reaVer
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I've been fooling around with him for 5 days(being on IRC does pay off once in a while). You're right, but in it's context it still looks disturbing:P
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TB: the disturbing part of your post is first you claim that you don't require CH setups anymore to do damage, and right after you give an example of a CH combo. One way I too have mixed feelings about OS's new game, they in fact did keep a lot of the old stuff, so if you played a leveler in slash you can continue here, it's even gotten easier now. Heck you can still use GB setup/crossup and what not. Though his worst case scenario with highest damage attempt hasn't really changed, at worst he still can't get beyond the 100 damage. On average case his combo damage his been upped by 10-20. My major problem is the BHB's adjustments, the only one really useful now is l1 version to AC. The l2 version from slash could be used to poke through a lot of things really, and now it's gone it's kinda sad. Another problem is that I've found his combos being inconsistent now, what used to work all the time now only works half the time, it's really odd. What I'm really happy about is that his AA has been improved thanks to the new S(f), it works a lot like Sol's K and it option selects to the right version depending on character distance.
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I've spoken to him on IRC through Zakuta:P And the fun part, a year ago when I was at B3C, I could beat him during tournament, but couldn't beat the other bunch:P
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On some characters l1GB can (succesfully) be comboed into j.H-D,dj.H-D,SV, I haven't tested which ones. The damage is around 160-170ish. 5D9H-9H land, rj.H-D,dj.H-D,l3SV, land, sj.S-H-D,l2SV. I haven't tested it fully, but you might be able to replace the sj.S-H-D with another rj.H-D,dj.H-D. 5K-S-2D-214D,5K-S,j.S,dj.S-H,SV works against lightweights(tested on I-no, Slayer, Sol, works on I-no, not on the other 2). throw->j.H-D, land S,j.H-D,dj.(H-)D,l2BR, seems to be the best damage throw combo, at least so far it's the best I've found. That's about it for the moment.
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Aea: that's OS's default DI. The IK is appended only if your opponent has less then 50% health when you initiated it. So if you face a gold char in the arcade... this move will kill them where other moves won't:P
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those many Sols aren't paying attention to what you're doing I guess:S
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It seems that you don't know the secondary purpose of that FRC:P Sol can pretty much confirm your teleport into SVV, 5K for counter hits.
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There's plenty of people that use Sol's j.HS as a jump in attack, though it's usually to convert to HVVK or SVVK. You seem to forget that Sol is running around with a major pain in the ass anti zoning tool(Gun Flame FRC) and that he doesn't need random or "planned" DPs either in these cases. Next to that, Sol has no disadvantage by staying on the ground primarily because he has the best AA in the game. I dunno how Chipp should fight against Sol, but if I were chipp, I'd stay out of his VV range, yet in range to prevent Sol from Gun Flaming.
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Didn't you used to live in the NL?:P Namco and HRAPs are good.
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A rule of fist for you: When the first hit of SV hits, the l2 extension will (nearly) NEVER miss.
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nope, though I'm unsure whether lvl1-2-3 moves are triggered manually or not. Maybe you'll have to decharge some moves manually or something, BRP for example, seems to be lvl2-3 no matter when it's fired, BHB and GB are other examples.
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It looks broken to you? And what's the reason? 2D into charge cancel or is there anything else?
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Maybe the move has to be buffered which means it can't be hitconfirmed?
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Some vid is spamming that glitch all over it though:P
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No, like I said, I tried and he'll stop immediately after the first hit is blocked. And I still have to dig up that vid.
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Yes
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No, I wasn't making stuff up, but now that I've tried myself, you're right HOS does enter stunned state. Now I gotta dig up that vid:'(
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nope, you still get the combo, it's on some vid showing off IKs, they showed all sorts of reversals after blocking OS DI. If the DI fails, the best thing you could do is press no buttons, that way you don't go into stun.
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No, even when the opponent blocks the IK WILL come out if the dragon install started off with them having less then 50%.
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The IK isn't that bad, it will only damage them when they are above 50% of their health. Only if they end up below 50% and then receive a Dragon Install, then they can get IK'ed. And when they are at that point with the amount of level and tension OS has, he has easier ways to finish off his opponents.
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Yeah, and don't be surprised if they all 'know' OS all of a sudden:P
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Nope, chargeburst merely provided invincibility to projectiles iirc.
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Charge Burst eats projectiles:O Too bad the charge burst stays out long enough for someone to run from across the screen and still get a CH in:S
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The j.S is the same as it was in / except that they've scaled it for more range.
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Well, I guess that's the idea:P But I haven't seen any trace of it so far. Maybe in the next arcadia there might be a printout. So keeping track of tokyotosho.com or alike might be a good idea:P