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CrimsonDisaster

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Everything posted by CrimsonDisaster

  1. Garou Densetsu/Fatal Fury isn't quite as popular as KoF, I guess. Bad console ports (similar to the LB2 console port that killed DCs), only really had Kailera netplay to play against other people for a while, scene in Japan is just another "well people still play this somewhere" game. Stuff like that, as far as I can tell.
  2. You get more juggle/OTG options (and an extra brake, IIRC) off a counter-hit. Also I can assure you that you have not played better players on Kailera than you'll see in Howard Arena. Chances are most Kailera players you've met are using macros, though, so shrug.
  3. lol [iadD > 2K, K] is usually off higher launches, I find. Like I usually do it off a sjiad.
  4. It's still pretty sweet in the corner if you can't do [jH, K] to start a relaunch on a character or off whatever launcher, since it does more damage than [j2K, K].
  5. It uses 50% tension to blow the hell out of yourself? It can't kill your opponent? I think the damage might be tied to how much heat you have but I'm probably wrong, I haven't really messed with it much since I don't have AC+. -edit- doesn't look like heat OR tension has any effect on robo-boom FB. Maybe there's some other trick to it, but it really just seems pointless (it also does a TON of stun to Robo, 3 of them will stun Robo, pretty much guaranteed). MAYBE you could do like, CH dust, missile super, pressure into robo-boom to make them eat missiles to kill.
  6. Tell that to Slayer Wirya: DoT FRC imo
  7. Drop the 2K and it could very well get into that damage range, easily. Might actually go that high with the 2K, I'm no Robot expert though.
  8. How can you even talk about old EX spear hold when EX Dizzy has BUBBLE FISH? 4r5: Necro Install kinda sucks, it's not like EX Dizzy has huge combos to reward her ability to run through some pokes.
  9. Koichi used to bust out 80+% combos all the time in Slash, and might have kept that going in AC if a) he still played I-No and b) people didn't start FDing to keep their guardbar low.
  10. Slayer's big damage combo is two moves.
  11. Finally got around to watching this, I kept expecting a teleport FRC combo at a few points ;p Nice vid overall.
  12. Cool vid, also liked the purple vid since it was pretty much exactly what you said it would be.
  13. His slide-dust attack is pretty easy to combo, though. It's a lot like playing pre-AC Axl except instead of doing Rensen FRC combos you just slide-dust to ID to bomber loop or something. Well, maybe not a lot like pre-AC Axl. But yeah, he gets by without 2-hit normals just like he always did.
  14. shinquickman: Millia isn't always landing random jP or mixups, though. She gets lots of her damage from throw combos and such, which is my entire point. People hype up some characters as having beastly damage or whatever when, in practice, they are generally landing their crappy 15% damage combos most of the time. Nobody says "well Sol does bad damage because he's mostly landing strings into 2D XX Bandit Revolver," they all say "Sol does a ton of damage because he can RC random stuff into Sidewinder loop for 45-50% damage combos that are better than everybody else's 45-50% combos." Whereas everybody is always like "well Ky's damage sucks because he's always doing some crappy knockdown combo" and not "Ky does a good amount of damage off 2D or CH 2H." It's just this really subjective thing... personally I think it's because Ky's combos don't LOOK like they hurt that much, nor does Ky have a history of being a high damage character (except in Slash, lol guardbar) so "Ky doesn't do that much damage." re: Slayer v. Sol I think the matchup slightly favors Slayer because his strengths (zoning people out with huge normals that kill you on CH or with tension) happen to work really well against Sol's major flaw (trouble getting in against good zoning). It's not like a perfect counter; both sides have answers to whatever the other guy has, it's just that Slayer starts with an edge so if you're just trading counters, Slayer comes out on top more often than not. That said, Sol's mixup isn't too bad. Decent grab with awesome payoff, strong frame trap normals that have varying payoffs (ranging from mediocre knockdown to big combo -> knockdown). His main issue is that his mixup kinda fizzles out if it fails; he doesn't really get to try again if you avoid his mixup, since he gets pushed out too far pretty quickly. Also I use 6P as oki against Sol fairly often, mostly when I feel like I need to get people to stop VVing all day. I love doing bad mixups into good combos as much as the next guy, but Slayer can afford to play it safe against Sol anyhow. S rank vs. C/B rank, what what.
