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Koozebanian Fazoob

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Everything posted by Koozebanian Fazoob

  1. Yes, 2S vacuums people which is why it's used a lot. And yes it's just timing to land 2S after PB FRC. It doesn't matter what buttons you use to do it.
  2. No probably not. Did you buy it used? You can probably open it up to see if something is loose or broken inside. I wouldn't mess with lubricating it if I were you, not really necessary at all.
  3. That's something completely different. Really the only time it comes up is if you run in for a combo and JI in the middle of it. Used to be the case with Sol if you'd try to JI for a BR RC Dustloop that it could throw you off a bit but that auto JIs now so it doesn't matter. I honestly can't think of a case where it does matter now.
  4. That's probably the same reason why Jump Installing kills your run momentum. Starting up a jump seems to kill your forward ground velocity.
  5. Oh I mean air dashing during Dust combos. I hate those combos. -_____-
  6. Sorry if this has already been posted, but those who hate air dashing in their dust combos can do this one I use: D /\ j.H j.D jc ... 623H |> 662S > j.D 623H |> 662S > j.D 623H |> Rensen Works off 2H too... Rensen is finicky though on some characters.
  7. I've uploaded fixes for Millia, Johnny, Dizzy, Bridget, Axl, and ABA. Should be more correct now hopefully.
  8. There's a brief period of time after you've charged enough time where you can do something else before you lose your chance to do the charge move. So really, all you do is [4], 66S or something like that.
  9. To get real technical, the time during your dash recovery when you can't normally throw is only like 5-6 frames, which is pretty short. Yeah Dash Break before throw can potentially make that faster, but it's not really much faster (and with poor execution, could be slower). It's mostly just much easier to time, and tends to be harder to react to. Either way though, it's good to do.
  10. Same here actually, dunno what to do about HOS.
  11. I was pretty sure 2S rapes Axl in this game doesn't it? Should beat 5P/2P, vacuums, combos to slide head on CH.
  12. Jump Cancel... just hit up during an attack that can be jump canceled. Some moves can and some moves can't. Tech hit... dunno, isn't that a Capcom thing?
  13. Wild Throw has longer range than normal throws. If you space it properly, you cannot be counter-thrown going for a Wild Throw. That's the main thing. The other thing is to just have really good throw setups and to not try and tick throw all the time. You also may just be throwing too late though, couldn't really say without seeing.
  14. Well I lifted the cap on smilies. The problem is that smilies and images are considered the same thing, which is retarded.
  15. I think Octagonal have a larger total throw but it doesn't really matter very much at all. Might make it discreetly harder to dash or something random like that though.
  16. Yeah they are ;u; ;d; ;f; ;b; right now (with colons instead obviously) which is kinda heavier than I want. I'll look into the Henaki plans and see if I can come up with anything. is kinda obtuse to write out instead of 41236H or HCF+H
  17. I already have a page for it done but well... it's not 'done' done.
  18. Laffo Henaki. Also what the fuck, I just noticed that 4r5 answer this EXACT QUESTION 7 posts up from mine. What the hell?
  19. There is a page that answers that but it's not done right now. :I I think with Sol the [ ] is in reference to his Dragon Install mode... meaning what is in [ ] is what it is for Dragon Install. Anyway, a quick rundown: TG: Tension Gain, how much Tension you get for the move. With normals, you only get it on hit or guard. With specials, there are two numbers... one for wiffed, the second for hit/guard. GB+: How much the move increases the guard bar when it is blocked. GB-: How much the move decreases the guard bar on hit. Lv: The 'level' of the attack... indirectly describes how much hit/guard stun the move causes. Guard: Describes how you can guard the attack, - H: High - L: Low - A: Normal Air Blocking is okay - F: If you are in the air, you have to FD the attack (can't normal block) - any: Any way you want to block it - ##dots: It's a throw, and the # of dots is the distance it can throw from. Cancel: Tells you how this move can be canceled out of: - c: Cycle... means you can cancel the move into itself. - C or S: Cancels to Specials. - J: Jump Cancel - R: Roman Cancel - F: False Roman Cancel SD: Static Difference. This is how much frame advantage or disadvantage you have assuming the move is blocked on the first possible active frame (ie, the worst case scenario for a normal, standing block). DAA: Dead Angle Attack.
