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Everything posted by CrimsonDisaster
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It's got a really slow startup... and IIRC it's blockable.
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[Accent Core] Sol Badguy General Discussion
CrimsonDisaster replied to Hatred Edge's topic in Sol Badguy
uhh damage is damage Sure it's nice to get a knockdown as often as possible, but sometimes you just need to kill dudes -
It's nothing like Sol's Sidewinder loop. Like... at all. .....: Ground 6D for most Arcanae is a ground dash without the huge revving up part (better for most characters' combos) Exceptions- Ohtsuchi/rock (has huge startup), Anutpada/time (teleport) All the other directions (and all directions in the air) have their startup burst in the direction you are holding. Neutral homing's startup burst is of course in place. Neutral homing isn't anything like an RC, it's just a stationary "boost" at startup that turns into regular homing flight after. Useful for some combos (mostly off air moves or 3[C]s) but Lilica isn't going to do that as much as, say... Mei-Feng. Lilica is mostly using 6D (off her 2C) and 2D (off her 623AB) for combos.
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Revisiting this combo concept. For less damage (236) and more flexibility in terms of spacing (can done from like starting position) and generally more ease of use- 2D RC H IAD iadK, land, c.S JC [jK > 2K, K], land, H XX PB For a bit more damage at the cost of needing to be a bit closer to the corner (still can be done from a bit outside) 2D RC H IAD iadK, land, c.S JC [jK > 2K, K], land, H SJC [sjH, D > 2K, K], land, P JC jD - 249 For an easier combo that works in the corner (for like 1 less damage than the above): 2D RC H JC [j2K, K], land, H JC [jH, K], land, 2S JC [jK > 2K, K JC dj2K, D > 2K, D] So the jH, K link is obviously a better starter and worth practicing... but if you're having trouble with it, then those are easier variations (though you're losing 11-20 damage).
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Lilica 2ABC 6D 5AB XX 236A~C into loop.
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Lilica isn't that hard to play, until you get into the instant run cancel combos. The basic heelkick slide heelkick loop isn't all that hard.
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If the orb is right above you... might not be a great idea, unless you're crazy. Then again, if the orb is just hovering around, jumping onto the orb and slashbacking it isn't exactly the ideal course of action BUT I DO IT ANYHOW. Ky is just silly to combo off BBU, in general. 5H gives wonky followups also. Most consistent one I've found anywhere remotely near the corner is 5H XX K Mappa, whatever. Main reason why I generally just stick to 2D RC and 6P FRC stuff these days (wtf so many random Kys) =/
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omg sucks jk well. You seem to want to backdash or wakeup throw the ever annoying Ky meaty 5K. I like trying it too, but it just doesn't work out sometimes. Stupid meaty 5K. urm blocking dusts and Greed Severs D: A bit slow on that one DoT attempt =[ Good idea, just had to be quicker about it. You went for tech trap variations like every time in the corner (except when you just missed a combo )... sometimes you just gotta take your extra 3 damage and knock them down. Biggest "complaint" - doing 2K > 2H, BBU after a 6K in the corner. wtf. (main reason I point this out is that you missed like all your BBU followups on Ky ) Gotta keep track of your meter and ranges a little bit better in that regard. Otherwise pretty solid. Also I kept expecting you to try to jump into the orbs and slashback them but that's because that's what I do in casuals.
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uh guardcrush.net guys
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Mildred's first form... D:
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Sabin plays Heart a lot also, though he did play Kamui at SBO I guess.
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The best player in the US plays Heart. Heart is too good. 6B
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If you time it right... no, IIRC. Though it's better to eat the 3rd hit (with less followup these days) than it is to eat the 6[C] into all the hits and get combo'd D:
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Gier and Bhanri 6[C] and 3[C] setups are hilarious. 4D at the appropriate moment (something like right around the 2nd hit of the super... for both supers, IIRC) to avoid getting clobbered... or 6D at the appropriate time to clash and hope you win the post-clash war without getting hit. If you're using Tempestas (wind) you can 6D pushblock them off you D: But yeah, 4D is generally your best shot. Can be baited and such but then your problem isn't getting guardcrushed, it's getting mixed up
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She has/had a ridiculously broken pseudo-infinite reset.
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uh dude everything FinalShinobi90 says is law because he's like all four Ky's of the Apocalypse PLUS ONE and a generally crazy dude who glitches the game at will. I hear one time he did a combo so powerful that the next person put in their coins and their character fell over dead on the character select screen.
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Why would you feel bad about using Kamui when she's not nearly as broken as she was in vanilla AH/AH:DEMO?
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you must desire respite from thy empty existence, thou shalt have it
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Buttons: ABC D A - light B - medium C - heavy D - homing go nuts (if your stick is a normal PS2 stick then it's probably the default setting lol)
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wtf at: so many greed severs so many dropped combos oh wait it's San Antonio never mind
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Mei-feng is more of a patient, pick your spot to attack kind of character. Lacks the ridiculous clash frames and movement speed to be a full-out rushdown character. You get your chances to rush down but it's more footsie-esque stuff till you get your opening. Thanks to homing and stuff, she can win off a lot of silly random hits (like anything to jC 5D miscellaneous air normal, IAD combo) Though in AH:Demo you could pretty much win by doing 6B a lot. Heart is an entirely different beast with ridiculous clash frames on already ridiculous normals, and some of the best post-clash moves in the game (DP/DP super) and huge damage off whatever. I need to get around to "updating" my PS2 to get this game again.
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Speaking of combos on Baiken: corner, crouch- 6K, K > 6P FRC H XX 236K, c.S JC [jK > 2K, K JC dj2K, D > 2K, D] - ~255 Since I'm trying to keep tension use low on the corner mixup (so you can potentially do 2 mixups and kill instead of 1 huge combo and then 2 more mixups to kill), the low variation I'm trying to improve is: 2H, P JC [jD XX 214214S], land, H SJC [sjH, D > 2K, D] - ~275
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Actually, Jam is just floatier than the other lights. This has been the case since forever. And actually Baiken is weird to combo for Slayer in AC. Combos that work on other lights don't work very well on her, go figure.
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Then test with other moves that use H to trigger and tech throws with that. If those tech throws also, then it's probably that kind of system mechanic (ex. rtl teching with Sidewinder). The bite is probably the most likely scenario for it to happen, all things considered, but given that other people have re-created it with other moves, it seems like a general stupid property of throw breaks, rather than Slayer having a techable command throw.
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I didn't even bother going for it in matches till I got the console version... now I hit most of this stuff in matches, though it's usually easier/more stable versions 'cuz it's hard to remember so many combos for so many characters right now.