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Everything posted by greatfernman
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oh right, maybe its the patch that changed it, i didn't think of that. that would be sick if that was the case. I think it guard points lows as well, I've noticed that I've gotten hit out of hornet by highs sometimes though, I assumed it was because the guardpoint hadn't started up yet, but maybe hornet's guardpoint can be hit by highs and valiant's by lows? idk, I would test but I'd get too distracted, and I gotta finish this paper. what does 11-(active~7)GP mean anyway. is it frame 11 until 7 frames before active or 11 until 7 frames into the active? (I don't think its 7 frames after the active right)
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is there a list of what distortions valiant and hornet guard points can absorb? I believe I've managed to guard carl's rhapsody of memories, though I'm not too sure, I played a bunch of games, so it may not have been that. all I know is that some distortions I seem to be able to guard point and others I can't.
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yeah i do hold 6a, and I have been going 5B as soon as possible after 22b, but they always tech right before my 5B comes out. I can't seem to get the 22B out faster so my 5B can land. it seems to be the strictest part of the combo to me. I haven't landed the 5B once in probably a total of like 5 hours. EDIT: LOL NEVERMIND I'M DUMB. I FORGOT YOU CAN SPECIAL CANCEL 6A TO 22B
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i thought you place 22B, then hit with 5B before the 5B activates and hits them? I don't see how I can hit them during the 22B since they tech before 22B even activates.
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sooo I've managed to get everything about the black hole combo down, except for one part of the combo, 6[A]>22B>5B, does the 6[A] have to hit the opponent at a certain point or something? I really haven't been able to hit the 5B after a 22B. I don't think its my timing that's wrong... :/
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for the black hole 8.3k combo, the video and the posted combo are different, do they both work and do the same damage? also how am i supposed to know when i can 22b after black hole, i either do it too early and it doesn't come out or too late and the 3c doesn't hit. i've managed to do it right a few times but just by sheer luck. is there a visual cue or something i can use to know when i can 22b?
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[CP] Kokonoe - Gameplay Discussion (Discuss Videos/Combos/Questions/etc.)
greatfernman replied to Kurushii's topic in Kokonoe
yeah so i haven't the slightest clue why 214A/B/C does 830+ in multiple hits but 1.2k in a single hit when i launch it at them. i posted earlier but nobody replied, does anyone know how the damage works on it? does it just get a single high damage hit property if its travelling above a certain speed. -
[CP] Kokonoe - Gameplay Discussion (Discuss Videos/Combos/Questions/etc.)
greatfernman replied to Kurushii's topic in Kokonoe
I was messing around with kokonoe, but how does the fireball damage work? it usually does around 800, but if i shoot it, then use 4D and then 236D and send the fireball launching at a high speed to the opponent it does like 1200 damage. does it's damage depend on the speed its moving or something? i don't understand how it works. -
so i got the combo a few times, and if feels to me like the j.C depends on where you started the combo. I'm considering just giving up on getting this combo down because 9 hours in I can barely even land it consistently and the j.C timing seems to keep changing. I'm hoping its just me and the timing doesn't change.
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I've been having the most ridiculously difficult time trying to land the hornet after forward throw>6A>IADjC i literally have not landed it once in like 4 hours of attempting it. is there a very specific time when to IAD? I feel like I may be air dashing too early or landing the jC too early so the opponent is too high to combo into hornet, but I haven't been able to get it to work. :c any tips?
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Tager now and forever. It's all about the huge, slow, massive damage dealer.