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Silmerion

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Everything posted by Silmerion

  1. Combo count: 9 [=====================================] On Potemkin, approximately mid-screen: c.S, 2P, 623H 623H (RC), falling j.H, land, 623H 623H (RC), Bomber, 2S, 623H 623H This is Potemkin-only, I think. [=====================================] On Anji, mid-screen: 623S (FRC), j.K, j.D, Kokuu (FRC), AD, FB Bomber, Bomber, j.K, JC, j.D, Bomber, 623H 623H Funnily, this combo reduces hitstun so much that the opponent can tech the Bomber part of H Benten just before landing. [=====================================] On Faust, mid-screen: Combo into Rensen (FRC), Raiei S, Rensen (FRC), IAD, j.D, Bomber, Rensen (FRC), Bomber, Rensen (FRC), Raiei S, Raiei S, Meaty Rashou You could probably tack a different ending onto this by removing the Rensen (FRC), Bomber and FRCing the last Raiei S. [=====================================] On Venom, approximately mid-screen: IAD, j.K, j.D, land, 5K, 5P, 2S, SJC, j.H, j.D, Kokuu (FRC), AD, FB bomber, bomber, air throw on tech [=====================================] On Faust, approximately mid-screen: (Faust throws meteors) 5K, c.S, 2D, Rensen (FRC), 66, 2S, (meteors fall) Houso, Shiranami, cross under (it should happen automatically - for optional added shenanigans, re-cross under before Faust falls to you,) c.S, 2S, 6K (1 hit), 2S, SJC, j.H, j.D, Kokuu (FRC), AD, j.D, 623D, Kokuu OR (Faust throws meteors) 5K, c.S, 2D, Rensen (FRC), 66, 2S, (meteors fall) Houso, Shiranami, Axl gets CHed out of Shiranami, 5K, c.S, 2S, SJC, j.H, j.D, Kokuu (FRC), AD, j.D, 623D, Kokuu [=====================================] On Slayer, waaaaaay at the other end of the screen: c.S, 5H, 2D, Rensen (FRC), 66, c.S, TK 623D, land, c.S, j.K, j.D, 623D, AD, j.D, 623H, tech throw [=====================================] vs Anji, from start position: Anji: Butterfly Axl: Rashousen Double CH, TK Kokuugeki (FRC), AD Kokuugeki (FRC) |> 6K-2S-sjH-jD-Kokuugeki (FRC), AD jD-Kokuugeki (FRC), Kokuugeki Thanks to Stark for testing this one for me. [=====================================] On Testament, waaaay on the other side of the screen: 5K, c.S, 2D, Rensen (FRC), 66, c.S, TK 623D, c.S, j.K, j.D, Kokuu (FRC), AD, 623D, 623H, 623H 623H [=====================================] On Slayer, in the corner, with forward tech on: Raiei S, c.S, TK 623D, AD, j.D, 623H, 2S, j.D, 623H, Rensen (FRC), Raiei S, Rashou feint, block Slayer's Eien no Tsubasa, CH 5H, 6K, 2S, sj.H, sj.D, 623D, AD, j.D, 623H, tech throw into corner, OTG Rensen (FRC), tech throw into corner, IK mode This should kill Slayer.
  2. http://gamechariot.com/g3_090111_vision.html Has anyone ever seen the Anji in these vids, AGF? He seems very solid.
  3. You're right, but he did use your patented Raiei FRC Throw shenanigans. You can't fault him for that.
  4. http://gamechariot.movie.coocan.jp/movie/090111_big1_G3f.wmv ^Came out of G3. This Axl's name is Uddi. He's fighting Inoue. Has anybody seen this guy before?
  5. I live exactly in the middle of nowhere. Seriously. Anyway, I appreciate the input. I'll just head back to training mode.
  6. I'm a bad teacher too, but in a different kind of way. I usually give new players a few rounds to warm up to the system, get used to directional inputs, etc. Then I let loose a little, usually beating them fairly handily. I always figure that babying new players is giving a wrongful impression of the game, and some of the cooler stuff in GG can't be done while playing like a scrub, so I always think I'm doing them a favor. Even when I'm not pressing them, I have an inherent advantage because I understand the game's mechanics. But then, after a few rounds, they quit - because I'm trouncing them. What can I do here? I don't want to baby scrubs, but I want someone in my area to pick up the game....
