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reaVer

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Everything posted by reaVer

  1. No, Anji lands before he gets hit by Ri and Ri doesn't hit low profile.
  2. l1Ri has invincibility, it strikes quite odd, but it simply has an invincible region which is reasonably large, it kinda works like a 6P in that aspect. A good example is vs Anji's super where Anji hops up and then smashes the ground spinning, if the l1Ri was underway Anji will be hit out of the super. I-no's psycho crusher(:D) is no exception to this either. The frame advantage is just what makes it a good staple move, it doesn't allow for direct setups, but the l1Ri and run in mixup is enough to annoy your opponent, add the 2S for CHs and you're looking at 2H6H combos(not as directly as 5S(f)6H, but still). The recovery on whiff may not be superb or anything, but compare that to S(f) and you should agree that l1Ri is harder to retaliate against then 5S(f). As for the combos I'll try em out.
  3. l1Ri has invincibility, frame advantage and good recovery on whiff:P I've been able to combo l3Ri vs standing slayer, but it barely works. A more fun combo: forcebreak*[1-4](depending on location)l3Ri with follow up, does shitloads of damage and it's pretty easy. I've attempted the runjump version on Jam, but it's VERY inconsistent.
  4. Even for controlling space it's just slow, you're still better off with 2S and l1Ri, especially since l1Ri causes slide on hit now it's a good staple move for those situations. S-H-CC,2S-H,l3BRP,H,j.H-D,j.H-D, BRP I'm unable to combo into l3 rock it after the second H, will try other variations soon enough.
  5. yup, as always:) S©, S(f) used to be better in /. Iit's just inconsistent in AC, and all things considered, I'd rather have the old l2BHB and the old S(f) back.
  6. That is the old slash corner combo you mentioned. S©,S(f),sj.S-H-D,dj.H-D,BRP came about later on. As for AC: 6P,5H,j.H-D,S©,sj.S-H-D,dj.H-D,l1BRP is what I advise, as to my knowledge it works on every character now.
  7. If you work from prorated setups it will be very hard to go over 200, if you don't, nearly anything can help you over it. 6P-H,j.H-D, land, S939S-H-D,dj.H-D,l1/3BRP works against some characters and should reach the 200+ damage.
  8. 5-5 is mirror match inclusive since mirror matchups are always 5-5 ;P
  9. It's a good thing people don't take me seriously, they feel really bad when I beat them. Oh and btw, those are combos, not setups... WUT: Your first and second argument were that your combo does better damage, and I've pointed out it didn't. Now all of a sudden you're telling fairy tales which pretty much state that you don't really care about the damage on a combo. That's contradiction in my opinion.
  10. WUT: Point being j.H-D, j.H-D does about the same damage for less risk compared to your ji combo which can go wrong at 6 different points. And if I'm near corner I wouldn't use l2BRP, I would relaunch with S(sji). If I'm not near corner I wouldn't use l2BRP either, cuz l2SV does more damage.
  11. No, the dust button is blow the HS button. And the PS2 default layout on a common stick is wrong, so you need to map the buttons correctly yourself.
  12. On Potemkin: Lvl1 GB, dashing 5HS [sJI] sjc sj.S, sj.K, sj.S jc sj.S, sj.HS xx Lvl1 SV 150 l1GB,rj.H-D,dj.H-D,l1SV 147 Lvl1 GB, dashing 5HS [sJI] sjc sj.S, sj.K, sj.S jc sj.S, sj.HS xx Lvl2 SV 160 l1GB,rj.H-D,dj.H-D,l2SV 161 imo it's not worth the hassle. Not to mention that for consistency purposes you want to use j.P rather then j.K which reduces the damage of both versions(j.P will always hit, j.K will not always hit).
  13. use SV instead of BRP in the j.H-D,dj.H-D combo, it will always connect and does more damage. For corner throw combos I've reverted back to slash combos, they work and they are quite consistent.
  14. A very good reason to use l3Ri over l3BRP is the range which the 2 can be comboed, where l3Ri works from any normal's range(S(f), 2S), l3BRP works only from 5H range. The l3BHB is a total waste, l3TR is pretty ok but still sucks compared to l3brp combo. There is however the option to raise the damage on the l3BRP combo with a l2TR, but it's hard and definitely not worth it.
