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Everything posted by HolyOrderChipp
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[Accent Core] Sol Badguy General Discussion
HolyOrderChipp replied to Hatred Edge's topic in Sol Badguy
Okay, let's build a pressure string. Let's say I do IAD j.s and it's blocked. What now? should I cancel into j.h, land, 5k, etc? What if it hits? -
How can I lead into PB? I sometimes do 236P, 632146P, but that's stupid because 236P is -4 on block. Hammerfall, PB suffers the same problem. I notice that many command throws can't be canceled into from certai[finput][/finput]ll normals, but 5P, PB seems to work fine. Should I use this? I really want to get offensive with PB, but the more I play and the better my opponent gets, the more defensive I have to be, and the more I lose control of the match. It seems that I just have to rely on PBing in gaps or as a punish, but I'd really like to learn to play more aggressively with Potemkin. How should I get in, and then how should I put my opponent in a guessing game so I can PB him/her?
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I have a question about Faust's command list. In the frame data, he has a move called Chouhatsu. Its command is listed as Start. Now, I assume that there is nothing special about pausing with Faust, and also, arcades have no Start button, so I'm thoroughly confused. How the hell does this move work?
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[Accent Core] Sol Badguy General Discussion
HolyOrderChipp replied to Hatred Edge's topic in Sol Badguy
But what if I hit with the tip of 5H? GV doesn't combo, 2D won't reach, so should I just Gunflame? -
[Accent Core] Sol Badguy General Discussion
HolyOrderChipp replied to Hatred Edge's topic in Sol Badguy
Ok, I know it will seem like a silly question, but what should I do after 5H? I know that if I hit, Gunflame is safe and lets me pressure, but what about on block? I would guess Gunflame FRC would be good, but because I may or may not have 25%, and I'm inconsistent at best on Gunflame FRC, what else can I do? My opponent can easily IAD over an non FRCed Gunflame, and jc, IAD leaves a big gap. BR is unsafe on block, and I'll probably be too far anyway, and BB, while +0, leaves a huge gap. GV is a ludicrous bet, it'll get me slaughtered. Just letting my 5H recover feels stupid and is -9 besides. Also, if i connect with f.S, should I gatling into 5H? -
I sometimes play slayer, and I'd like a better overhead than 5D. So, I think to myself, 6K is an overhead, right? well, it is, but I have trouble comboing off of it. I know my next move has to be a link, but I'd like to know what I should be linking, and also, how many frames I have to do it. Should I be simple and just try for 2P, 2K, 2D as a simple knockdown combo? Should I go directly to 2K?
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I hated the song, 'cause rap sucks. Let's have a flame war over taste in music. I really liked some of the combos, though. Especially the multi-Gunblaze combo on PO and the 4x Gunblaze FRC combo. I liked the emphasis on j.H j.D combos. I did think the color manipulation at the end looked cool, but I feel it would have subtracted from the vid if it were present throughout.
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The third hit of Chipp's rekkas has more frame disadvantage than the second, so I assume you could punish that too.
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Potemkin AC: matchvids/combovids discussion
HolyOrderChipp replied to (O_X)O===(>_<)'s topic in Potemkin
Those Potegaman vids were the BEST combo videos I've ever seen. Hilarious. I laughed the whole way through. I wish you'd make a Potegaman game though. You had some nice sprites. I'd love to fight Pool Man, Anchor Man and Doctor Zanuff. -
No, 6H xx DI!
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So it has to be a successful parry?
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I play Sol and Axl, and there are a few things to note. Most characters can crouch under BR if done near, I.E., Sol does 5k, 2d, BR. You block 5k and 2d, BR goes over your head, you punish. This is useful against Sols who don't bother to hit-confirm. Another weakness of BR: you can be thrown (I think) if it's blocked close up. So don't let him get away with Bandit Revolver! Block low. You'll block 2d, his best normal, you'll block 2k, you'll block GV and then slaughter him. He doesn't have great overheads. His 5d may be fast, but it's short range. Edit: Remember, Riot Stamp is an overhead! Not that it matters much, because it's about as good as H Raisageki. And it's not as if he can combo off it. But still, it may look mid, but you gotta stand up to block it. 2k would probably go under it though.
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In the first post of the (locked) matchup thread, you mentioned something called "Burst Cancel". Now I know that you can't cancel attacks with bursts, otherwise I'd combo into gold burst every chance I got. Does Jam have some special property where she can cancel something, attack or otherwise, with a burst?
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Ok, I know that I'm a crappy player and my Dizzy opponent is also lackluster. My problem is: When trying to counter, each catch has a crippling drawback. First off, 214P. She has so many projectiles, and Ice Spike. I just get hit with something I can't counter. Next: 623P. My favorite counter by FAR, this one can get the projectiles, but it's those damn multi-hit moves that beat it. That's odd, considering the frame data said that the counter attack is invulnerable to strikes frames 1-15. Is its startup longer than that?
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There's no Anji combo thread at the moment, so I figure it's okay to ask this here. In the GGAC tier list thread it listed Anji's average damage by saying he can get 40% for 25% Tension regardless of positioning. My question is: What combo works anywhere, on anyone, and does 40%? And does it involve an FRC or an FB?