  7. Just for the record, I know the video you're referencing, and it's one in a two-video set. Shuuto wins one of them.
  8. Could I get Romanized versions of all the names?
  9. Have there been any recent JP Axl vids?
  10. So, I just saw the Lime Key vs. Shoot fight, and it's apparent that Shoot was just plain off during the match. For example, in the first match, he gets killed by trying for a close-range 2H after blocking a RCed Fuujin S follow-up, then trying to beat out Anji's oki with S Benten. Then, in the third round, he Rensen FRCs and immediately drops the combo. Those are more or less the biggest offenders, though he makes more silly mistakes throughout. This isn't to undermine Lime Key's skill, because he was clearly on the ball the whole time. But seriously, those are mistakes I would've made.
  11. Oh, for Pete's sake. You're just sore because you're bad at combat. You have the best army in the game. There's no way Paradigm is bottom-tier.
  12. Stop whining. At least you don't play as the character with the worst army in the game, eh? Revisified.
  13. He means that it's so soon after the move that you're practically assured of your success.
  14. All of these things you posted can be found in the manual. Just sayin'.
  15. Here's the stuff I usually use with Izuna. Notation: Prefixes f = Forward b = Back > = Right < = Left j. = In the air Suffixes X = X attack Y = Y attack Misc. OD = Overdrive AD = Air dash MC = Modern Cancel JC = Jump Cancel (I will only put this when Izuna needs to jump and not follow up with anything - otherwise it's more or less implied.) Incidentally, I'm totally putting forward my notation as the standard notation. Note that you can get pretty creative with the lead-ups into these - I'm just posting the general outlines. Sorry, I don't have damage values handy for some of these, but I assure you these have been tested to max out damage for minimum Tension. X, bX, JC, X, bX, j.X j.X j.X fX, j.X, X, bX, j.X j.X j.X fX, AD, j.X, j.Y, X, bX, fY fX, j.X, X, bX, j.fY (MC), fY These are really the only combo patterns I use right now.
  16. Funny, I didn't notice when the thread title changed to "I-No Strategy and Tactics."
  17. Frankly, Valentine is bad. She's supposed to be a projectile support character, but she has generally bad projectiles with which to accomplish that. On top of that, she's really only slightly better than Paradigm at melee. It's a good thing that her/Raven's army is clearly the second-best in the game, because she doesn't really have anything else going for her. About that Izuna combo video: I don't frankly know what that player is doing. I've done some serious playing with Izuna's combos, and I happen to know for sure that many of those combos are techable, have gaps, or at least don't lead to knockdown!
  18. @Blade: Hah! I didn't even notice I did that! @Shin: Paradigm has the best army, the best OD, and great buyable skills. His problem is that many still try to fight with him frequently, and he's very bad at that.
  19. My thoughts on the tiers for this game. The game's pretty balanced, and the game is more or less all about skill, but tiers are clearly there. Combat S++: Sol A: Izuna B: Sin C: Ky, Raven D: Valentine D-: Paradigm Sol is way out on top. Valentine's frankly not too far above Paradigm. Army S: Paradigm A: Valentine/Raven B: Ky/Sin C: Sol D: Izuna Overall S: Sol A: Izuna B: Paradigm, Sin, Ky C: Raven D: Valentine
  20. So! I'm looking for people to play with sometime on XBL. My gamertag is: I Darago I I play Izuna.
  21. Are you talking about doing a forward jump in a JI combo? Just press 9 instead of 8 when you jump cancel.
  22. A lot of the other stuff you write is just opinion stuff, and this is too, I guess, but trust me when I say that you'll get used to it eventually. Learn to switch targets and be selective with locking on and things will go a lot more smoothly for you. While I remember this thread exists, does anyone else think Raven is kind of half-assed as a character?
  23. I don't even play Sol, but one of your problems is glaringly obvious: Use less Grand Viper. Eventually, someone will punish you properly.
  24. Not true; it merely implies that the relative values of the advantages and disadvantages each character has are too close to order properly within tiers. Axl-Slayer is at least 4.5:5.5, which isn't THAT bad. He has a much harder time with Venom, I believe.
  25. It looks to me as though Ogawa's list is based less on advantages/disadvantages and more on relative tournament placement. Which doesn't explain why Chipp is in the same tier as Potemkin.
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