly, but the damage on them is pretty sweet... guess I should practice more often.
  9. Please don't mislead the newbies. This is not a bug, glitch, or anything of that nature -- which is why it continues to appear in virtually every 2D fighter that has seperate high/low blocking. Saying it is a bug is like calling combos a bug. Sure, once upon a time, cancelling normals to specials was a mistake -- but now it's by design. The game is created to work that way.
  10. shtkn, if the opponent is cornered cancel 6A into 623D instead. Even if they aren't cornered, it's safer if they blocked your overhead IMO. 623D is really fast, so if you're ultra pro you could hitconfirm into 623D. If you wanted something safe to do that is meterless, you could cancel to his mash C move. 6A allows you to cancel into specials reasonably late, so hitconfirming to 623D or mash C is reasonably easy.
  11. Actually someone else said that. I don't have any conclusive information about the lifedrain ratio of Ragna's moves.
  12. Yeah you can go through bursts with Blood Kain, the recovery is reasonably fast enough to punish. I noticed trying to DP through bursts with Inferno Divider gives mixed results. It's invincible enough to go through bursts... but doesn't have enough active frames to consistantly hit them. Blood Kain is not a bad choice. YnK can go through bursts too, but the timing is much stricter. ------------------------------------- By the way, I updated my research thread with the damage for Blood Kain normals/specials.
  13. well, I'll admit looking at inferno divider + followups is kind of an eyesore... no matter how it's written (if you write out all the followup names then it's really lol). Maybe the followups should just be implied? In my own personal notes while I was collecting data, I just wrote + if I was referring to the followups. HF+ = Hell's Fang Oh yeah, that's the other thing... pretty much all of Ragna's moves can be abbreviated with two letter acronyms. There isn't any overlap except for the two DPs. Maybe you could distinguish between them with C-ID and D-ID... or something to that effect (have to be careful not to get it confused with the buttons C and D). One other thing I forgot to mention on notation... this probably doesn't much for Ragna, but for other characters whose normals hit multiple times, sometimes there is a need to specify how many times it hits. I found the best way to go is listing a # afterwards, like 5B(2), BUT . . . if no number is written, then the full # of hits is implied. Last, the reason I brought this up on the forums instead of simply changing it myself is... the wiki is a community project. So I won't go against other peoples desire, as long as it's what people want. Just threw out my thoughts since I have spent a lot of time writing down combos. Between Melty Blood and Guilty Gear, I can't think of how many combos I've written out, mostly because of IRC. For those who don't know, there are IRC channels on EFnet for Blazblue, melty blood, guilty gear, and many other games. #BlazBlue, #MBAC, #ggxx are the ones I hang out in mostly. People talk about BlazBlue in all three of those channels, as well as #capcom (lol what?), so stop on by.
  14. Which is why I didn't modify the drive moves section at all. I was referring to the special moves and supers with lifedrain property. Copying combos is not as big of a deal. If a combo works, it works. I was more concerned about copying speculation. I'm saying be careful exactly which info you grab, since some of it won't be accurate. In the case of the 60% prorate it isn't necessarily wrong (matches up with my preliminary research), but I can't be certain. You already began to abbreviate it in some places and/or swap out for numbers (like the otg grab... does it really need to be written out as mada owari janee zo each time it appears in a combo? I noticed you wrote it as 22c).
  15. Final Ultima, I took a look at the wiki and made a few edits. Looks pretty good otherwise. Edits include: Noting which specials have lifedrain Changed comment from "known as "D Loop" (tentative)" to "known as D Loop to some Japanese players" -- USA doesn't call it that... yet. Also, I didn't change anything related to this, but it might be a good idea to consider it: I noticed you (or someone?) lists combos with JC, meaning "Jump Cancel". It's extremely confusing and very similar to what is already being listed "J.C" (Jump C). Also it means you have to write out a period for every jumping attack (extra step adds up over the 1000 of combos we are going to talk about in our blazblue life). There's a way to drastically reduce the amount of junk (commas, etc.) in your combo notation. Lets look at a combo... this is how it would be listed using your current notation method: 5B, 5C, 2C, Hell's Fang, RC, dash slightly, 6D, j.D, land, 5B, 6A, JC or HJC, j.C, j.D, JC, j.C, j.D, D Inferno Divider -> followups. Instead, you could write it out like this: 5BC2C, 214A, RC, d.6DjD, d.5B6A, jCD, djCD, 623D236C214C Depending on your personal preference, you don't necessarily have to seperate specials from normals. You could write it as 5BC2C214A, but personally I find it's a little more readable if you seperate them. I know there probably isn't a standard in place yet, but my personal recommendation is this: jump = lower case j double jump = lower case dj dash/dashing = lower case d followed by period (d.) A B C D = upper case letters reserved for the attack buttons Special moves: write out the motion instead of the move name. Especially for someone who is going to the wiki to learn combos, it will be difficult to read if they haven't learned all move names yet. There are moves in Guilty Gear which I never bothered to learn, even though I played four GG games now (Like Axl's unblockable... the important part to remember is it's unblockable, hehehe). "Land" = only if it isn't implied. For example jD, jD could be vague because someone might not know if it is a link in the air, or jD, land, jD again -- but if the combo is jD, 5B... it's pretty obvious that you have to land to perform a ground normal. So if the combo is an air link combo, jD, jD is fine. If it involves landing and rejumping, jD, land, jD -> other stuff.
