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Caer-caveral

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Everything posted by Caer-caveral

  1. Actually, the net vs mappa thing has been in there forever. Nice tidbit about throw-curse though. I never even considered that it might still work. @Fragile: True, but I was really thinking about his actual counter-moves
  2. You really shouldn't lay that much tension on a throw-combo. You'll never get any damage from it. Same actually goes for any combo starting from 2K, unless it involves poison. Oh, and please try not to repost combos. Instead just edit the original with the characters it works on.
  3. You can't mash Zeinest anymore, so you always have the same amount of time after it. Anyway, after getting someone into a powered net, it all depends on if you have any more dolls. If you do, plant a tree and then curse them. You'll still have time for a combo afterwards. If you don't you can either just curse and go for a combo, or if you have tension, do a Nightmare Circular and combo, becuse that hurts bad. And thanks for the setups Rabite. Never considered the possibilities for "relaunching" midweights after a BL.
  4. Well, technically she can be looped, it's just crazy hard compared to pretty much everyone else. That's why she's a bitch. She's too light to be knocked down easily but is still resistant to the alternative. Of course, if you do land any decent combo on her, that's half her life right there
  5. Well, regarding the throw, it does not work on everyone, and it seems a bit easier on some. However the general rule of thumb is that it's easier the more momentum you have and the higher the opponent is. So try to catch them early and try to gain as much speed as possible before you jump. As for MoP-combo 1-hit, yes it is quite hard. You have to time the jHS very carefully, and it's bit different on different characters. If you have something easier, you can go with it, but the followup might have to be changed a bit if the timing is different. Oh, and just my personal opinion, but cursing after throw like in those vids is hard. It calls for pretty exact spacing and timing for both the dashes involved.
  6. No you can't. You must have the dummy on neutral recovery. They can recover faster if set to front or back instead. @Ignatius: if you can get even one rep after 6p, 5s, 5s, 5hs, BL on mediums, you're already good enough at it. That shit is hard. And everyone, please don't concentrate solely on the BL loop. The extra damage you can get from it on non-lights is negligable compared to 1-hit combos, you do not gain any tension due to tension penalties on FRC's/FB's used to set it up, and you get inferior knockdowns. The loop is very good on lights, and it's very good for getting tensionless damage from specific setups (e.g. Nightmare Circular, counterhit GD, etc.), but it's generally not the optimum.
  7. You actually don't have to dash. It's enough to delay the 6K a bit, as BL's second hit appears to have a larger hitbox horisontally. It also makes the loop easier since you won't be so far away for the second BL.
  8. It's pretty much the same on all lights. You can get 6 loops on them, but I find it kinda hard to connect the last one. 5 is pretty straightforward though. Good tk-practice is to pick a lightweight and do 6P > S > S > 2D > BL and do a loop from that. The timing is much stricter than after a throw, but you can get at least 4 reps from it, and it's a combo that you're going to want to learn for real matches.
  9. Blue burst (Slash): Startup 23, recovery 26+3 landing blue burst (AC): Startup 19, recovery 27+3 landing, 6 active, level 2 Gold (no change): startup 19, recovery 26+3 landing, 6 active, level 3
  10. Well, by Slash combo I mean it's something I used in Slash. It was pretty much the only thing you could do in Slash to get damage from a throw. However, since that's not the case anymore, it's gotten a bit redundant. I'd say the combo has it's uses when you're out of options, but most often after a 6K you can go directly into BL-loop for no tension or Shounen combo #2 for 25% http://i167.photobucket.com/albums/u144/shoopdawhooop/ACcolorTE.jpg
  11. Heh, that's a Slash combo. I'm pretty sure that's never worth it actually. It's 50% tension for throw-combo damage. You can get about the same from doing throw > dash HS EXE FRC > dash > K > jK > jS > jHS > BL > whatever for half the tension. Regardless if you use this combo or the one you mentioned, chances are you won't be able to get a knockdown from it, so the best thing is probably just to make sure to end it with a 1-hit and be ready for a tech throw if they give you the opportunity.
