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Koozebanian Fazoob

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Everything posted by Koozebanian Fazoob

  1. Any games Mon/Tues this week maybe Pat?
  2. I think just ask questions in here. If we get to the point where we have a lot of good matchup writeups we could probably have a single thread to collect them.
  3. Yeah 6S+H seems like the best option to me. It's only 9F startup and it's got a real nice hitbox. Someone posted a full list a few pages back of what's flickable. Specifically for Faust .. Can Flick: 100-Ton Weight - You don't get knocked down. Poison - The cloud part, takes a while before it's active. Small Faust - Can't flick it on the way down, only while it's walking on the ground, and it's pretty tight since it moves slow. Hammer Meteor Bomb - Trick with this one is that the bomb makes 3 'boink' noises to count down the explosion, you want to flick right after the third boink. Baghead Oil Drum Explosion - It's later than it looks. Can't Flick: Platform, Doughnut, Chocolate, Helium, Black Hole, Oil Drum
  4. I'm free this Saturday, meeting at Xanadu?
  5. Yeah, that's how RCs just work in general. RCs don't actually cause the proration at all, hitting someone in slow time causes it. Which also means when you RRC in a combo, if you just wait until slow time ends before hitting them again, you will have no forced proration at all. This only works with moves that actually have enough hitstun to let you do that of course, but it's good to know.
  6. I was talking about back in X2 series, if you tried to do something like 6HS FRC PB, you had to be careful which buttons you used because you could get IK activation by accident. I used to use something like, 6HS, 632146[P]+K+S ]P[, to use negative edge to avoid having to deal with the issue and get PB out ASAP.
  7. Yeah, it's just a simple rhythm to learn. I've done it reliably in tournaments and online play. The YRC range is actually surprisingly lenient, much more so than I figured it would be. I actually input it as 632146P ~ K+S+H, don't even have to take your thumb off the P button because there's no risk of getting IK Activate anymore. I could see it being harder if you were on pad and not using a macro for RC. Actually are RC macros tournament legal this time around? I haven't been telling people not to use them and nobody has said anything otherwise. :I
  8. Right, forgot to record that stuff Pat. If you get some free time you want to just do it for me? Might just be easier that way. All I need is Potemkin in training mode, do [4]6H+P version of hammerbreak, and then [4]6H~P version (P button 1F after HS). Need to look at if the effect is different or not.
  9. Yeah, 6K is good for tagging people trying to jump out of your stuff in the corner due to how high up it hits. It's also at frame advantage after a HFB and it keeps you real close. Don't forget you can also cancel 6K into FDB, which actually works sort of as a frame trap. On CH FDB you get full 6K loops for free. On block it's still +2, so you get to continue pressure after it. YRC stuff is just absurdly good for Potemkin in general, basically every special move he has massively benefits from it. Megafist YRC is actually really good too because it will let you stuff AA attempts. Reverse Megafist YRC can be used as a reversal in some cases, while it's risky it's an option. Slidehead, Heat, both great to YRC on wiff too. Another fun fact, if you do 5H RRC Slidehead on block, unless they IBed the 5H, the slidehead is guaranteed. Got 100% bar and just need to close out the round? Do this, combo into 6H or full 6K loops.
  10. Since someone asked, here's the characters that Double Heat works on: Faust, Sol, Potemkin, Slayer, I-No Axl I tested using 2H Heat. 5K 2H Heat, Heat also works. Let me know if I missed any characters.
  11. Pat, I dunno if you're going tomorrow or if we'll have time, but is there any way I can use your recorder to record some 60fps stuff? I just need to test a few input buffer related things, so probably just need like 5 minutes in training mode tops.
  12. They use it all the time and it's really good. You won't lose 50% unless you screw it up, which is pretty difficult because it's REALLY easy to do. One of his best tools easily and it's not even difficult thankfully. You don't see them use it often because if the PB hits, you don't see anything except a PB.
  13. Well, the ORIGINAL motion for Kaiserwave was [4]9A+C. In KOF it was 6 41236P. But either way, Leo's version of it is 632146P while backturned. It seems really fast.
  14. Yeah DP is a charge downup. S version seems only invincible until active so it trades. Kaiserwave is his backturned super.
  15. Things Leo has: Sonic Booms Flash Kicks Bazooka Knee Dropkick Raoh's Air Spike Weapon X Wiff Cancel normals into Parry Kaiser Wave That's some character.
  16. So is today good? Should be off at 5:30 today so maybe be there around 6.
  17. What's a good day then? Wednesday? Also does your recorder do 60fps at all? I want to check something if possible.
  18. I got real tired and just crashed out on Saturday, sorry zerpman. Pat any games today?
  19. Any games going on today?
  20. Not as far as I know, you just get used to it after a while. That particular link (6H HFB 2S isn't it?) is really, really hard though. By the way I tried the combo after Hammerfall RRC, you can actually get full loops after it, you just have to give them some time to drop a bit. It floats them high, but has enough hitstun to cause a hard knockdown. Very easy to end up very close in the corner with it though which makes the loops harder.
  21. Some characters are lighter/heavier/floatier than others so you'll have to adjust based on that. Hammerfall floats a bit higher than some other starters so you may want to either cut out a rep or use 2S earlier. Basically what Red Star suggested, though I believe you can get another rep in there if you want to. Once you've done them enough and you have a vague idea how different character's hitboxes work, you can just sort of eyeball how many reps to go for.
  22. Yeah, don't rely on Megafist too much. It's -4 on block normally, even worse on IB. You should never be using it close enough to get normal thrown on block, just make sure you space it carefully. I'm up to 3 reps reliably now. 4-5 reps is where the difficulty skyrockets because of hitstun decay and more difficult links. Just try this easy-ish one: 2P 2K 2D RRC, Pause, 6K HFB, 6K HFB, 2S 6K HFB, 2S Heat The first HFB is easier because of the extra travel distance of the 6K (you can walk back to increase distance and give them time to fall down farther, which makes the last rep easier to hit). Second HFB is easier because you are comboing to 2S instead of 6K afterwards. Third HFB is easier because you are canceling from 2S so you have all the extra hitstop to buffer back. After that, just 2S Heat is quite easy to hit. Also for a big HPB finish, recall that 2H is even faster than 2S, and c.S even faster than that. So you can make 4-reps easier in a similar way: CH FDB, 6K HFB, 6K HFB, 2S 6K HFB, 6K HFB, c.S 2H HPB For lightweights you might want to omit the c.S, either way the last link isn't real hard.
  23. A lesson well learned. Endless Legend right? There's a third game in that series (Endless Dungeons). I've got my eyes peeled for a sale on Legend. As much as I love Age of Wonders 3, it's 100% combat centric and I could use something that's like 100% econ/empire management centric to balance that out.
  24. Sheshshu have you looked at Star Ruler 2 yet? I wasn't a huge fan of the first one but this one is looking pretty good so far. Still Early Access for now I think.
  25. Lol, just call your local stores and ask if any of them will sell you a copy. Anyway, it just stupidly dawned on me why reversals feel 'off' and difficult in this game. No negative edge. Duh.
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