  15. Make sure you do the first iadK during the "burst" of your airdash so that it extends your glide, then make sure you're waiting long enough on the 2nd kick. That, or make sure your airdash is high enough to comfortably fit both kicks. Also I'm pretty sure we've talked about this earlier in the thread.
  16. Show me a matchup chart where Ky "gets owned up by too many characters."
  17. You're welcome to keep living in the fantasy-land from like #R where Ky is only "average at everything" when he is quite clearly better than a good chunk of the cast at some things. How convenient to forget the likes of Millia, Dizzy, ghosts-Zappa, Anji, Bridget, Venom, and Baiken when talking about "everyone else." Ky does plenty of damage with the same kind of opportunities as other characters; he can kill in 4-5 combos and can get a mixup off pretty much whatever combo... obviously it takes a few more most of the time since you'll hit some crappy low damage knockdowns for meter/positioning rather than always getting a VT loop or whatever, but it's generally in that ball park... and everybody else in the cast has to take crappy knockdown combos at some point and nobody holds it against them. Even the really high damage characters (Slayer, May, Jam, Potemkin, A.B.A., Eddie) typically need 3-4 combos to kill, barring major counter-hits or big guardbar crank into unprorated hit. Typically more since, again, they won't always have tension or screen position or an instant-win counter-hit, or they get a few low damage throw combos in there or something. Everybody loves seeing huge chunks of life disappear, but 3 33-35% damage combos kill just as well as 3 45-49% damage combos. 4 25% damage combos kill just as well as 4 30-40% combos. With ideal but not stupid CV-only situations, only a few characters have 1-2 combo kill potential that might come up often (mostly Slayer, Jam, Eddie, maybe Raou-Zappa), the 2-3 combo kill range is a bit bigger (previously mentioned, + Potemkin, May, ABA). A pretty good chunk of the cast is sitting somewhere around 3-5 combos to kill. Add +1-2 combos in each category to account for setup combos for a more realistic appraisal, I guess. Ky happens to be sitting right around the same place as most of the cast, in any case- 3-5 (+1-2 setup) combos to kill, and most of his combos give him an opportunity to go straight into a mixup and potentially another combo. Then again this is the same internet where Sol's 50% combos do more damage than Johnny's 50% combos so whatever.
  18. He doesn't do anything great? Damage output beyond weak? Way to live in #R. Ky is really really good at a few things, namely sticking out pokes that will probably cream whatever gets in their way, frametrap/throw stuff, oki off like every combo that leads back into a combo, etc. If the only combos you are landing are throw FRC whatever, and 2K into whatever, then yeah his damage output would seem bad, but Ky gets lots of chances to do pretty decent damage. Anti-air 6P/2H/jP/jK into VT loop is pretty good damage for a tensionless combo that sets up a 5-way mixup. Any kind of guardbar raise into orb -> VT loop combo can be an easy 40-50% or so, and Ky is pretty good at building up guardbar while setting up frametraps. Do I think he's a great character? No, but he's no pushover. B rank is right, he's better than the Sols and Zappas and I-Nos of AC, but he's certainly not as good as the Jams and Baikens and Axls. Once you get into that range, it's not about what you do well, it's about how much BS damage you do off whatever BS launcher move anyways.
  19. Necrosis: Nobody likes XI? Last I looked, it was huge in China/Taiwan, people were playing it a bunch in Japan, Koreans played it a bit, good amount of players in the States... 3rd world countries finally got to play it when they could download it and they seemed to put up a good amount of vids as well. 98 is considered the "best" for nostalgia and because most KoF's are flaming piles of crap, but XI is among the few good/decent ones. Certainly gives 98 a run for its money, though of course people will whine because it isn't exactly like 98.
  20. That's the best tier system ever. I can't believe they stopped using it
  21. Disagree. Axl isn't that good. Potemkin, maybe.
  22. Greed Sever IS a combo if you keep doing it over and over in lag.
  23. Uhhhhhhh you just aren't playing well, seriously. I play a fairly patient style and I do fine.
  24. lol Berserker combos hurt awesome news on the PS2 release
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