Koozebanian Fazoob
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Everything posted by Koozebanian Fazoob
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Raoh Yells and Breaks Your Face
Koozebanian Fazoob replied to Koozebanian Fazoob's topic in Hokuto No General
The number of air HPs depends on how you possition yourself and then how much gravity there is on the other guy. Usually you can get 4-5 pretty easily though. For 2A after spike, I believe the number you get before they start getting pushed back is about 8. You can easily get more hits, but they start getting pushed backed. If you can Fist Cancel you can probably get 9-10, then 2B, C, C+D. It's kind of not that big of a deal since each LP only does ~1 damage. It's much more important to learn his more advanced combos. -
Are you talking specifically about the timing or APB not coming out at all?
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The consistent application of slashback?
Koozebanian Fazoob replied to SugataDesigns's topic in Archive
FD only helps in the places FD is normally useful, regardless of how well you time it. There's a reason IB/SB are also in the game. -
The consistent application of slashback?
Koozebanian Fazoob replied to SugataDesigns's topic in Archive
24FPS is the standard rate for film. Human eyesight can distinguish between framerates of very high numbers, but it becomes impossible to distinguish between individual frames at a much lower level (which I guess is what you mean by processing). But yeah, eyesight has far less to do with it than reaction time and other things. Blocking is a much more plausible option than SBing a random move, if that's what you mean. You aren't going to eat a random CH from a backdash or jump unless you do it stupidly or when you shouldn't be. Sitting still and waiting for an attack is a bad idea in general. There's a reason why good players are always moving around all the time. This is correct, except it's pretty much true with anyone halfway decent at the game. If your mixups or blockstrings are so predictable that you are getting SBed, you must be really bad at attacking. Slashback just isn't that useful in general because the timing on it is very tight, coupled with the wide range of attack options characters have. -
General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE
Koozebanian Fazoob replied to Kairi's topic in Archive
It's only neutral jump. You can keep running momentum however, meaning you can move forward somewhat if you do it from a run. -
I think so, that would make sense what with the 1F and all.
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2 active, 2 inactive, 1 active.
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Air Teching is not a skill of 'pro ass kids', it's one of the most basic gameplay functions there is. Those combos don't work at all, and they would be worthless against anyone even remotely decent at the game. There's no point in knowing or using worthless combos that can easily be escaped. Also not sure about AC but in previous games it was only possible to combo S to HS on Counterhit or against a crouching enemy. 5S definitely doesn't combo to HS against enemies in the air either.
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There will be... should have done it a while ago but my hands have been acting up a lot in the last few weeks.
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None of those combos even remotely work. Also since when has Heat Knuckle had an FRC?
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Yes, I think it was talking about the initial ~5F startup where you can't. I'll try and fix up this stuff soon but I've actually been busy lately so I haven't gotten a chance to do it. :I
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General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE
Koozebanian Fazoob replied to Kairi's topic in Archive
CH Throw is with guard bar up, I think. :I -
Kira's 360s are definitely the easiest 360s I've ever seen... I am terrible at them and I can still do Kira's like 100% of the time. 720s a bit harder though. Anyway, does Kira have any decent combos with Time arcana? Seems like she can get them to the corner easy but without the quick step forward I'm not sure how to do the weird corner loops or anything.
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General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE
Koozebanian Fazoob replied to Kairi's topic in Archive
It's possible to block high/low unblockables but you've got exactly 1F to do it, and the order in which to block the things can be altered by the attacker pretty easily. But yeah in other words you're pretty much boned if the Eddie sets it up right. Welcome to why Eddie is absolutely stupid! -
I might make a category for random tricks/glitches or something later for the stuff that's not really important enough to have it's own category, like Burst Cancel from Clashes and NJC and that stuff. FDC definitely is going to get it's own category.
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Nobody has ever sent me a list of unlockables so no. FDC is kind of a nebulous thing because it has so many different names. 1-Frame Jump, Dash Break, Option Select (#R style)... pretty sure Burst Cancel is a form of it too. Burst Cancel is pretty much a Jam only thing these days isn't it? Not really worth sticking in the general guide unless as a side note.
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Okay it's all uploaded, so all fixed mentioned should be good now. Next up is adding in some more new stuff. I can't really think of any more 301 topics other than maybe Normal Jump Cancel which generally isn't useful at all. Also if anyone has a list of all of the unlockables and how to get them that would be good for the Secrets section.
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Thanks for the help Teyah and everyone else. I've actually made most all of the changes posted, the FTP was just acting up so I couldn't upload anything. :I
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Swap out the PCB probably.
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I think everyone gained a frame of jump startup in #R but I don't know if that chart reflects that at all. Either way, I might replace that with just a link to our already existing character system data page.
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Force Breaks are under Tension Attacks. I'll fix up the rest tomorrow hopefully, keep posting fixes as you see them.
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Uhm, well just the Sanwa parts alone are like 50$. Add in the cost of MDF/Lexan/Screws/Paint/etc and the cost jacks up to like 80-90$ pretty easily. Professionally printed artwork is another chunk on top of it. You need a PCB too which usually runs 15$ or so, more or less depending on if you need to get it shipped or whatever.
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Made those fixes. Zoning and Keepaway I stuck together because I couldn't really think of enough of a practical difference there to warrant a separate definition. Any 'False Roman Cancel' should be 'Force Roman Cancel' but I'm certain I didn't catch them all. Justice and Kliff data is just placeholders for where HOS and ABA will go once I have their info.
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http://www.dustloop.com/guides/ggac/ Revived from the ashes of the old GGXX players' guide, here's a revamped Accent Core Guide for all of you new and learning players out there. New players should definitely read over the whole thing, it will answer a lot of your questions about the game. Do note that it's not entirely finished at this point. The 301 section is pretty lacking at this point. Please feel free to point out errors and typos, and make suggestions. Also if anyone has any of the Chart data for Robo Ky, ABA, and HOS, I could use those numbers to fill in the 201 section.
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Building your own is never the easiest way and extremely rarely the cheapest. For a Sanwa/Seimitsu... Materials: - 1/2" MDF or similar material for chassis, 1' x 2' minimum per stick generally. - 1/8" MDF or similar for bottom - Material for support beams (MDF can double for this, I use Oak) - 3mm Lexan or Plexiglass top cover - Wood Glue (Gorilla) - Small profile screws, 1/4" - 1/2" long, to attach joystick - Screws for case bottom - Primer & Paint/Enamel - Sand Paper - Sanwa/Seimitsu Joystick - 6-8 Sanwa/Seimitsu face buttons (30mm) - 2 Sanwa/Seimitsu start/select buttons (24mm) - Solder - Wire, assorted colors, smaller is better (24 gauge I think) - PCB, Cable, or otherwise depending on what system it is for. Tools: - Radial Arm Saw or equivalent saw with 12"+ cutting length (don't use a hand saw) - Drill (Hand or Press) - 30mm and 24mm Hole Saw bits - Plunge Router - Lots of wood clamps (large and small, corner clamps as well) - 15-25W Soldering Iron A fairly basic multimeter is also really helpful to have around.