  12. I plan to try and keep an approximate index in the first post when the thread grows longer. Anyway, I've only played a little against Axl in AC, but it really is a tough matchup. In Slash, you could often get in close by running in with a 2HS. It had a pretty decent chance of going through lots of his moves. However, this is now pretty much impossible, as his double hits gives him tons of active frames. Warrant is a good idea sometimes, but like Dream Maker said, you have to be very careful not to get countered. If the Axl player isn't very good at doing them on reaction, there's a chance he will throw them out randomly to avid warrants. Look for this as a chance to close in on him. Warrant can be used safely on 2HS, but it's not an easy feat to take that on reaction. Might be worth it to learn in what cases the opponent likes to use it. Another option is if he has pressure and like to end it with rensengeki. Keep track of his spacing, learn to IB and then nail that warrant. GD is a very good tool since it travels forward fast. You can also try for getting in a S EXE if he's staying back and throwing out pokes, since a counterhit there will give you a knockdown pretty much next to you. Apart from that, all I can say is once you get close, stay there. He has great counters, but it's very dangerous for him to guess wrong with Testas new damage potential, and he can't really counter HS EXE well, making it a good tool to make him think twice about it.
  13. Find the link among the adverts that comes from "snowup.net". It has the title: ファイルを保存! MoP = Master of Puppets. Overdrive done with 236236HS.
  14. New vid out showing how Testament can get a curse after midscreen throw against most of the cast. You can find it here: ttp://snowup.net/up01/src/snow150_1226.zip.html pass: yuki The basic idea is throw > 6K > BL > tk BL > dash K > HS > BL > tk BL > dash 236 P, with some variations. @Dream Maker: Really nice setups you have there. I was toying with it a bit against Sol, and you can easily get around 215 damage and knockdown. Just add another HS > BL as finisher. I couldn't try very much, but for someone who doesn't suck at TK:s, it should be possible to add another tk BL, and possibly also a dash 236P at the end. Also, the combo doesn't work if the dust hits close to the corner, but then you can do HS > Net > dash jK > jS > jHS > BL 1-hit > HS > BL > 236P (see corner throw combo in the first post). PS. Edited first post with more MoP-patterns, warrant combos and some alterations for curse-combos.
  15. Right, I figured since so much has changed in AC, both for Testament and other characters, that it would be a good idea to start the matchup thread anew. Take any questions you have regarding specific matchups to this thread, and share your own experiences against the rest of the cast. Index: Page 1 Axl Page 2 Sol, ABA, some Jam page 3 Baiken, Testament, Ky page 4 Dizzy HOS page 6 tidbits against Millia Eddie Slayer page 7 Jam page 8 Eddie Axl
  16. Right let's get this started. All combo theory about AC goes in this thread. I'm going to do my best to incorporate the good stuff in this post. Anyway, here's the current shit Note that in most of these combos 6P can be substitued for 2K, but the damage might suck too much to be worth it. (BL = Badlands, GD = Gravedigger; Damage calculated on Sol unless otherwise noted) Crow Patterns L = Low, H = High, S = Schythe, F = Feathers. Brackets are K-curse extensions. 1: L L S F H (L S S) 2: F S L H H (L S F F) 3: H F L S F (S H L S) 4: S S H F F (L H H) Standard stuff 6P > S > 2D > 236P (69 dmg) 2K > S > S > 2D > 236P (59 dmg) 6P or 2K > S > S > 2D > BL (108/80 dmg) Throw combos midscreen throw > 6K > BL > tk BL > dash K > HS > BL > tk BL *more loops possible on lights* Corner throw > HS > net > dash jK > jS > jHS > BL 1-hit > (land behind opponent) > HS > net > tk BL > 236P *works on Sol, Slayer, Axl, Zappa, Anji, Johnny, Order Sol, Ky, Eddie, Venom ... [incomplete list]* Tensionless BL-loops Thanks to Rabite for pointing them out. List of characters they work on will be fleshed out later. Far gatling = any ground combo where the distance from you to the opponent at the end of it is maximized. far gatling into 5hs > delay BL > (dash) 6k > BL > dash (k) > hs > BL (Sol, Slayer, Eddie) far gatling into 2d or 5hs > BL > tk BL > dash 5hs > BL (Lights) far gatling into 5hs > BL > (5hs > BL)*3 (Potemkin) Dust combos lights: midscreen 5D > jD > BL > (tK BL)*n near corner 5D > jD > BL 1hit > HS > net > dash jS > jHS > BL 1hit > (sideswitch) HS > net > tk BL > 236P Mediums: midscreen 5D > JD > BL1hit > short dash 6K > BL > tk BL > dash > 6K > HS > BL > tk BL > dash 236P near corner 5D [8] > jD > jD > BL 1hit > HS > net > dash jK > jS > jHS > BL 1hit > (sideswitch) HS > net > tk BL > 236P Combos to curse: 50% tension corner 6P > S > 2D > HS EXE FRC > jHS > jD > BL 1-hit > HS > GD > 6K > HS > BL > tk BL > tk BL > dash 236P *combo is for lights. Some lights have too small a hitbox to curse at the end.