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Koozebanian Fazoob

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Everything posted by Koozebanian Fazoob

  1. Not a bad idea to start new megathreads once the old ones get too big, I agree.
  2. You can probably find them on SRK, or try Googling.
  3. Both are pretty much crap, sorry. The Hori Fighting Stick 2 is the worst stick I've seen come out of Hori. What you've said doesn't tell me shit, if you post pictures or something that's a better start. Chances are though that if something is busted in your stick, you're going to have to replace the stick or the PCB. Either one will require a lot of work.
  4. You don't actually get a frame of invuln on wakeup. Visually it kind of appears like you do, but that's because the game renders updates kind of weird. But no, there's actually just a small 1F buffer on wakeup that makes it slightly easier to reversal things.
  5. Uh... I don't think this is right at all. Might want to test that out. Projectiles do cause pushback, but only on the defender. They don't magically get negative pushback because you canceled another move's pushback. And yeah, doesn't have to be simultaneous at all. All that has to happen is the projectile needs to connect while you are getting pushed back. You basically just get the pushback of the projectile and lose all remaining of the pushback from your normal. If the projectile hits during hitpause (really easy to do) then you don't get any pushback.
  6. Actually the input window is 2F anyway.
  7. Where'd you get this anyway? Some sort of internet archive site?
  8. Uh yeah it's just whatever direction you jump in.
  9. Bomber is a DP motion so obviously it's done differently. For TK bomber you can shortcut it as: n/a
  10. Juda is the strongest and most beautiful man in the world, to quote Juda. Discuss. Ok seriously, Juda has a surprising number of excellent defensive options, and probably some of the cheapest and easiest ways to remove stars without doing much of a combo. jump A is a solid air-to-air move... if it gets blocked, continue chaining jump B chains into jump A chains into jump B jump C is a less good air-to-air... also works as a jump in jump D is probably the best jump-in the dives (jump d+A/C) will take off a star on counter hit and sometimes seem to be able to cross-up people in the corner a la May's dive. However, this move is generally very unsafe on block, and I'm not sure if it's fast enough to be an effective bait for anti-airs. far standing C is a good anti-air (will clash with Heart's body splash), but will whiff many (all?) crouchers far standing D is cancellable but doesn't really combo from much (not counting wall slam)... takes off a star on counter hit. QCBx2+C (FINGER!) can hit people that seem to be behind him. Yeah, all the big projectiles have WTF hitboxes in this game. This move will counter most anything that can be thrown at you for nice dmg and 2 stars. This super is unsafe on block, air or ground. QCFx2+C (Dam goes boom) is what you do when you don't know what to do. Seriously. The big damage on this moves comes from the dam blowing up, but if your opponent is blocking the water it's just as well. Has significant invulnerability that seems to be full body. The thing the little guy throws will hit people that are trying to do meaty jump ins, and then they will likely get hit by the exploding dam. Probably the best screen spammer in the game. Note that if they are just getting hit by the water, they can try to alpha counter and will avoid the remaining hits that come from JUST THE WATER. Note that you cannot do this super if the little guy's meter is not full (same as assist call). In general, if this move connects and your opponent has no stars left (or it takes off the last of their stars), it's a free FKO. d.B and d.A chain into each other d.A chains and combos into d.C d.C chains and combos into d.D any chain ending in d.C (and maybe d.D) will combo into FATAL KO QCB+B is a