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Everything posted by CrimsonDisaster
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Yeah it is.
- 2,802 replies
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- emo install
- faceroll
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You can link 5B > 5C XX 214A > 214D off it. lol Ragna Install combos, I was doing like 90% to people who bursted his burst-safe setups Random combo that wasn't listed before (I did the throw combos that were in this thread)- corner, whatever to 5D XX 214214D, (dash 5B >) 5D dash-cancel 5D XX 623D > 236C > 214D. Actually I did this back throw combo near the corner: back throw XX BK, [jD JC late djD], land, 5D dash cancel 5D(1 hit) XX Inferno Divider, or something along those lines. This is particularly cool because at a certain spacing, it can be burst-safe, so if you see the auto-guard burst animation, you can just wait for the burst then late dash cancel into whatever and kill them. I got 5D XX BK, jB to combo but couldn't get jC after it. Was hoping to maybe do 5D XX BK, [jC > D JC djD]x2 but no such luck, might be possible if you didn't do anything before 5D? Also it looks like you can do anti-air CH 6A, airdash late adD, land, combo from there. Dunno what combo you'd get though? Maybe rejump A, or 6A SJC sjC > D JC djB/C XX Inferno Divider.
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- emo install
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Pozer- Distortion Drive = supers in this game, like Overdrive in GG. Also Pozer have you messed with his dash cancel combos yet?
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Will definitely try out some of those Blood Kain combos tonight (or at first opportunity after Thanksgiving). Good to see Ragna has some stuff that isn't just chain XX dash punch > followup. Dead Spike is good if you've conditioned your opponent not to mash a lot, or if you mix up where you do it during pressure. Seems like neutral/advantage on block as far as I can tell but I'd need confirmation. Safer than dash punch or Greed Sever or whatever lol. CH Dead Spike gives you a good amount of time to combo after it. Other random notes from my early impressions: 2D takes a good chunk off their guard meter and is fairly safe on block (and combos from 5C so they can't mash out). Dunno if you can dash cancel it, but you should at least get Dead Spike or something to keep up pressure. Saw some Japanese players doing short chain > 6D JC, come down with jC/D as a pressure string of sorts. Doesn't look amazing but it's a decent way to mix up your pressure a bit to keep them on their toes. 5D dash cancel throw is funny, though I'm guessing people can mash and hit you out of it. Might be hilarious in Blood Kain though.
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That's only on max difficulty, she does less damage in lower difficulties (but can still just chain supers until you die =p )
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It doesn't launch a billion light years into the air on CH and otherwise is the same move (ie. do it in combos, use meter to continue combo). Regular Michael Sword is pretty meh. FB Michael Sword is cool though, wish regular Dizzy had that instead of (or in addition to) FB bubble.
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And it's also her force break, and regular Michael Sword is not "much better" than icespike imo. EX ABA is constantly losing life every time she does a move and has no way to stop that. Plus she just isn't as good as regular ABA Moroha mode. EX ABA is hardly the best example of imbalanced EX gameplay.
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It's throw invincible on startup and for a pretty hefty chunk of the move, but if they SB/IB it they get opportunities to escape/punish.
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- crazy larry
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It depends on what height you hit them with Pilebunker at, other than that it seems to work pretty well on most characters if you do it fairly early in a combo.
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If you RC Pilebunker in the corner, go for 5H into whatever. If you aren't RCing it, you can link 2P off a Pilebunker juggle. For CH It's Late, depends, but you can get BBU or K Mappa into whatever without RCing, IIRC.
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ATG: 3 frames on top of standard emulator lag + converter lag?
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Jotaro has less in the way of dash -> crouch cancel links so it should be easier to get down imo
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more like it would block then GC spin
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more like impossible to pull off online
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Depends on what you mean by "BnB." If you mean like Japanese B&Bs with crazy multi-link into tandem attack mash jab into stand summon knockdown stuff then nope, can't do that yet lol.
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Because AH2 is a billion times better than AH1 and even if you've never played it before you will like it more?
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The Examu hardware barely runs the game anyhow so it's not like inferior hardware will be anything new to AH2 players.
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So pretty much play it at aUFO! Except I think we're still waiting for the board to come back from Japan.
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General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE
CrimsonDisaster replied to Kairi's topic in Archive
Sorry to dig this up, but SURVIVAL BORDERLINE was just a hilariously named cut-off point from the Arcadia #R tier list; characters below the SURVIVAL BORDERLINE had to work progressively harder for wins, that's all it really meant. It was pretty much the split between the top half (S through C rank) and the bottom half (D through G). There was never any implication that characters below the SURVIVAL BORDERLINE were unusable or even dramatically weaker; they all just had at least one glaring flaw that their strengths didn't make up for. Characters above the line just had fewer conditions necessary to have their moment to shine. It is definitely worth noting that Testament, Potemkin, Baiken, Zappa, etc. all made appearances deep into SBO for #R, despite all of them being below the SURVIVAL BORDERLINE. -
A frame trap is when you intentionally leave a tiny gap that gives your opponent enough time to leave blockstun and start a move, but get hit if they tried to do that. The idea isn't necessarily to keep them in your block string but to get them to fidget and eat a counter-hit into combo, the mixup being that if they don't mash to escape pressure/mixup you might just waltz back into point-blank range and continue pressure (or throw them). It's nothing fancy, really. It's just a modified blockstring, though pretty much everybody adds frame traps into their blockstrings these days anyhow since there isn't really a reason not to.
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2K, 2S XX DoT 5H XX DoT... also 5H XX P Dandy FRC, DoT ;o (crossup) jK, land, DoT
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Free win. (CH DoT)
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I'm not really big on the whole "I stake everything on this single blow" kind of tactic, especially against Faust. Not like it's such a bad matchup that you need to, anyhow. You can kinda feel out when Faust wants to use the scalpel pull, in any case, so it becomes easier to "see" it on time if you're anticipating it. Like everybody has been saying, Faust gets wrecked once he's in pressure. Slayer pressure isn't quite airtight but that works for you since it gives Faust more chances to try something stupid and die. Dunno how specific I could be, until you get fairly close, it's a patience match. If you're at midrange you can take some guesses to try to trade in your favor- random 6P or 2H can knock him down and give you momentum. BBU if he's too j2K FDC jH happy? shrug eventually Faust will slip up a little and it's up to you to recognize it.
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I just end up playing random Japanese and Korean players on GGPO lol