  20. http://dustloop.com/data/ac/system.html Kinda ugly, should have a nicer one soon.
  21. Better to spend money on quality than to buy something shitty you just have to throw away or replace parts on.
  22. Get someone else to build you a stick that has both PS2 and Wii output.
  23. MAS I think generally run on the less expensive side actually. They usually go about 100$ or so. As for PS2/Wii, uhm... I don't know if anyone is making Wii sticks other than Hori at this point.
  24. It's still sitting on the server, you just can't get to it. :I
  25. This thread is going to be woefully incomplete for a while so please help me out in collection the many Potemkin target combos we can. I'd like to keep the list fairly small, basically just the stuff you'd actually want to use in a match. If you want the thread with information about SLASH Potemkin combos, go here General notation: CH - Counterhit FD - Faultless Defense (2S) - Optional attack (probably depends on distance and weight) (Close) - Setup required for combo f.S - Far Slash (as opposed to c.S, close slash) ... - Continue into some other fitting combo [9] - Hold direction/button ]9[ - Release direction/button jc.P - Jump Cancel into j.P sjc.S - Superjump Cancel into j.S |> - Land on the Ground S 2H - Gattling from S to 2H S > jc.P - Jump cancel the S, into a jumping P. 2S, 5H - Just Frame from 2S to 5H (no Cancel) P* K - 0 or more P followed by a K j.S/H - Either j.S or j.H Heat(1) RC - Cancel the first hit into an RC , - A link or a pause... not a direct gattling or cancel. (Near Corner) - In the general vicinity of the Corner (Close Corner) - Very close to the corner, but not deep into it (Corner) - Deep into the corner (50%) - Tension requirement for this combo. 50% means you need half a bar of tension, 100% means you need full. HF - Hammerfall ( [4] 6H ) Giganter+B - Extend Bullet on Giganter super (632146HS 4123641236P) APB - Air Potemkin Buster (j.632146D) PB - Potemkin Buster (632146P) HPB - Heavenly Potemkin Buster (236236S) JG - Judge Gauntlet (63214H) Heat - Heat Knuckle (623H) Heat Extend - (623H, 63214H) The Wonderful World of Potemkin Combos Ground Mid-Screen Combos n/a Hammerfall n/a CH 2H n/a 6P/6K CH 6P Heat (50%) 6P Giganter+B, Wallbounce... 6K 2H Heat 6K 2H HPB Dust Combos D > 9 FD j.S/j.H (Impossible Dust) |> (S) Heat (25%) D > [9] j.H jc.H jc.APB (25%) D > [9] j.H jc.H jc.S P K P K P K jc.APB Judge Gauntlet Combos JG RC, 6H JG RC, 2S Heat Throw FRC Combos (25%) Throw FRC, 2S Heat (75%) Throw FRC, 2S 2H HPB (75%, Into Corner) Throw FRC, 6P > jc7 APB |> P S > jc.9 APB Potemkin Buster Combos (25%, Mid) PB FRC, 2S Heat (25%, Mid, Dizzy) PB FRC, f.S 2S Heat (75%) PB FRC, 2S 2H HPB (25%, Corner) PB FRC, 2HS Heat (75%, Corner) PB FRC, HS Giganter, 2HS Heat (100%, Corner) PB FRC, HS Giganter, 6HS Hammerfall FRC, Heat Slide Head Combos Slide Head, Hammerfall Break, K (S) 2S Heat (50%) Slide Head, Hammerfall Break, K 2S 2H HPB Wallbounce Combos (Light Weights) ... > Heat ... > H Heat (25%) ... 6P > jc.APB (50%) ... > HS Giganter+B, Wallbounce... (50%) ... > (K) (S) 2H HPB (50%) ... > 6P Giganter/Heat (Off standalone Giganter+B) ... > K S Heat
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