guard cancel or a counter when not blocking, but seems to be of limited use against people who are just doing a series of low jabs to you. QCF+A is the hotness. It can hit people in the air or on the ground, will hold for a pretty long time allowing for a free hit (FKO!) and poisons them. The poisoning lasts for a long time, and is not removed if you get hit. C+D followed FKO is a combo against people who have been grabbed by this move in the air... maybe on the ground as well? QCF+B is good for keeping people down and seems to be easy to combo. QCF+C (ground fireball) is very unsafe on block if done close to the opponent. If either you (NOT SURE ON THIS ANYMORE) or your helper are hit during the special move involving the helper, their meter will empty out. I think it's just if the helper gets hit, actually. Note that this applies if the helper is hit AT ANY TIME while on the screen (incl. before doing the assist, while doing the assist, or after the assist is done). So yes, someone like Mamiya with her piercing arrows is likely to knock out your helpers frequently and randomly. It also seems that many moves can still hit you even after hitting the helper, and the converse seems true as well (i.e. many moves can hit your helpers after hitting/blocked by you). Your throw will give you a free hit (C+D or FKO are good... you could probably do something better). I do not know if you can throw your opponent when the little guy is already out on the field. I do believe you can throw your opponent even if the little guy's meter is empty or recovering. I don't know if the intense damage scaling on your attack comes from the throw being a throw or from the number of hits which the little guy deals. FKO projectile and the follow-up psycho crusher weirdly hit behind you. DP+A is a very good anti air (i think it takes a star on counterhit as well), but can miss people that are right on top of you. Be aware of this especially when you are cornered. Unless they are very high in the air, counterhit DP+A is a free FKO. Brain-dead way to play Juda: Get them to block something. Anything. Then proceed to do basic chains cancelled into either assist calls or fireball. Build meter. If you think you've really got their number, mix in some A+B or C+D's into your rush. At any rate, once you have meter you will either use it to finger an attacking opponent or you can just dam super. If they block dam super, boost over to them and QCF+B if you can... this guy will help shield you from alpha counters (if it counter hits them, they lose a star) while you do an A+B. If you haven't got time for either, just A+B them (from the furthest range you can to make it harder to alpha counter) Whee! Star removal! Using your supers are vital to your success with Yuda. Keep an eye out on your meter since it builds just so fast in this game. If they are rushing you, FINGER them. If you are scared they'll block the FINGER, dam them. If they're blocking your ground chain, dam super them anyway; they'll be forced to block it and you can take a star from them. If they are a full screen away and you have two meters, dam super (the other meter can be used to finger them as they try to hit you). If you get knocked down and are wondering about whether to alpha counter or wakeup super, do the wakeup super. If you don't know what the hell to do, dam super. Juda is good at taking stars seemingly at random. However, dealing big damage without supers midscreen seems to be an issue... at least for me. Calling QCF+A while you are cornered is funny, since your opponent can't see the little guy behind you at the startup of the move. Also, since you are already cornered, you can't be pushed back further, and thus it's harder to hit the little guy through you. Things I need, in descending order of importance: Actually good midscreen combos (d.B, d.A, d.C, d.D xx QCF+C is a lousy combo). Combos from A+B and C+D. Tricky uses of the helpers. More combos into FKO. Exe A/D Dmg FaV Etc c5A 5 +1 9 4 -- c5B 6 +3 9 5 -- c5C 9 0 19 7 -- c5D 8 -4 9 8 -- f5A 6 +1 7 5 -- f5B 7 +6 7 6 -- f5C 8 -10 17 7 -- f5D 16 -5 17 8 CH –1 star 2A 5 +1 6 5 -- 2B 5 +3 6 6 hit low 2C 8 -2 16 7 -- 2D 11 -2 16 8 hit low JA 5 -- 6 5 overhead JB 5 -- 6 6 overhead JC 9 -- 14 7 overhead JD 10 -- 14 8 overhead A+C 15 +3 15 7 -- C+D 18~33 -8 15 7 -1 star Max C+D 34~38 -8 15 7 -1 star GC 9 -1 8 8 doesn't KO A+B 41 -- 6 7 unblockable, -1 star, doesn't KO N. Throw 4 -- 4x15 5x14+8 -- B+D 23 -- 9x2 8x3 -1 star
