Jump to content
Dustloop Forums

CrimsonDisaster

Members
  • Posts

    1,332
  • Joined

  • Last visited

Everything posted by CrimsonDisaster

  1. too strong, Dizzy da best
  2. they just don't know
  3. yo this is dancingfighterg

  4. TK/dash j214B JC, wait, low jC, land, 2C SJC sj2C into whatever is pretty beefy, 4k+ in the corner for only two bars. Good times. Can probably extend with j236C to burn bar for bigger combos but I dunno if it's worth it. Also in corner, whatever to 214B, 5B JC j2C, late jC, land, 2C SJC sj2C into corner stuff is pretty nice. OP mentions this off a throw but you can do it off 2A or 2B or whatever as well, which is nice to save some bar if you hit 2A in the corner. 2A XX 236A combos on crouch, and 236A, 2A combos on crouch. Low damage loops are possible and are totally sweet (and useless); however, only useful thing from this is like 2A XX 236A > 623A > A JC late jC etc. etc.
  5. He still does lol ghetto frame traps and throws to get his damage because his overheads are trash. It's a similar mindset to Ky, even if you're actually doing big combos into big damage.
  6. lol "subpar movement." BDC 1F jump and Dandy fakeouts are part of movement, too ;o (and it's not like Potemkin has ever had a projectile or particularly good movement). Take AC Slayer and make him do average (AC) damage and... he's still really good. Not as good, of course, but his normals are stupid good and while he sometimes gets zoned out, he zones people out pretty well himself. If you look at Slash, they lowered his easy damage and... he was still good. Slayer isn't supposed to be the "run up into your face and mash mixup" character; he excels at counter-hit fishing, frame traps, tech traps, whiff punishing, etc. He's never even really been the "most damaging" character in most GGXX iterations (till AC); he just had easy damage that looked more painful than it actually was (and did a lot of stun, too, which has to count for something I guess). If you look at the changes from XX -> #R and #R -> Slash, there's a trend towards making him do less damage but giving him trickier ways to land that damage. He's a character who has (until AC) had not-so-inspiring air combos and like 2 hit (repeat with RC) combos for his "big damage." So it's pretty clear he was NOT "meant to do" that much damage, as they were actively trying to make him NOT do that much damage (till AC). There's really no arguing that Slayer "needs" his AC damage, because nobody "needs" 100% combos off 7+0F supers or 80% off standing kick or 60% damage no meter backdash punishes whatever. Slayer is a retarded character, but AC is a retarded game so whatever.
  7. That's still a bad port with graphics glitches and grossly incorrect speeds, among other problems. Emulating it makes it more bearable (in training mode at least) but it's still a crap port. Plus it's a port of 2.5, not 2.6. Examu!
  8. Delayed H or 2D is what I've had the most success punishing backdashes with. Depending on the character you can do other stuff, but those work and give the best rewards.
  9. It probably would have helped if the box art wasn't ENTIRELY PINK.
  10. you don't need to do 2369A after 2C IIRC, 236A should work just fine. Also IIRC it does more damage to omit the jA, though I guess it's harder to just do jB > C, land, 6239A. Also I forget but is it possible to do 623A XX 2147A/C~C in the corner? The TK mashfest 214 corner stuff is less important to get down than the 2C XX 623A JC jB, C, land, 6239A XX 2369A > 236A, 2C XX 236A > 236A etc. part imo. You can just do that into some 623B/C > C ender for good damage, anyhow.
  11. It isn't a race to be the first to land an infinite, it's a race to be the last to land an infinite
  12. It's way better than Dragon Install in that you don't lose if you don't kill them with it. Also stupid high damage setups and such.
  13. Might pick up this game and start mashing online in the near future.
  14. Not sure how much other characters get off 2K, but Slayer's 2K only prorates 90% so with bar you can pretty easily do something like 2K > 2D RC 5H into whatever style of air combo you prefer for around 210+ damage if you were anywhere near something resembling a corner.
  15. If Maruken posted a list, I'm sure someone on this site would stake their life by it.
  16. Forgot to mention this earlier, but you can't do 5D dash cancel xN combos on Tager because you dash behind him into the corner after 5D dash cancel.
  17. Damage scales a bunch if you do it late in a combo, but it's still a respectable chunk of damage/lifedrain.
  18. Zenia is fine, a bit less mindless damage but still has good priority and still has silly setup stuff. Corner setups/damage are still great.
  19. I don't remember if it's in the old Austin match vid set but I combo'd Yani ni Kuwarero pretty easily off BK 5D stuff.
  20. it has a clean hit that does like 80% damage but it's really strict.
  21. IIRC, CH 2C is a crumple stun (ie. they can recover out of it).
  22. Dunno why everybody is like "there's nothing special about Ragna" when he gets to do combos that do like 50-80% life (depending on opponent, burst status, etc.) that give him anywhere from 25-60+% life back. I would say that's fairly special.
  23. The stab move is 2D, which is a low as far as I can tell.
  24. I don't remember jD being dash cancellable. Seems like 6D > jD is just another hit, maybe if you can delay it you can do it before landing and keep up pressure (assuming they didn't FD to push you out). Otherwise it's another hit before you have to JC it or cancel it or something.
×
×
  • Create New...