  16. I don't have any objection to you working on the Ragna wiki, but please keep one thing in mind. Don't be so quick to accept things you hear... especially if it's in a language you aren't fluent in. I noticed you added the 60% prorate on Ragna 5A, which the japanese have posted on their wiki... but some of the things on their wiki are only speculation, so keep that in mind. The values they had for HP of Ragna/Tager, as well as the exact order of higher/lower HP totals were both wrong. Having said that, I don't believe the 60% prorate on Ragna is wrong. It seems to correspond with what I've checked so far... but I've done relatively little research on combo proration/scaling (Only about 30 minutes worth). Our goal shouldn't be to copy the japanese wiki, but to surpass it. Lets make them come to OUR wiki / copy us. To that end, I'll continue to supply new information, feel free to put up any of it that you find useful. Also, for any Ragna players who haven't checked it already, I'm posting my notes in the "Independant Research Thread", but a lot of it will have to do with Ragna (He is my main character for now).
  17. Hello Honnou! You brought up an excellent question! I don't play Ino but I'd like to share a technique I use in situations like this. Unfortunately it's kind of hard to describe so I'll try to draw up some kind of graph. In the meantime, how's everything else in Japan? I heard it's the secret cheating way to multiply your skill by 10x.
  18. Hi Brent-quest. Normally I don't view the other Sol threads because this isn't my forum / area of responsibility, but I chanced across your post while using a secret technique developed by 低姿勢. In the future, if you ever want to ask me something, make sure to post it in my only thread on the Sol boards: "New! Sol Combo Thread" To answer your question about IAD sidewinder, the correct motion to use for it is 236956+H. You might think that the motion will be forgotten by the time you're ready to press H for sidewinder, but it's important to realize when the correct timing is. It's not the same timing as if you wanted to iad jS. Basically all airdashes in Guilty Gear work this way: You start moving on frame 1 of the airdash Around frame 4-6 you are allowed to cancel into any attack (the exact amount of time depends on who you are. For Sol it's 5). You are not allowed to use Faultless Defense or guard during this time. After a certain point, your airdash will end and you will start to fall. Performing an attack will no longer leave you with airdash momentum. You regain the ability to guard / faultless defense. So as far as canceling your airdash into attacks goes, the restriction only applies to normal moves. In other words, you can perform a special move immediately after airdashing. So, while practicing IAD sidewinder, take note on whether or not you are getting whiffed jH when you fail. If you are, then it means you are pressing H much too slowly. If you are getting IAD -> nothing, then it means you didn't perform the motion fast enough and it was forgotten by the time your airdash started. This same motion is used for many of the common IAD attacks in the game, like Baiken's IAD tatami gaeshi. Probably not what you had in mind, but recently I have been working on reverse IAD volcanic viper. The motion I'm using is 64623. It has some application for crossup setups, but it's kind of awkward to actually use it in a match. ---------------------- Concerning your first question about airthrow -> 5H iad jP: Against most characters connecting jK is more consistant (even though the jK is slower and therefore the timing is harder) because sometimes jP just doesn't reach far enough to connect. If you looked in the Sol combo thread, I list this combo: Low airthrow, 5SH, SJIAD.KS, VV(623H214K) = 105/116 (depends on # of VV hits). Of course, that combo is meant for normal weights, with light characters you can start straight with jH which usually means they are closer to you as well (iad followup is easier), but the downside is there are less options off of it (light characters fly up really high when you VV them, so you can't get the knockdown kick ever). Depending on who the target is, sometimes you can get 5H sjiad jPK -> j236K, or just 5H sjiad jK -> (delay cancel)j236K. If your opponent is in/near the corner it's possible against more people. From air bandit revoler you can land 5k, jPK -> sidewinder. One interesting alternative, which really only works well against the light characters: After a midscreen airthrow that is very low to the ground, you can actually run forward, 5K2H -> air combo (jH sidewinder mostly). The timing is very difficult, but it's worth looking into if you have problems with the SJIAD combos (or even if you don't...). Also depending on what motion you use for SJIAD -> jK, you might have a lot of trouble performing it. You have to make sure to go through neutral or else you'll end up doing SJIAD -> air bandit revolver. Lastly, everyone gets released from Sol's airthrow differently. Even if they have the same gravity, I think some characters get tossed closer/further away from Sol... and of course, everyone has their own hitboxes which affect your possible combo followups (and for some reason, Sol can never do low airthrow -> fafnir (clean hit) against himself... it just magically doesn't cleanhit). Experiment to find the best combo for the characters you're more likely to fight.
  19. I highly recommend against using it EVER. If you are looking for ways to keep up pressure besides the usual gunflame, use TK bandit revolver frc. Requires you to cancel from jump cancellable normals though, 5h/2h are going to be your most likely ones.