  11. In order to fully understand how to play against Toki, I believe you must play as Toki. And if you just wanna win with some flashy and technical combos, Toki's your dude too. Post your Toki Combos/Strats here. Anti-Toki thread is a must read. Has some really good combos/strats there too: ( http://www.dustloop.com/forums/showthread.php?t=745 ) Please leave the hate at the door. ============================================================================ Combos/The art of doing them: So I've got some combos here, and I've been watching plenty of Toki videos and it seems most of the combos stem from 2D -> 623B. There are tons of variations, depending on your style, character, etc. Really basic with Banishing Strike finish (can be done mid-screen or corner): 1) 2D, 623B, 2C, AC, rising j.C, j.236A, (land), 2C, AC, rising j.A*, j.236C (2 hits), j.236A, (land), 2A, 2C (2 hits).. Then end with CD or 236236C. *You can replace j.A with j.D, imho it's a lot easier to connect the air hyakuretsu. 2) 2D, 623B, 2C, c.D, 623B, 2A, 2C (2 hits), j.B, j.C, j.236C (2 hits), j.236A, 2A, 2C (2 hits), CD OTG. Very good, very hard to do, and can be done midscreen/corner. 3)2C, 2D, 623B, 2A, 2C, AC, etc. Something to build upon. 4)2C,2D, 623B, 2C, c.D, 623B, 2A, 2C (2hits), 236236C Easy to get into beginner combo, you can build off of it instead of using 236236C super. 5) 2D, 623B, 2C, AC, j.236C, (land) CD = Mamation's easy 2 stars 6) 2D -> B warp -> 2C -> close D -> B warp -> 2A -> 2C -> grave -> jB -> jC -> hyakuretsu -> j236A -> etc. [btw, Kurenai ended one with CD -> E -> 2B -> 632147D vs. Msin in the June a-cho finals. cool extra star] ============================================================================= Corner Throw loops: 1) throw -> 623B -> 2A, close D, 6D -> 623B -> close D, far D, 6D -> 623B -> 2C(1 hit), 2D -> 623B -> 2C(1 hit), 2D -> 623B -> 2C(1 hit), E~CD, E~AC -> jA, jB, jC, jD -> j236C(4 hits) -> j236A -> 236236C For some reason, this combo isn't easy against Raoh, so I used an amalgamation of another combo to make it a bit easier. 2) throw -> 623B -> 2A, close D, 6D -> 623B -> 2A, 2C, 5D, 6D -> 623B -> etc.. 3) throw, 623B, 2C, 2D, 236D, 623B, 2C, 2D, 623B, 2C, 2D, 623B, 2C, 2D, 623B, 2C, boost, 5something, AC, j236C, CD. Mr. Mamations scrambled scrambler ============================================================================= Strats (stolen from Nohoho's anti-toki section, thx!) Warp Trap Toki's primary weapon is a trap using his Hokuto Musou Ryubu move. The basic format is: 2A(blocked) -> 2A -> 2D -> 623B -> repeat What makes this so fierce is the fact that a blocking opponent has only a tiny window to act in between the crouching hard kick and the next crouching weak punch. Additionally, Toki warping behind his opponent makes it difficult to block and he's got a built in hit-confirm option like so: 2A(hits) -> 2A -> 2D -> 623B -> 2C -> AC -> etc. Minor variations to the warp trap, such as substituting a crouching weak kick for the hard kick or delaying the Ryubu(623B) move a bit can throw off Toki's opponent's timing (ie: their attempts to sneak an invincible move in that "tiny window.") IAD Counter Instead of an instant air dash hard kick Toki can occasionally mix in his mid-air counter move to stop their anti-air attempt. The input looks something like this: 9, 9, 214D or 9, 6, 214D Even if they don't get baited into trying to hit Toki out of the air, his opponent is in danger of getting thrown when he lands. Vertical Warp Trick When performed in the air the Ryubu