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Everything posted by CrimsonDisaster
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http://youtube.com/watch?v=s_YSHCfYmI4 Made a short clip of some random stuff I've posted in the past, figured it might as well go on a video! Sorry for the crappy quality, no capture card so I had to use my webcam D: Random notes: -leaving out the sj2K after sjH usually means more damage, but also makes the combo a bit more finicky sometimes- up to you! -I totally blanked on what the Eddie 6K combo was "supposed" to be but the one in the vid turned out better than I would have thought lol -not meant to show the "best" combos, just combos that are feasible and not too difficult, as well as showing how much you can expect for one (F)RC
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Dunno if anybody has been keeping up with bigooooooohh's vids, but there's a Slayer player in his most recent set of GG vids who does some fairly sick combos and hilarious mixups. For instance: http://youtube.com/watch?v=A99Y0IMeEPk
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MvC1 Roll
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You have to put in a code to unlock Fiona in arcade D:
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You could end air combos with her 360 before, I know I did...
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It might, I honestly haven't watched Clarice very carefully because I hate her. What I do know is that it gives her a followup super that does a bunch of damage (her Critical Heart, I suppose) and might be unblockable or something. Easy to combo off that down swipe attack. And I get more of an EFZ Kaori feel from Zenia than Burai but shrug boxers D:
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omg u suk jk A bit too much jump-back -> airdash; a bit questionable on some combo choices (but eh whatever as long as you land it... but if you don't...)- but you definitely need to keep track of your tension and your available options. Couple of rounds that you should have won (or should have won by a larger margin) if you had just been paying attention to your meter when you landed something like CH Mappa.
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yes, it looks a lot like Melty Blood circuit spark or whatever MB bursts are called. People have been doing it pretty often really. PWF: miserable pile of inputs
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Arcana Blast is an alpha-counter style move that uses one bar. Knocks them away and powers up your arcana moves (or at least some of them) while you still have the aura from it.
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well if no one is blocking 6K that leads to more damage anyhow so...
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Better yet don't use dusts ;(
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Pretty much every launcher leads to 5H SJC [sjH, D > 2K], etc., it just depends on the character and situation. 5H XX PB timing also varies depending on situation but typically you should do it pretty fast.
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LB: You could pump the motion when you do 5K and then hit S when you see it hit.
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Parry -> burst cancel should get you out, last I looked. I'm not terribly proficient at burst cancel though so I can't say for sure. If he doesn't time it just right you can IB -> backdash/1F jump, IIRC. Nobody really does Giganter trap anymore since it's so easy to mistime, meaty Slidehead is way better if you're going to do that kind of trick... so honestly, while I'm pretty sure those work, I could be wrong because I haven't had to deal with stupid shield traps in a while.
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AleXander likes to do 2D at the start of the round in the mirror match, and it seems to work pretty well since it seems to stuff/trade with a lot of Slayer's other offensive openings... it's also at really good spacing to combo off it on CH so that kinda sucks. IIRC K Dandy -> PB beats it pretty cleanly but maybe I'm wrong, haven't played the matchup in a bit.
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Apparently you don't play a lot of 3S. I don't know if that's a good or a bad thing dobiqwolf: What do you want someone to say? "The best way to apply Slayer's oki mixup is to knock them down first, then mix them up as they get up?" Seriously what else is there to say about it? There's nothing particularly special about Slayer's oki, other than "it kills people fast." What is there to discuss? By now most people know what Slayer's oki options in each scenario should be. This move hits low, this move hits high, to use it in oki you do it after you knock them down, simple as that. Seriously, basic oki in GG: - do they have a good reversal attack? If so, can I do a safe jump-in to lead into my mixup from said knockdown? Otherwise, do I think they'll actually do it, and how do I bait it until they stop? For Slayer, you bait with stuff like safe jump-in jH, or whiff 2P before they get up, or just block/backdash. - do I think they're going to backdash on wakeup? If so, what moves can I punish it with? Depending on your opponent and your reaction time, the general moves to beat backdashes are H, 2D, 6H, pause -> Mappa/BBU; and meaty attacks to punish non-reversal backdashes. - do I think they'll try to (FD) jump out of pressure as they get up? If so, what moves beat that? Meaty lows and anti-air normals are particularly suited for that. - do I think they're just going to block on wakeup? If so, what moves of mine are overheads? What moves are lows? What moves cross up? What moves feed into my mixup in a somewhat ambiguous manner? What moves are throws? What moves disguise my intentions the best? How can I create 2nd hit mixups or guardcrank -> mixup sequences with my available moves? Slayer oki is as simple or complicated as your opponent's defense. If they just block on wakeup, you can do simple high/low/throw mixup all day and win. If they start backdashing or reversal VVing or IB/SB punishing your mixup, then you step it up.
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I only shoot 3 pointers in NBA Street because I'm all about maximizing damage! In any case, it's always a judgment call- are you confident you can land the combo? If you can't do it consistently, that doesn't mean you shouldn't try for it sometimes, but at the same time you should know your limits and work with that rather than trying to emulate some situational character specific combo you saw Niga do one time ever. Also LB your 2/3 pointer example doesn't quite work here because if you miss a basket you get no points but if you miss your combo finisher you still get the damage up till that point!
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Yeah just do the normal Gunblaze followups
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You're wrong on the first point- I already do the [jH, K JC djK, D > 2K, K], land, H XX PB version on all lights except sometimes Baiken because the timing is really weird on her. I can test it myself as to whether the extra jH will work, though... but if someone else is reading this and wants to play around with it instead of waiting to find out, go for it! Honestly the main problem that happens with H JC [jH, K JC djK, D > 2K, K] is catching them too LOW sometimes so that's why I think jH might actually work- maybe not easier, but it sounds plausible enough to me given what I've already seen, just want to see if it actually works.
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Can't you fit in more DP+A with EXPLODE than without? I haven't messed with it in a while.
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Not gonna have access to AC till Monday or so but can someone try this out on a light character (probably Jam or Buri): corner, crouch- 6K, K > 6P FRC H JC [jH, K JC djH, D > 2K, K], land, H XX Pilebunker
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[Accent Core] Sol Badguy General Discussion
CrimsonDisaster replied to Hatred Edge's topic in Sol Badguy
uhhhhh if you time it right you can't be dragon punched -
General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE
CrimsonDisaster replied to Kairi's topic in Archive
As far as I can tell it's a timing thing. It's easier for the defender to throw you, in any case... partially because of timing, mostly because of how long the unthrowable state after blockstun is. It's probably just a situation where the defender has the advantage in terms of who throws who. -
K' has been good in bunch of KoF games. Then again, the only one he's pretty good in that people care about is XI so shrug. It took me a while to figure out NGBC Kyo's new rekkas -> EXPLODE until I realized you can just mash it as fast as possible to make it work.