* midscreen 6P > S > 2D > HS EXE FRC > dash S > jK > jS > jHS > BL 1-hit > HS > GD > HS > net > BL > 236P (177 dmg) corner 6P > S > 2D > HS EXE FRC > jHS > jD > BL 1-hit > HS > GD > S > HS > BL > 236P (194 dmg) 25% tension opposite side 6P > S > 2D > HS EXE FRC > dash S > jK > jS > jHS > BL 1-hit > 236P (138 dmg) Corner 6P > S > 2D > HS EXE FRC > dash S > delay > jK (or jP) > jS > jHS > BL 1-hit > sideswitch HS > net > tk BL > 236P *Delay the jump cancel from close S as long as possible. Remove first jHS for lights, add another jP for potemkin* corner 6P > S > 2D > HS EXE FRC > jHS > jD > BL 1-hit > HS > Net > dash > jS > jHS > BL 1-hit > (land in the corner) > HS > Net > tk BL > 236P Close to the corner 6P > S > 2D > HS EXE FRC > dash S > sj > jP > jK > jS > jHS > BL 1-hit > (land in the corner) > HS > Net > tk BL > 236P (155 dmg) *works on Sol, Axl, Zappa, Dizzy, Johnny... [incomplete list]* *For Ky, add another jP after the superjump* Midscreen 6P > S > 2D > HS EXE FRC > dash in deep K > S > sj > jP > jK > jS > jHS > BL 1-hit > (land in the corner) > HS > Net > tk BL > 236P *works on most non-lights* midscreen or closer 6P > S > 2D > HS EXE FRC > dash S > sj > jP > jS > jHS > jD > BL 1-hit > (land in the corner) > HS > Net > tk BL > 236P *works on A.B.A, Dizzy, Order Sol, Eddie, Venom... [incomplete list]* Curse while getting out of the corner This is intended for when you are in the corner, but manage to land a hit and knock the opponent into it instead. There are two options, with one being significantly more damaging than the other. That one should be used when the first hit was a strong unprorated move, like for example S or 2HS. These do not work on some characters (lights, Venom, etc.). Might need to be changed slightly for some characters, but these should be the most general ones. Weak move, eg. 2P > 5S > 2D > BL > dash close > HS EXE > 5S > jump forward > jP > jP > jK > jS > BL(1) > net > OTG 2K > 236K Strong move eg. 2HS > 2D > BL > dash >HS EXE FRC > jHS > jD > BL(1) > 5S > jump straight up > jP > jK > jD > BL(1) > net > OTG 2K > 236K Shounen combo #2 jD ch > dash in S > HS > BL > S EXE FRC > dash jHS > jD > BL 1-hit > ----> 236P (203 dmg) ----> S > jP > jP > jK > jD > BL 1-hit (230 dmg) *the starter is only an example. This combo can often be used to save damage if you get a 2-hit BL where a loop is impossible.* High damage combos: When you get the chance for unprorated big damage, this is what I usually do, given sufficient tension. ch jD, baited blue burst or something like it > HS > GD > run under opponent > HS > BL > 2HS > GD > HS > net tk BL > 236P ch jD, etc. > HS > GD > run under opponent > (S) HS > BL > tk BL > tk BL > tk BL > tk BL > dash 236P if possible *only on lights* Warrant: Midscreen: Warrant FRC > Dash 6K > BL > tk BL > dash K > HS > BL > tk BL > dash 236P *A bit difficult on some characters, unless the warrant hits as a counter hit* Midscreen: Warrant FRC > tk BL > dash K > HS > BL > tk BL > dash 236P or HS BL *You will probably need to negative edge the BL* Corner: Warrant FRC > dash K > S > jK > jS > jHS > BL 1-hit > ... ----> S > jK > jS > jHS > BL 1-hit ----> HS > GD > S > HS > BL > 236P Corner: Warrant FRC > Dash HS EXE > S > jK > jS > jHS > BL 1-hit > ... (see above) Corner: Warrant > HS EXE > 6K > BL > tk BL > dash K > HS > BL > tk BL > dash 236P *doesn't work if you're too close to the corner after warrant* Corner: Warrant > HS EXE FRC > jHS > jD > BL 1-hit > HS > Net > dash > jS > jHS > BL 1-ht > HS > Net > tk BL > 236 P *This is the one you want to do 90% of the time. Learn it today!