  15. k, so since when did you have some form of mathematical failure? I mean, if it didn't combo I wouldn't have posted the combo in the first place... So yes it obviously combos and that automatically implies it works on every character.
  16. Didn't you guys read my previous post? Not only does the combo get copied into another post... But also the fact that 5H combos into l3BRP is spoken of as an self found discovery:/ Anyways: on millia: CH 2S6H,RC,6H,RC,5H,l3BRP,5H,j.H-D,j.H-D,BRP for 338 damage.
  17. So far j.D means instant knockdown on someone on the ground, I've had a few cases where I actually managed to combo after it, but it's rare.
  18. 2S used to have forced proration in / and your changes list has no mention of that being removed. There's nothing that says/shows that HOS's design makes him bottom tier by default, but he simply is:P It's kinda 3s Ken, try to tell why he's toptier, there's nothing you can mention, cuz everything about him is really just so-so. The S(f) has a weird catch about it, it's for one very slow and it doesn't always hit crouchers, but sometimes it does @_@ It's behavior strikes really odd to me, I'd stil rather use 2S then 5S(f) to CH people. On the other hand I'd rather use S for AA now, since it option selects to the right one 90% of the time.
  19. This thread should get stickied:P Anyways: 5KS2S5H l3BRP run 5S©-H sj.H-D,dj.H-D,BRP works vs baiken and does more damage then it's l3Ri version.
  20. high proration -> proration on a lot of moves, even those that are used to actually hit zoners, with fafnir this problem is indeed avoided for the most part. And yeah, damage has risen, but in my opinion it's still not enough. To be more specific: I think the proration from 5K and 2S should be removed. Slashz: I want his / BHB back, except for the hilt gayness, outside the hilt gayness it could be used as a staple move. The thing that turns OS's leveling system bottom tier is not because it's bad or w/e, I actually prefer OS's over Jam, Johnny, Rky and Zappa's. The thing is however, OS's leveling system(if you wish to level fast) is simply hard to keep solid; again made easier in AC, but where OS needs to pay up 25% of his tension other characters simply won't have too. Character construction: pretty much that most characters have and arrow shaped region on ground game, while his is inverted, this was in slash primarily, in AC they modified the S(f) and gave him sort of an arrow shaped region, but to me that S(f) still remains an hassle and it really won't make zoners shit their pants or anything. If they returned the BHB from / with this however it would be a lot more interesting. While there's nothing that says OS's character design is going to make him bottom by default, there's really no way around it. This however has more to do with the fact he's relatively new rather then his normals or specials. And this is just matchup charts, I think real OS players could easily yield better results then the matchups would imply.
  21. The fact a character has become better doesn't always mean people like the changes they made to do that. The fact OS has a leveling system simply puts him bottom tier by default, his character construction puts him bottom tier by default. Unless they change both he will probably remain bottom tier. Though what I really don't get is that he still has fucking high proration, if they'd change that his worst matchups would easily turn into his best.
  22. You can 6P venom's balls, I-no's projectiles, Johnny's coin, possibly Anji's projectiles and some others from the top of my head. All you need is the timing, you can even use it as a defensive weapon against anyone that's going high against you and it works better then the regular 6Ps.
  23. The timing on that j.H is not that hard really, you just have to do it late. You don't have to worry about timing at all if you did the GB from a dash.
  24. Hence I posted it up in the first place:P If done right you could get into the corner and follow up with S,sj.S-H-D,dj.H-D, BRP And no, the definition wasn't in question, I just pointed out the logic behind the ji as to explain why it works on a single normal too.
  25. technically a jump install is just a bug caused by lazyness, what the ji does set the jump properties of a normal jump, but if you option select into a super jump the superjump properties will be set. However the catch is that the normal jump properties remain untouched. So as long as you trigger that you get the ji'd superjump. This means chains are a possibility but you can indeed do this in a single normal too. Perhaps it's even possible to do it in the plain if you're able to input the 939 motion in 3 frames:P
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