  20. Congratulations! You just brought up my favorite move (For Sol). I'll tell you about the wonders of FB Fafnir -> FB Tyrant Rave, but first it's important that you understand how chip damage works: Chip damage is 1/8th of a move's base damage, rounded down (minimum of 1, unless the move does not deal chip damage). Some moves have a chip damage bonus/penalty which gets applied to this. Chip damage ignores defense, guts, and all other forms of scaling. In other words, a move will deal the same block damage against Chipp as it will against Potemkin, at all life values. Chip damage CANNOT KILL YOU . . . unless you only have 1 HP remaining. If blocking any particular hit would reduce your HP from (above 1) to zero(or less), your HP is instead set to 1. This gives multihit moves an advantage. OK, back to the main topic! Here are the keypoints: The combination of FB Fafnir -> FB Tyrant Rave deals 58 chip damage on block! FB Fafnir does 7, and FB Tyrant Rave does 51. For comparison, Dark Angel does 56 chip damage. It costs about 25% tension for the opponent to FD your TyrantRave FB Fafnir -> Tyrant Rave gives you frame advantage on block. +8 on normal block, Fafnir is 11f startup So from those points, it's easy to see Tyrant Rave's real power is not for comboing, but for dealing chip damage. During matches at the end of your combo, look at their lifebar and their meter. You'll find there are many situations you can get a guaranteed kill (short of the opponent slashbacking the entire thing) via chip damage. Even if they have enough meter to FD, you can force them to use it for that, making them less able to stage a comeback. Most importantly, any time the opponent doesn't have enough life left to live through it, and are forced to FD... the blockstun of Tyrant Rave is increased to a total of +11. So anytime they FD one, a second Fafnir x Tyrant Rave becomes guaranteed (They don't even get out of blockstun). Some other notes about the move: There is a silly combo you can do midscreen off the command throw, which is unburstable. Command throw -> whiff Fafnir -> Tyrant Rave -> TK Bandit Revolver. If you time it right the Bandit Revolver hits twice, knocks down, and is at such an angle that bursting at any time will completely whiff. There are probably some better unburstable combos out there, but this one is pretty easy to do.
  21. There are actually advantages to doing the bandit bringer loop, it's just... damage is not one of them. The main advantage: typically it builds more meter and also deals more stun damage than sidewinder loops. Sidewinder actually has a penalty for a stun modifier (.5). Sol is not a character who normally dizzies people... but he's still more capable of it than characters like Ky. It mainly depends on exactly how you play him / what setups you go for. Depending on your playstyle and the flow of the match, it might be worth going for the bandit bringer loop. The real problem with the loop is the difficulty in setting it up. Very few ways to combo into it without spending meter, and most aren't very common occurrences (2H counterhit can work). If you have to spend meter then the meter gain stops being as noteworthy. Next time I update Sol Combo Thread I'll list some variant combos including bandit bringer loops.
  22. Yo, SprtJuice... please keep replies in this thread on topic, so it doesn't end up like the last one. Robo Ky 5H FRC has nothing to do with Sol, doing bandit revolver FRC, etc. Also... advanced applications of Sol's BR FRC are actually harder than robo Ky 5H frc. Take a little bit of time to think about -hitstop- and you'll understand.
  23. Not a bad idea... I'll give it a shot. Most of the time I don't have trouble with bandit revolver frc, but at the same time, I don't use it for any of the more advanced things. When you cancel into bandit revolver from an attack, you get the added delay of hitstop before you frc window... but for just random bandit frc I could see this being really useful... because I can't consistantly get the earliest frc point (It's a 3 frame window... but usually if you are doing anything tricky with it, early = better). This just might be what I needed.
  24. Eh... I guess this kind of reply is standard nowadays. People say something is impossible, find out they're wrong, then come back to say it's impractical. If you didn't even know if it was possible, there's no reason to assume you know every possible use for it. In other words... please refrain from passing judgement on it until you have more experience with it. In the end, "practical" is something that varies from person to person. Also for anyone who was curious: Assuming the first gunflame is sufficiently meaty / distanced, comboing the second one isn't even a 1 frame link... it's much more lenient than that.
  25. Clayton is right. Everyone else who said gunflame can't combo into another gunflame on normal hit is wrong. Also, for clarification... attack level doesn't matter for moves that launch the opponent. You have to consider -untechable time-, which doesn't change regardless of which portion of the gunflame connects with the opponent. However... in this situation, I think the original post was actually asking for something else. It sounds like the author is confusing the term "link" with "chain". Excelence has also made this mistake. A link is commonly defined as two moves which combo into each other WITHOUT chaining. Juggles fall into this catagory as well (usually). If that's the case, no it isn't possible to chain gunflame into another gunflame in the same sense that you would chain Eddie's close slash into his far slash. If you thought you saw it somewhere before... this is kind of a stretch but.. in older GGXX videos were sometimes recorded at poor frame rates... combine that with the simplified RC/FRC animation, and sometimes the entire thing would be missing from the video. I once had someone come tell me about how he saw Sol chain his Volcanic Viper into air throw, but really it was just the RC animation not showing up, when he RC'd and airthrew the opponent's burst.
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