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So how would you say Carmine and Byakuya compare to one another as setplay/pressure style characters? I'm a long time Testament player so as soon as I picked up this game I immediately went for both of these guys based off of the tools I saw they have, but I'm not exactly sure which one I want to put in the effort to REALLY work on just yet... From what I can see, Carmine beats Byakuya in terms of his fullscreen game (thanks to having actual projectiles) as well as having much more oppressive blockstrings, but at the cost of hurting himself Byakuya seems much more mobile, and I like the fact that he can steal GRD with his webs, but in a game full of top-tier Dhalsims having no real fullscreen projectiles and having to commit to his web followups in neutral seems really dangerous unless you have Chain Shift on standby, his web oki also seems very fragile against a lot of characters from the vids I've watched, almost no one respects Byakuya's oki, like ever... It's just hard for me to figure out exactly what advantages playing Byakuya has against playing Carmine outside of the self-injury aspect (which never stopped A.B.A. from murdering people so that's nbd really)
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yeah I tried getting an ID going on with Edguy, but it shot them so far up into the air it was almost impossible to convert into a combo, I didn't think about using j.D though. And I agree on c.S>6HS it's a useful chain in the corner to start loops but midscreen I'd much rather go c.S>2HS, gives much better options for followups Yeah, most of the time when I use Malice Bellows it isn't even for damage, it's to either crank up their guard gauge, or force them to blow a ton of their meter on FD to avoid the chip damage, and that's all assuming I haven't already blown most of my meter on Sword/Ghost FRC's before I even GOT to Raoh And you don't need to tell me how dangerous Warrant can be, I main Zappa but I sub Testa and Faust pretty hardcore, it's actually pretty depressing that out of the three the only one in Xrd is Faust lol
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Okay, so I managed to improve on that Raoh combo again, now it does even MOAR damages: c.S>[2HS>236S~K>66]xN>6HS does craptons of damage (duh), and pushes them right into the corner (takes 3 reps of the DA loop to go from corner to corner) and you can end it with 6HS for the ground slide EDIT: Now that I've messed around with that loop some more, it seems to be character specific, so far it seems to work on everyone, but the timing seems a little different based on how heavy they are and how big their hurtbox is, also it seems it's easier to do the loop with 236~HS on floatier characters like Bridget from what I've tried so far
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Thats because Raoh is so damn terrifying to most people (rightfully so) he just demands respect, even from the mashiest of players, but can you get any extra damage off Zappa's grab? Maybe just a Bellows or something? Mixups with Raoh in general are just silly, most of the time 2K and 6P might as well be invisible because they're usually watching the big glowing death god instead of Zappa, and I dont even need to mention how stupid fast Zappas dust is EDIT: Okay so I fiddled around with that midscreen combo a little more and got this: c.S>2HS>236S~HS>66>2HS>236S>j.S>dj.S>dj.D>Edguy Anyone know any good Dust combos for Zappa with Raoh? his regular dust and it's combos suck because he has like, NO options in the air, but Raoh's dust is awesome,so far I've been able to do: 5D>j.S>j.HS>j.236S>66>j.S>j.HS>Edguy but that's about it EDIT #2: After figuring out that Dust combo, I changed that j.HS starter combo's ender from 66>j.K>j.D>Edguy to 66>j.S>j.HS>Edguy and it does a bit more damage now too (feels more consistent as well)
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Yeah I mean it's not like you need to get crazy technical with Raoh considering he just craps damage for free, but I'm sure I can squeeze more damage out of those 15 seconds of crackhead strength if I really tried (not that I really NEED to, I mean, 90% of the time I play against a Chipp anyways) Well then, I guess I'll just screw around in the lab then, and post up what I can figure out EDIT: okay, so the combo I posted before (j.HS>land>jump>j.S>j.HS>j.236S>airdash>j.K>j.D>214S) comes out to about 249 dmg in the corner you can omit the airdash>j.K>j.D part which makes it WAY easier to do and it comes out to 224 dmg In the corner you can just go straight from j.HS into 6HS>236S~K loops, I was able to get about 400 dmg that way midscreen on the ground you can c.S>2HS>236S~HS>j.S>j.HS>214S for 275 dmg scratch that, c.S>2HS>236S~K*>dash>2HS>236S>6HS does 300 *delay the ~K slightly and it should pop them back up before they hit the ground, which is what gives you time to do the dash>2HS afterwards I practiced all this on Eddie btw, I forgot that the training mode gives different dmg values based on the dummy's health when I was doing all this
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I have a quick question regarding Raoh BnBs, keep in mind I'm VERY unfamiliar with and unused to actually doing combos with Raoh and to an extent Zappa in general, I started playing GG and Zappa WAAAY back when, when my execution was even more ass than it is now, so I just focused on learning to control space and setting up oki as I got better instead, but I find now as my competition gets stiffer I need to actually learn to properly hitconfirm otherwise I waste those precious few seconds I get to be a broken piece of **** Anyways, I've been doing 236S~K>6HS loops in the corner and off of a j.HS I've been doing [j.HS]>j.S>j.HS>j.236S>airdash>j.K>j.D>214S, but I have no idea what to do midscreen off a ground hit and its hard to find any combo stuff specifically related to +R so I figured I'd ask here tl;dr - what are the most optimal midscreen/corner combos for Raoh? and what's the best way to combo off of j.HS?
