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Koozebanian Fazoob

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Everything posted by Koozebanian Fazoob

  1. What's the full combo for that? Only one I know is... 6B 6C > j.2C, 2B 2C Collider, and you don't get any Magnetism for that and the damage isn't super great. The first set is good because they work at most any distance. The ground loop is good because it gives you a ton of chances to mixup/reset into a throw or another 6B. Third set works on non-crouchers (ie when you can't do 6B 6D anyway).
  2. Another solid few to add: These only work on crouching but 6B is an overhead anyway: 6B 6C Collider, 6C D 6B 6C Collider, 236B+263A RC, 236B, 2C Collider Ground loop on crouching, real close: 6B 236A, 2A C 6A 236A, 2A C 6A (3C/6B/Volt/360B) - Setup into ground loop. Finish with 3C for knockdown, 6B if you want to reset (oh shit), or Volt if you desperately need magnetism, or 360B if you want to mixup into throw. These work any time but you need to be real close for the second 6B to hit. Just skip it if you aren't sure: (6B) 6B 236A+236A RC, 236B, C 6B Collider - For Damage (6B) 6B 236A+236A RC, 236B, C D - For magnetism With Volt Spark: (6B) 6B 41236D, C Collider, 6C D - Lot of magnetism, just omit the first 6B if you aren't that close, but it's good to hit confirm. I'm sure there are better combos off 6B but there are some starter ones.
  3. I'm still having a hell of a time reliably landing her midscreen combos with 426D~C. The part I keep missing is the Chun, it either misses or I'm too far to get the combo after it. Is how you do it fairly character specific? Or is it mostly an issue of very accurate timing?
  4. You still get frames of throw invincibility after you leave hit/guard stun just like GG. Except instead of being 'invincible' you just get the ability to break them.
  5. Blocked 5D xx Corridor, 720 <-- And idea what kind of static difference this puts you at? Because that's hilarious.
  6. I played against a Tager online yesterday and he actually beat me. I did not know you can 360 Tager right off the bat against himself. Oops. I actually have no idea how to do this matchup against another person.
  7. Instant Overhead meaning it's an overhead that comes out much faster than would be expected. j.2C isn't an instant overhead though, that's more of an Air-To-Ground high/low mixup. They expect you to land and do a low or throw but instead you do a high move. Instant overhead would be like fuzzy guard or a fast TK move that hits high or some such. 2C is kind of ... eeehhh for AA. It doesn't have a great hitbox but if you CH you can often get it in your favor.
  8. His tools are pretty weak overall. No real good AA, his backdash is not that great, his 360s have a LOT of startup. He pretty much has to have magnetism on to get things rolling. 720 is kind of prohibitive because you need to buffer for it. His normals are slow and have poor hitboxes.
  9. Maybe, maybe not. Anything really worth reading will end up in the guide eventually I'm sure though. No harm in having an extra thread around for a separate discussion though, and it's not like this forum is packed with threads or anything. And I think landing his 720C in tricky situations is an important enough topic it could warrant some discussion.
  10. If you are jumping to buffer a 360 then you are a terrible player. Now 720 is a different story, but jump in > 720 is really predictable and will extremely rarely work in BB for a lot of reasons. So yeah, it's worth discussing how to get real decent/tricky setups for it. Anyway, 360 you don't need to buffer since you can just do the shortcut version of it. 720 is tricky and just needs a lot of practice, since you have to also not fuck up the input in addition to doing it when you can't jump. Easy boring setups are if you can force a block of 236A, 236B, or 2D. Make sure you time it to connect after they leave guard stun otherwise they can throw break it. Also, since 720 is invincible, you can use it as a 'frame trap' by making it look like you fucked up and left yourself at minor disadvantage, then 720 to punish their attempt to poke you. Other good times to buffer it are off a jump (duh), or a neural tech recovery on the ground. Buffering it off a backdash is also really useful at times although clearly not as good as Potemkin's DB PB. The trick here is realizing that you can do the input for a 720 starting from back, so just double tap back then roll from there. Other good places to tag people with it are if they tech roll back/foward/quick. You can throw them during the recoveries of this. An example (although not very good) is do to 360A, 236B (wiff), 720C. If they try to tech roll, they eat the 720. Beating bursts with 720 is really easy. If you know a burst is coming, do 421B (Volt Charge), and buffer the 720C during that time. Just remember that if you see something dumb and want to punish it but don't have time to buffer a 720C, a 360B is just as good of a punish! You get a free followup combo and you can blow 50% to make it do roughly the same damage as a 720. The real advantage of the 720C is that it's fast as hell and invincible, and has extra range, and they can burst the follow of the 360B.
