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Tiamat

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Everything posted by Tiamat

  1. look at the first page any list with Terry above Kain is old, and wrong from what I've seen this is one of the most balanced fighting games around random: anyone know what to use Freeman's 236A/C special for if anything? it's not safe and it's slow as crap but seems to have some evasive properties. any reason to use it?
  2. I could figure some out when I play later I'm sure. or just watch some match vids by typing "howard arena" into youtube also...Freeman's anti air does indeed suck badly. mostly 5A which is lame, I tend to find anticipatory 623A/C to be the "best" anti air but even so you have to start it ahead of time. If it hits on normal hit it smacks them down and on CH it lets you juggle into his super for high damage.
  3. I been keeping my own list of kain combos as I practice. pardon me but I will use guilty gear esque notation if that's ok. lanze=2.8K (if being braked use B button, if used for combo ender use D button) panzer=4.6B flame=duh most basic combo: 2A2A2C (can add extra 2A in corner) 2B2B2C (can add extra 2B in corner) Hop combos: Hop D (land) 5B Panzer (imo this is easier than the below combo and does the same damage) Hop D (land) Lanze Panzer (this has more options though since you can do other things after the Lanze like TOP attack or gold ball super ball if in corner) Jump in combos (these are harder with jD than with jC): jump C > c.C panzer crossup/corner jump C > 2A+B, C 2A+B, C combos: 2A+B, C > A flame (use C flame in corner) if no meter 2A+B, C > top attack 2A+B, C > S ball > A flame (midscreen) 2A+B, C > C super > A flame (midscreen) 2A+B, C > C super > TOP/panzer/lanze (corner) Corner throw combos: D Lanze gold ball super > D Lanze/Panzer/TOP Advanced combos: 2B lanze combo While they are in hitstun from 2B press 82+B quick to combo. this is basically a link In corner can do 2B2B lanze Feint combos (FC means feint cancel with 2A+C or 6A+C): c.C > FC > 5K > panzer c.C > FC > 2A+B, C there are some others too I'm still messing with it
  4. kain has some weird ass combos with his gold ball super midscreen from a c.C or 2A+B (must be very close for these to work) that don't really seem to be worth it but they look cool. lets you do two panzers (charge back forward B) or a TOP attack and a panzer in the same combo.
  5. I've seen some counterhits with his 236B in some matches, and his break move is pretty fast so I wouldn't be surprised to see that hit counterhit either edit: I knew this match had some but TWICE in the first 13 seconds is lol http://www.youtube.com/watch?v=oTYVCQ0GqmM
  6. ah yeah I read about that one, just wondering if there might be other uses For Grant I know I've done a juggle into 3C x 4 > either 236236A/C but if you did more reps I dunno, I'll try it later maybe. I tried it off his special move 646C (I think that's how you do it) when I was doing 3C loops. That's a pretty nasty overhead. man the coutnerhit thing is so annoying in training mode cause Grant's breaking move won't launch them, urgh. looks like his C button special is the one to break cause ti's faster
  7. damn 6 times? that's rape. after the 6th do you still have time for the qcf x 2 A/C super? that would be boss I'm at college so only human I gotten to play is my roomate and he's not so smart haha...I don't even use my main on him much cause it's slaughter right now my main is Kain and my secondary is Hotaru. I can also pretend to play freeman and grant horribly =D oh yeah I dunno if this is mentioned anywhere but I think it's odd that you can cancel normals on whiff into specials. is there any use for that? you can do a sweep for example and before it hits cancel into a special. I have not figured out any practical purpose for this yet though lol. tick grabs in this game feel kinda weird for me cause even the light attacks push back significantly and throw range is really small. feint canceling stuff into throws looks cool but I haven't really done in any matches yet. with Hotaru though, I think run > c.A > command grab is a good tick throw setup, and I seen some other interesting ones in match vids.
  8. hey I finally got my PS2 copy of MOTW a few days ago, been practicing Kain mostly. I like that there is a counterhit option, but it seemed bugged. moves that launch on counterhit in match play just cause stagger on the training mode from what I can tell, which is annoying. anyone else notice this? Also the recording feature isn't what I was expecting cause the srk wiki said you could record and play opponent but I can't figure out how. I have only been able to record my own inputs and play them which is pretty pointless. I could use 2 controllers and press play on one or whatever but that's just annoying. Any way to actually record the dummy? edit: nevermind about the recording feature problem, I sorta figured it out, you have to set the 2P's recorded command in vs player, then set them to CPU and set them to "command" on the attack menu. blerg! motw is fun as shit though
  9. he can do double butterflies with no timing requirement
  10. but he had his 6H in XX and Reload! OMG so cheap!
  11. I hope they don't make any more GGXX versions so all this will be pointless.
  12. they took out the guaranteed orb knockdown cause it was too good. being able to combo into a high damage knockdown combo off tons of stuff is a common characteristic of top tier characters they have no excuse for the 5S guard meter thing though, that's just stupid
  13. yeah tons of applications, so many that I don't feel like explaining them all lol 2S 3Sc 5S is godly for both combo and pressure potential also combos like with 5S 3Sc 5S On instead of KS On do more dmg 5S5H 3Sc 5S5H obviously does extra if you are confident you won't mess up the 3Sc go for it
  14. it's not a perfect science
  15. This is the first game where Zappa isn't bottom 3 on the tiers so he's made quite a jump with Accent Core.
  16. there are some sound glitches in the dreamcast version, and supposedly some input problems of some sort ps2 version is arcade perfect like the neo geo version, but also has a buffed up training mode including a recording feature I have the dreamcast version and it is still garou but im getting the ps2 version for convinience (i dont take my dreamcast to college with me) and also the better training mode is nice. gonna be re-learning the game when my copy arrives. kain ftw
  17. cool, I just ordered the PS2 version a couple days ago (already have the DC version) can't wait to try some stuff I never knew about way back when I used to play this is probably still the best snk fighter imo.
  18. to combo into orb you generally need the corner also the jH into jD is sort of character specific. before doing whatever your starter is for the juggle (5SS or whatever) let them fall about horizontal to you before hitting them. then superjump at themwith jK and delay it as long as you can with still being able to gatling to jS, then do jSHDorb
  19. I think your best bet in AC is to hope it counterhits, which depends on what you autoguarded, AND gives you knockdown, which depends on screen position and stuff. usually counterhit will knockdown but it's not untechable, just really long untechable time. otherwise take your 40% tension or whatever and piddly damage and be happy
  20. wouldn't it be the reverse? shouldn't you have a slight advantage at match start when she doesn't have any shit out yet? edit: I want to make it clear that I'm not saying anji has advantage in this matchup, just that at match start I think he has advantage. I also think he has advantage at match start on Sol, but that doesn't mean the matchup is Anji's advantage
  21. I think it's 5-5 personally. superjump K ftw
  22. why is 6P so good on slayer?
  23. Because we were talking about 2S in the Sol thread, it might be a good idea to mention that you shouldn't spam it on slayer like against Sol. you can probably use f.S a lot more safely for mostly the same results
  24. why not just do 2S 5H 236S-K combo? and if 2S is blocked you can try for 2H/5D mixup
  25. i didn't look at the match but you should never be scared to do a combo if the starter is what worries you, as long as the starter has usefulness. nothing else is exactly like 5P so no matter how bad the dmg scales is no excuse not to use it, you wouldn't use 2K if that was the case cause it scales your combo dmg down horribly the only thing that scales you down a lot mid combo are FB rins or Ons for starters it's 5P, 2P, and 2K dunno about any others
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