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Jojo's Bizarre Adventure: All Star Battle
DrKillenger replied to SolxBaiken's topic in Misc Fighter Central
The problem I seem to run into the most is people making mountains out of mole-hills, I try to take it slow, explaining things like footsies and oki, telling them that combos are really just about optimizing your reward off of a good play, but all they see are 50 hit combos and characters losing half their health for one or two mistakes... Kind of the whole "you can lead a horse to water" thing. That's why me and my friends tend to stick to simpler FG's like Marvel 3, MK9, V Sav, and P4A (before I get hated on, I'm not saying these games are "scrub friendly" or anything btw, just that you can get into them without sitting in training mode for 2.5 hours first like you would have to for GG or KoF, except Marvel, Marvel is pretty retarded) -
Jojo's Bizarre Adventure: All Star Battle
DrKillenger replied to SolxBaiken's topic in Misc Fighter Central
I'll give you three goats and my first-born son for it... oh wait, I live in NY, right... I couldn't give two shits about the balance of this game, out of the small group of friends I have that play fighters (4-5 of us total) I'm pretty much the godhead, so we tend to gravitate more towards fighters that are fun and cool as opposed to technical or balanced, I know this game's got that covered due to it being JoJo's so it could be Calamity Trigger stupid for all I care... It's actually really frustrating being the best out of a small local group, it means I need to completely rely on netplay for satisfying matches, which has it's own frustrations in terms of lag and the fact that I'm not actually THAT good, just the best out of a small pool of mediocre players, so it's a mixed bag depending on the game -
Jojo's Bizarre Adventure: All Star Battle
DrKillenger replied to SolxBaiken's topic in Misc Fighter Central
Is it so slow you couldn't even go into it off a knockdown? I mean, it seems like it takes forever to get off the floor in this game, if the ridiculously late otg's I've seen actually combo are anything to go by at least I do have to say I love the way they handled super meter in this game, and how lots of characters use it in different ways, some save it for bursts (Diavolo's broke ass one in particular) others for puttsun cancels, some for their badass counter supers and to use supers for combo ending. It gives me nice tingly GG vibes, where you have FB's, FD, RC's, and FRC's on top of everyones supers to give all the characters a ton of ways to use their resources however it suits them best, they could've easily copped out and been like "and this is the bar for your flashy combo ender/extender" like MvC or Skullgirls Edit: speaking of Diavolo, I know his Epitaph makes him auto stylish dodge moves for it's duration, but is that at any time? I mean, like even while he's attacking? because otherwise I'd see it as kind of a waste of meter, parrying isn't that hard once you get used to the timing, so why be lazy? spend the meter elsewhere, like on his stupid burst if it auto dodges at all time's for him that's pretty ridiculously awesome I mean, who doesn't like mounting a risk-free offense? -
Jojo's Bizarre Adventure: All Star Battle
DrKillenger replied to SolxBaiken's topic in Misc Fighter Central
I figured his GHA was, but the air bombs surprised me (though now that I think about it, it really shouldn't have, but I was too distracted by all the shiny fabulous JoJo-ness I was seeing) -
Jojo's Bizarre Adventure: All Star Battle
DrKillenger replied to SolxBaiken's topic in Misc Fighter Central
Kawajiri's air bombs are unblockable? I had no idea, I just assumed it was early footage and people were being derpy and getting caught by it (is it only the manual bomb? that would kinda make sense considering it doesn't seem to have a hitbox until you let go of the button, but that move seems risky as shit) Does anyone know what Bites the Dust actually is? I mean, I can't tell if it's an unblockable, a counter or just a run of the mill attack. Given the nature of the ability in Part 4, I would think it was a counter, but it would be pretty silly (and stupid) if both of Kawajiri's supers were counters So of the three pillar men, who do you think is the most bonkers? People were ragging on ACDC early on, but those "get over here" Scorpion spears of his look to be pretty ridiculous, side note, I hate how the