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Ok, I have a really scrubby combo. It's absolutely impractical to land, but if you do, it's probably a good use of resources. Here goes: Close-up , Lvl 3 , Jump forward, j. , j. , Jump Cancel, j. , j. , j. , I tested it on Faust, and maybe some other characters. I forget whether the Ensenga connected for two hits corner or midscreen, maybe it'll whiff midscreen. Anyway, you can truncate the air combo if necessary. Now for what's important: The damage. 238, if I remember correctly. In any case, you could probably make the combo better by tossing in a FRC and doing something longer. Disclaimer: This combo is just for fun, you will probably never connect with a close-up AND have Lvl 3 AND have practiced this combo.
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How exactly was BDC nerfed? What is it good for now?
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I read in the frame data that HS Fuujin was invulnerable to strikes from frames 1-12. Does this mean it could be used as a practical reversal?
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On the day I first got Accent Core, I started playing Order-Sol. When playing against my friend and brother (Two separate people), I developed an easy level 3 combo. c. , f. , , lvl 3 , jump, j. , lvl 2 . Now I know this isn't nearly the best combo off of c. . But cut me some slack, I came up with this playing a character I'd never used before, and I did this while playing matches. So, I've improved it, notably by charge keeping the . Now let's work backwards. Let's go to the point at which I jump. what air combo should I do? I'm thinking something involving Jump cancelling my first air move, for example, JCing the j. and doing j. would probably work. But, please something with no SJCs. I'm horrible at those, and JIing. Let's skip back a bit. If I've just connected with , I know that a lvl 3 combo, adjusting for character and wallbounce if I'm in the corner, does a little bit more damage. But my combo is non-specific, and is very easy to perform. Let's skip two moves back. I have hit with c. . What now? If I skip directly to , it's slightly less distance specific, but may or may not deal more damage. When I was messing around with comboing into lvl 3 , I noticed that leaving out the f. actually made the combo deal a few points more damage. So, knowing this, how should I combo off of c. with lvl 3? BONUS: Scrubby combos to make you look flashy: , . 248 damage, knockdown. , , jump, j. , JC, j. , . 242 damage, techable, but you get to action charge at the end. (For the air combo, rather than come up with something really damaging, I just spliced on the air combo from the first Gunblaze combo listed in the first post. It was just laziness.)
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General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE
HolyOrderChipp replied to Kairi's topic in Archive
I know I can land techable combos in matches, it happens all the time, but when I do, the beat doesn't go black as it should. And no, rtl42, I haven't figured it out yet. Also, I have a question about Grand Viper. Why does it often say the last hit is a counter hit? -
General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE
HolyOrderChipp replied to Kairi's topic in Archive
No, they're not CH Tatamis, but I think you've just solved my problem. I never could figure out what the "Counter" setting did in training mode. I guess it affects the beat counter. I'll experiment tomorrow when I get up. But before I go to sleep, is there any way to make the beat go black for invalid combos in non-training mode? Edit: I tested earlier today on testament, but I did j.S. I figured since that was techable, then j.D, being slower, certainly would be. Also, if teching was set to frame 0, then how come the beat turned black? Is there something I don't understand about when the beat turns black? Edit 2: Man I'm tired, I misinterpreted your post, the counter setting affects counter hits, duh. It was clear rereading your post that's what you meant. -
General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE
HolyOrderChipp replied to Kairi's topic in Archive
Okay. Set the computer to tech forward or back at frame 0. Now do Tatami, j.D. The opponent will tech before you hit them, right? Now set teching off. Do the combo again. The beat won't turn black. This also happens in matches, which is really annoying, because I have no way to know if my timing was wrong but my opponent didn't tech. -
General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE
HolyOrderChipp replied to Kairi's topic in Archive
The problem is not the computer not teching, it's the beat counter not going black It is supposed to go black if your opponent could have teched but didn't, right? If so, why does it never turn black, even when I do techable combos? -
General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE
HolyOrderChipp replied to Kairi's topic in Archive
I'm playing the US version of AC, and the beat never seems to go black. For example, I go into training mode, and set teching on. The dummy techs. I set it to tech at say frame 30, and do a techable combo. (I was using tatami mat, j.S, which I could land almost every time in arcade mode, but almost never in practice.) The computer doesn't tech. The counter doesn't go black. Same thing happens when I set teching off. I looked in every options menu I could find, and there was no "Black Beat Option". Did they remove the black beat for the US console version? If so, why? I don't see how it could be anything but a plus. Is there some secret option or unlockable that lets me turn this on? -
I know it's possible to combo off of the 214 catches, but I don't know of any good combos after them. Can anyone tell me some easy ones? Also, is it easy to get at least 110 damage off of them? See, they dealt 110 damage in X2, and I'm not sure if you could follow up, but unless you can get significantly higher damage in AC with a followup combo, then it seems as if they've gotten worse. as a side note, what are some good combos off of Shiranami no Homura (The force break follow up to 623p)?