* Gravedigger combos: counterhit GD > 2P > S > jK > JS > jHS > BL 1hit > ... ------> dash K > HS > GD (wallbounce) > dash under opponent > HS > BL > 236P ------> HS > BL > tk BL counterhit GD > HS EXE > 6K > BL > tk BL > jP > jK > jD > BL 1hit > dash 236P GD > HS EXE FRC > jHS > jD > BL 1-hit > HS > Net > dash > jS > jHS > BL 1-ht > HS > Net > tk BL > 236 P *When GD takes you close to the corner* MoP combos: With 1 doll midscreen 6P > S > 2D > 214S > HS EXE FRC > BL > Net > jump BL > Net > tk BL > Net > tk BL > ... (about 160 + full poison) The following is really just flash, but fun to do nonetheless Mop FRC: the setup 6P > S > HS > MoP FRC > Dash in close > S > Net > 214S > backdash > 236K > wait until they leave the net > jHS > jD > BL 1-hit > ... ---> Pattern 1: dash in > OTG HS EXE > S (crow hits) > Net > dash jP > jP > JK > Succubus hits for knockdown. ---> Pattern 2: If started from midscreen or closer > OTG HS EXE (Succubus hits) > Net > dash jP > jP > jK > jS > BL (must hit right after next crow attack) ---> Pattern 2: If started farther away > wait on landing until crow returns > dash in 2K (meaty unblockable) > Whatever combo you feel like ---> Pattern 3: dash in close > OTG HS EXE > Net (right after all feathers have hit) > dash jP > jP > jK (right after next crow attack) > Net > dj > jP > jK > jS > Succubus hits for knockdown. *Feathers will now immediately cover you, and you can make yourself ready for an unblockable chance after those.* ---> Pattern 4: Okizeme Net > 2K (unblockable) > jK > jS > jHS > BL 1-hit > (if close enough) HS > GD > whatever
  17. I'm pretty sure all poisons are the same. Anyway, I haven't found any hard data on it, but it lasts for 15 "ticks", which takes about 8 seconds to finish. The damage on a character with full life is 127, for half life it's 86 and on someone with around 1/4 life it lies around 65. It is not affected by defense rating at all, which is why it kicks so much ass Also, I can't be totally sure of this, but it seems like the damage drop from low health is updated for every tick, and not simply from the health at the start of the poison.
  18. About Johnny, I expect that the question is regarding Bacchus Sigh. Basically, when you get the mist onto an opponent, they can no longer block Johnny's Mist finer. Also, just to be a bit clear about Testaments traps, you can have two of each kind out at the same time. Laying out a third will deactivate the oldest trap of the type you just laid out. Powered trees and nets (from Master of Puppets) do not count as the same type as the regular versions. Trees activate as soon as you pass over them, regardless of how close you are to them. Also, you have to FD them if you're in the air. Nets only activate if the opponent actually touches them, but can be disarmed by striking them.
  19. Level 1 2 3 4 5 Standing Hit 10 12 14 17 19 Crouching Hit 10 13 15 18 20 Ground CH +0 +2 +4 +8 +12 Ground IB 7 8 10 12 15 Ground Block 9 11 13 16 18 Ground FD 11 13 15 18 20 Air IB 3 5 7 9 11 Air Block 9 11 13 16 19 Air FD 11 14 17 20 23 (Air CH 20 26 32 40 48) Some of them were a bit off, but this should be correct. It's straight from the Slash guide. The only thing I'm not sure of is air Ch. I took the values from the AC Break encyclopedia, but they've got a weird format there so I'm not 100% sure on how to read it.
  20. Nope, only hitstun. Hitstun time varies between crouch and standing Blockstun varies with normal, faultless and perfect guard, but also for opponents in the air and on the ground. Also, counterhits have vastly differing characteristics depending on if the opponent is in the air or on the ground.
  21. They don't. The only way to get rid of MoP trees are to trigger them or hope that Testa puts out too many of them.
  22. Erm, there's got to be another way to express defense or something. I'm just reading from the slash/AC guides, and they both claim 1.15 for Dizzy and 1.21 for Millia, as in they take base damage times that modifier.
  23. Also, her defense is actually 1.15 in Slash (and AC).
  24. Blue = can't jump or dash Yellow = counterhits Green = UNBLOCKABLE!
  25. Yeah he has always lacked other characters ability to take out heavier air to ground attacks, even if his 5P often does a good job in that department. It'll be interesting if his 6P can fill the gap. It'll probably be a bit dangerous since it hits so low and has about three years worth of recovery...
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