move makes Toki zip back down to the ground. He's invincible mid-zip and a sneaky use for this is: high jump forward -> 236A -> throw In a very short amount of time Toki closes the gap and lands that ace throw. Properties of Towards plus Hard Kick Toki's upper body becomes invincible immediately as he starts his towards plus hard kick attack. Also, it takes a star on counter hit, so it's handy for interrupting your opponent's attacks. If you see your enemy doing a Heavy Strike, break out this move to pass right through it and land a counter hit. This should work on everyone but Shin and Juda. After it hits, cancel into a warp (623B) -> crouching hard punch -> Grave Shoot -> etc. Toki's 6D also beats Juda and Jagi's Banishing Strikes. Both of them use those Strikes frequently, so this counter is something to keep in mind. This attack works as an overhead against Raoh and Heart. You'll be left at about even initiative if it's blocked so when you have them cornered you can follow up with something else. If it hits, take a small step forward and start a combo with crouching hard kick. Finally, the towards plus hard kick can be used as air defense against Heart. Try to catch him right as he's landing. ============================================================================ Exe A/D Dmg FaV Etc c5A 9 -1 9 5 -- c5B 9 -1 9 5 -- c5C 13 -12 19 7 -- c5D 13 -12 19 7 -- f5A 9 +3 7 5 whiff against crouching opp f5B 6 -5 7 5 -- f5C 13 -6 17 7 -- f5D 16 -4 17 7 -- 2A 5 +5 6 5 -- 2B 16 -11 6 5 hit low 2C 9 -7 10 6 -- 2C(2nd) 5 0 10 7 -- 2D 11 -5 13 8 -- JA 5 -- 6 5 overhead JB 5 -- 6 5 overhead JC 7 -- 14 7 overhead JD 9 -- 16 7 overhead A+C 13 -4 20 8 -- C+D 18~33 -8 20 7 -1 star Max C+D 34~38 -8 20 7 -1 star GC 9 -1 10 8 doesn't KO A+B 41 -- 6 7 unblockable, -1 star, doesn't KO N. Throw 4 -- 28 8 --
  12. So this be Rei thread for combos and mix-ups. Key: A= Light Punch C= Hard Punch B= Light Kick D= Hard Kick E= Boost AB= hitting Light Punch and Light Kick at the same time enables Rei's unblockable CD= hitting Hard Punch and Hard Kick at the same time pushes the opponent to the other side of the screen. I call it Blow Back. AC= hitting both Punches will launch the opponent in the air (hold 8 for homing). When you use a special after AC you will knock off a star which is why it will be used in a lot of blow back combos. BD= Rei's command grab sort of speak. It takes off one star and is pretty useless. Cant grab a crouching opponent and cant grab someone in AB stun. It can be comboed after which make it somewhat usable, but not abusable. 236CD= Rie's Fatal KO. Move List: (note that all of these take off a star on Counter Hit or after AB) 623A or 623C= this is an uppercut. The A version is used the most because it can be used to continue combos, the C version however can not but has more hit. 214C= Rei dashes toward the opponent with jabbing knife hands. Can launch opponent afterward with another 236C. Air 236A= Rei throws a projectile that bounces off the floor Air 236B= Rei throws a projectile that hits the floor and glides across it. Air 236D= Rei dose a dashing kick that hits the opponent (pushes the opponent to the other side of the wall on counter hit). This is good to use (TKing it) after AB in a blow back combo because it has more combo potential and takes off a star. Air 214D= Same as 236D except Rei dose a dashing kick away from the opponent. I havent thought of a good use for this unless you are trying to run away. Air 214C= Rei makes a circular wall around him that last till he hits the ground (acts like a projectile). Really good for mixups. Air 2B= a diagnal strike, hits once and bounces off after wards. Good if you want to annoy your opponent. Air 236C= Rei dashes toward opponent like hes about to hug them. On counter hit or after an AB blow back combo you can repeat by pressing 2369C at the right time. After you get too far you can boost it at the same time to continue the combo. Specials: 236236A= Rei throws several little projectiles. Takes