JoJo's wiki calls him Esidisi, like, goddamn it, that's just engrish, and not even the good kind of engrish like "Duwang" Cars will more or less be fine I think because his light mode giving him hella free unblockables (as long as they patch out that rapid fire stylish dodge thing, unblockables dont work on things they dont hit) imo from what I've seen so far Wham looks kinda underwhelming, a shame since he was the best of the pillar men imo, what does his wind mode even do? I haven't seen too much of people actually using it when they play him, and even though he's got dat range he looks slow as balls in a game full of characters with slow ass moves Yes, but they require a full meter because it's his HHA no? I might just not know what I'm talking about, not gonna lie, not really interested in Okuyasu :/ That notation is impossible to read, why would you put it in lime green? Not that it really matters I guess, because I don't speak/read japanese That's the big hurdle for this game I think, infinites/glitches can be patched out but if the neutral game becomes stagnant and predictable the game isn't going to hold a lot of people's attention for very long -
Jojo's Bizarre Adventure: All Star Battle
DrKillenger replied to SolxBaiken's topic in Misc Fighter Central
Ah, I suppose that makes sense, both gameplay wise and canonically as well, Yoshikage Kira just wants to live a simple low-tier life lol Pucci looks pretty cool, though I feel that they kinda gimped him in other places because of his stand discs being so strong, but it doesn't balance out properly and he's left kind of weak (like U/MvC3 Hsien-ko with her obnoxious DF Senpuu Bu assist) I freaking love the amount of detail that went into each character's GHA, the first time I saw DIO's used on Jotaro I was crying (the manliest) tears of joy I swear... I suppose that's fair, kind of silly for the Kira player to not wise-up to it though (until like, the last half of the last round at least) I mean, it was pretty obvious... Then again, if the guy is stooping to abusing a gimmick/glitch to win I guess we can assume he's not the most savvy FG player. I'm afraid this game will suffer from Marvel 2 syndrome with such a large initial cast, where people will find a few powerful characters with exploitable stuff and the majority of the rest of the cast that can't keep up will fall into obscurity. -
Jojo's Bizarre Adventure: All Star Battle
DrKillenger replied to SolxBaiken's topic in Misc Fighter Central
That Narancia was irritating me so much, I had to stop myself from shaking my laptop and yelling "stop spamming grab you troglodyte!" though I was equally annoyed that the Kira kept falling for it, you think he was genuinely just not getting the hint? or maybe the throw break timing is actually that strict in this game? I've never imported a game before, this one is SERIOUSLY tempting me to though, because I would be shocked if it actually came stateside (incredibly, unbelievably happy, but shocked) and I NEED this in my life, reading 700+ chapters of something will do that to you lol Speaking on Kira (my prospective main) in particular though, which of the two of them (Yoshikage/Kawajiri ofc) do you guys think will eventually be the better of the two once people really get to sink their teeth into the game? imo Yoshikage looks a lot more gimmicky, the coin bomb seems strictly worse than Kawajiri's air bombs, while I suppose it has a nice arc for use as an oki tool/preemptive ghetto anti-air it looks stupid slow, seems to have a very small hitbox, and is obviously very punishable. Kawajiri looks to have better supers as well, Bites The Dust looks amazing, visually and practically... That's another thing though, what the hell is his GHA? is it an unblockable? It obviously has pretty poor range and is pretty slow on whiff (go to the damn gym Hayato) but I haven't seen anyone block it at close range so far. My biggest concern for the guy (either of them) is that his projectile game doesn't look anywhere near as scary as Kakyoin/Hol Horse/Abdul/Johnny/Mista but at the same time his rushdown/mixup seems kind of 'meh' too, my guess is that with his bombs he'll end up an oki/vortex style character who just repeatedly mixes up the opponent on wakeup, considering his supers are a counter and an unblockable(?) that would make sense, because otherwise he seems a bit... underwhelming so far (oh well, I'm no stranger to playing low tiers out of character loyalty :P)