  11. Throw, Sledge(B), C -> 6B xx Heat, F <-- Does this actually work? Didn't think you would be able to combo into a 6B since it's so slow. Sure this isn't supposed to be 6A? And you won't really get much of a followup either .... maybe 2D or a reset at best? Also, off CH 236B or 2D you can do a ground string 6A 2C Collider > F. You might want to stick with 'Collider' and not 'Heat' since that might confuse people too. :I
  12. If nothing else, I've got an SD Capture card so I can capture some for a tutorial vid. But I have no video editing skill at all so don't expect something beautiful. :I
  13. Some more todo things. Shrink the top Tager image vertically a lot. Turn it into a 'banner' of his face maybe, like the official move list is (but not at low res preferably). Maybe move the 'moves list' up even more near the top. It's a common thing beginners would be looking for. For combos, there are a lot that are missing and I think a bunch that are there are sort of wrong, but I don't have the console version yet to test. So once I have it, we can hammer out the list more properly. Big thing it's missing are a lot of the Atomic Collider followups, like 2D at certain hit counts, and also the whole combo series with Sledge(B) ... like ... Collider, Sledge(B), C Sledge(A) + Additional, RC, Sledge(B) etc etc etc or Collider, Sledge(B), 2C Collider, 2D or whatever. Also I think here: Throw -> Sledge Hammer(B) -> C xx Sledge Hammer(A) -> Sledge Hammer(A) -> Rapid Cancel -> Sledge Hammer(B) -> 2C xx Atomic Collider You list 2x Sledge Hammer(A)'s ... is that right? I thought it was just Sledge(A) + Additional instead. Almost the same exact shorthand notation so easy to get confused (236A 236A or 236A, 236A).
  14. A gattling really is the same thing as a cancel, it's just that one goes into a special and one goes into another normal. I'm probably just biased against the old 'xx' style notation though so maybe just ignore me.
  15. I have a bunch of other stupid combos but I need to wait till I have the game to make sure I have them correct. In the mean time, let me help reorganize yours to make it a little easier to follow. So what's with the notation here: 2A, C, 6A xx Sledge Hammer(A) -> 2A, Does , mean 'gattling cancel', xx is special cancel, and -> means 'link' ? You can shorthand that a lot more but I dunno what people think is more easy to read. Normally my notation is nothing for a gattling or special cancel, and , is a link. Like this: 2A C 6A Sledge Hammer(A), 2A ... etc It's much more compact but also might be harder to read. Might also be a good idea to just abbreviate Sledge Hammer as Sledge since it's pretty obvious what it means.
  16. Looks like it has an SBX style striker system, for better or worse. Game looks really good though.
  17. Mike Z in the last thread confirmed that you don't get any extra invincibility on 360+A if you hold it. However you are right about the 720C, the invincibility is long enough that you can catch someone if you don't hold the button at all, but if you hold it you can be hit.
  18. Reaver stop shitting up this thread. You haven't even played the game, you don't know what the fuck you are talking about.
  19. It's good so far, main issue is a need for organization. Frame Data should probably just be linked to since it's a big image, takes up a lot of space, and it's not nearly as important as other stuff is. Likewise the gigantic image of his move list can probably be removed since it's HUGE and you list all of his moves below anyway. You could also instead replace it with a text version like: Atomic Collider
  20. Not really no. Backwards compatibility is really not good on the PS3, and I don't think there is any way to go PS3->PS2.
  21. The only issue with skins is that someone has to sit down and actually make them. And that's unfortunate because I am pretty bad at doing any sort of web design and it also takes a while to do them and do them nice. It might be easier if someone found something close and expanded off it.
  22. Apparently Fighting Sticks 1+2 are different from 3, or so I'm lead to believe. FS3 is maybe the same internally as a Hori EX2. The Fighting Stick 2 is a really, really horrible stick. Me and a friend both had them at points and they both broke after a couple of weeks, and were never very good in the first place.
  23. I probably just need to get a router setup that isn't done entirely by hand. Can't really get real even curved edges like that very well.
  24. Hrm yes you are right. You might be stuck grabbing a HRAP or TE if you want a good, prebuilt PS3 stick. And as far as I know, nothing comes prebuilt with dual PS3 & Wii/GC output. You can wire up something with that or get someone else to to it though.
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