off one star and two stars on counter hit. It is good on wakeup and practically safe on block. Used in lots of combos too. 236236C= Rei jumps up and throws a bunch of projectiles that bounce off the top of the screen and the floor. You can charge it as well. Not too many uses for it but can be used in some combos. Air 2363214D= Rei dashes toward opponent like he dose in Air 236C and throws projectiles at the opponent. It is pretty good in an air combo, but the pros dont use it that much. COMBOS Note That All Damage Is Calculated On Roah. ...2D, IAD, JC, 5C, 623A(2 Hits), J2369C, 9C, 5A, 5C, 236236A *(If you are too far away IAD jC and continue combo the you can jC+E at the same time to boost you forward and continue the combo) STARS: 1 BOOST: NONE * FKO: NO TENSION: 1 BAR DAMAGE: 98(45) STRIKES: 27 ...2D, IAD, JC, 5C, IAD, JA, JC, 5A, 5C, 236236A, 2B, 236236A STARS: 2 BOOST: NONE * FKO: NO TENSION: 2 BARS DAMAGE: 124(69) STRIKES: 44 ...2D, IAD, JC, 5C, JA, JC, J236D, 66, JB, JC, 5A, 5C, 236236A STARS: 1 BOOST: NONE * FKO: NO TENSION: 1 BAR DAMAGE: 83(38) STRIKES: 25 ...c5D, CD(Link), 6, 5C, AC, 2369D, JB, 2C, IAD, JD, J2369C, J2369D, JB, 236236A (On Shin You Must End With 236236A After The First J2369D, JB) STARS: 3 BOOST: 1 FKO: NO TENSION: 1 BAR DAMAGE: 92(52) STRIKES: 28 ...CD, 6, 5C, AC, 2369D, JB, 2C, IAD, JD, J2369Cx8, J2369D, 236236A STARS: 3 BOOST: 1 FKO: NO TENSION: 1 BAR DAMAGE: 80~90% LIFE STRIKES: 34 ...CD-6-5C-2C-jD-2369Cx4-2363214D (More 2369C's Can Be Done) STARS: 2 BOOST: 1 FKO: NO TENSION: 1 BAR DAMAGE: 92(53) STRIKES: 27 ...2D, IAD, JC, 5C, JB, JC, 236D, 66, JB, JC, 5C, 623A(2 HITS), 2369C, 9C, CD (CAN 236236E~A AT THE END) STARS: 1 BOOST: 0 FKO: NO TENSION: 0 DAMAGE: 52(46) STRIKES: 15 ...CD, 6, AB, AC+E, 2368D, JA, Land, JB, J236D, JB, J2369Cx5, J2369D, JA, J2369D, JB, 236236E~A STARS: 3 BOOST: 1 FKO: NO TENSION: 1 BAR DAMAGE: 103(62) ON SHIN [Can be 100% if more 2369C are done] STRIKES: 35 ...2D, IAD, JC, 5C, AC, 23693214D (USE IF THEY ARE ABOUT TO DIE) STARS: 2 BOOST: 0 FKO: NO TENSION: 1 BAR DAMAGE: 59(34) STRIKES: 12 623C(5 HITS), E, JA, JC, 5A, 5C, 236236A (2 STARS ONLY ON COUNTER HIT) STARS: 2 BOOST: 1 FKO: NO TENSION: 1 BAR DAMAGE: 47(19) STRIKES: 22 THROW, IAD, JB, JC, 5C, JC, J236D, 66, JB, JC, 5C, 236A(2 HITS), J2369C, 9C, CD, 236236E~A STARS: 1 BOOST: 1 FKO: NO TENSION: 0 BARS DAMAGE: 75(41) STRIKES: 32 6A, CD+E, E~5A, 5C, JA, JC, J236D, 66, JA, JC, 5A, 5C, 236236A, 2B, 236236A STARS: 3 BOOST: 1 FKO: NO TENSION: 2 BARS DAMAGE: 115(71) STRIKES: 46 Fatal KO COMBOS THROW, IAD, JB, JC, 5C, CD, AC+E, JA, 236E~A, 5A, 5C, 236CD STARS: 2 BOOST: 1 FKO: YES TENSION: 0 BARS DAMAGE: - STRIKES: 11 THROW, JA, JC, 5A, 5C, 236CD STARS: 0 BOOST: 0 FKO: YES TENSION: 0 BARS DAMAGE: - STRIKES: 7 ...CD, 6AB, E, 5C, AC, 2369D, JB, 236CD STARS: 3 BOOST: 1 FKO: YES TENSION: 0 BARS DAMAGE: - STRIKES: 8 COMBOS FROM TUT VIDEO from what i saw on the video (in order) so you all have something written for you. i tried them and i need to practice more. http://www.youtube.com/watch?v=xi9z94yks8M On Heart JC, Air Throw, AC, JB, E~J236A, 5C, CD, E, 236CD STARS: 3 OFF: AIR THROW FKO: YES BOOST: 2 BARS TENSION: NONE On Rei BD, E+CD, E+AC, JD~E, 214C, E~5C, AC, JA~E, J236A, 5A, 5C~E, 236AC STARS: 4 OFF: UNIVERSAL THROW FKO: YES BOOST: 3 BARS TENSION: NONE On Souther J2369Cx18, 2369C~E, J2369Cx2, E~2369C, E~2369C STARS: 2 OFF: COUNTER HIT J236C FKO: NO, 100% LIFE BOOST: 3 BARS TENSION: NONE On Mamyia JD, J2369Cx4, J2369D, 66, JB, JD, 5C, 623A(2 hits), J236C, 9, JA, JC, 5C, 236236A, 2B, 236236A STARS: 2 OFF: JD FKO: NO, 100% LIFE BOOST: NONE TENSION: 2 BARS On Crouching Rei 2C-(c.5D-IAD-jD)xuntil end of screen-IAD-jD-boost-2Ax2-boost-2Ax2-boost-2Ax3- (c.5D-IAD-jD)x until end of screen-IAD-jD-boost-2Ax2-boost-2Ax2-boost-2Ax3- (c.5D-IAD-jD)x until end of screen-IAD-jD-boost-2Ax2-boost-2Ax2-boost- c.5D-2D-IAD-jC-5C-jC-j236D-jB-jC-5C-236236A-2B-236236A STARS: 2 OFF: Crouching Rei FKO: no, 100% life BOOST: 3 BARS TENSION: 2 BARS On Toki IAD, J236C(Cross Up), J236C, 9C, 5C, 623A(2 HITS), J2369C, 9A, JC, 5A, 5C, 236236A, 2Bx5, E, 2Bx6, E, 2Bx9, 2Bx6, E, 2Bx9, E, 2Bx7, E, 2B7, 2D, IAD, jD, J236C, 5C, JA, JD, J214C, J214C, JC, 5C, 236236C, runover, 5C, 236236C STARS: 2 OFF: CROSS UP J236C IN THE CORNER FKO: NO, 100% LIFE BOOST: 3 BARS TENSION: 3 BARS FRAME DATA (Thanks to tianyuan2k4) Exec Dur Rec Adv/Dis FV Etc c5A 5F 3F 4F +2F 4 f5A 5F 3F 4F +4F 5 2A 6F 3F 7F +1F 5 6A 24F 4F 16F -4F 7 Overhead c5B 8F 4F 4F +3F 5 f5B 7F 4F 5F +4F 6 2B 7F 3F 4F +6F 6 Hit low c5C 7F 6F 13F -3F 7 f5C 12F 4F 16F -4F 7 2C 12F 4F 14F -2F 7 c5D 9F 4F 18F -3F 8 f5D 14F 3F 16F +/- 0F 8 2D 14F 5F 20F -5F 8 Hit low JA 4F 16F 2F -- 5 Overhead JB 5F 20F 5F -- 6 Overhead JC 9F 6F 10F -- 7 Overhead JD 11F 5F 14F -- 8 Overhead J throw 21F 4F 12F -- 7 unblockable Throw 4F 4F 16F -- ?? unblockable B+D 9F 4F 16F -- 8×2+7×2 unblockable A+C 16F 7F 13F -4F 8 A+B 41F 4F 20F -- 7 unblockable, -1 star C+D 18~33F 4F 20F -8F 7 - 1 star maxC+D 34~38F 4F 20F -8F 7 - 1 star
  13. Sounds like a backwards version of Normal Jump Cancel, sort of. Pretty cool.
  14. The weird thing was that they were not black-beat hits. I'll fool with it later anyway and see if I can figure it out.
  15. Here's another one which is probably not complicated at all. At a tournament some time ago, I connected with a Slidehead vs Ky and randomly did another slidehead while he was on the ground. In fact, I actually comboed 4 slideheads into each other with nothing else, he just kept bouncing along the floor to the corner. Didn't try for a 5th one though. Any idea what causes that?
  16. You use TK APB for combos so definitely learn how to do it.
  17. Nah it's not quite the same as Heat. Heat is one of those really weird grab-attack moves which are really just unblockable attacks (same with HPB, Anji's On, Dizzy's Necro grab, probably some others I forgot). Those are special because you can setup for unblockables with them. APB I'm pretty sure is just an air command throw that can be comboed into, kind of like ABA's air key grab thing. That means you can't force people to get hit by it by doing something like j.P APB vs air. I think TK APB is actually a bit faster than Heat too, which makes it extra useful.
  18. Uhm, it's still there. Button layout is: P HP S K HK
  19. He flies in the opposite direction you jumped, so if you jumped backwards he will travel forwards when he does it. When TKing it (from neutral or jump cancel), it becomes more difficult because you can change the direction of your jump while in the startup of your jump, so if you do 632147896D you will most likely get a forward jump. Typically I input them as either 9632146D or 7 5 632146D or 632147 5 6D, that helps avoid jumping in the wrong direction. The input for APB is actually quite finicky so you need to make sure you get the input very accurate.
  20. All fixes should be made now. :I
  21. Yeah I know, but if someone is mashing for the Giganter already I would just assume they'd keep mashing if they got into another stagger. :I
  22. I dunno about you guys but I have people shaking out of non-CH Giganters pretty often, so I would be pretty cautious about doing something that only requires Lv2 break. Sounds good otherwise though... not that I frequently use 6K.
  23. Just look for it manually, it's not hard to find. But meanwhile, check the Player's Guide: http://www.dustloop.com/ggac/index.html It covers a lot of the same stuff.
  24. Random inputs firing is probably a bad PCB or wires touching. :I
  25. I wouldn't say FD is pretty useless but you definitely have to use it along with OTHER techniques to be effective. Okay it's not just the alcohol that made me unable to understand wtf he is trying to say there. Long story short, Guard Gauge is really important in the grand scheme of things, but more important for some characters than others. Even small amounts of guard gauge can be important, and large amounts can end the match in a single combo.
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