Koozebanian Fazoob
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Everything posted by Koozebanian Fazoob
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Well we couldn't use mine because mine are all fucking weird shit like Sanwa + Happ, Seimitsu + Sanwa, and Happ + Chair. :X
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I make your post nicer. :I
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There might be 1F of landing recovery when you can't block, but I don't think any more at all is possible. I've been using safe jump in oki with Potemkin since X2 so if it didn't work, I'd think I'd have noticed by now. :x
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Okay... any time you land on the ground from the air, you recover instantly. This includes being in the middle of moves (note that some characters have specials which cause recovery on landing, such as Ky's projectiles and Potemkin's j.D). If you do a meaty attack on the first frames someone wakes up and then hit the ground, you recover instantly. This means that you can have active frames on the enemy while they are waking up but land in time to block any DP or supers. The timing is usually a margin of about 3F, since most DPs have a startup of that or more. It's the same thing for every character in the game. Potemkin's is famous, the sj.S setup. Plenty of other characters use it all the time too though. If it sounds hard... it's really not. You just practice it a bit and get used to it. You can do it both with a run jump or an air dash (if you are far away), but the timing is obviously different for each. Axl's j.S is harder to work with because not only do you have to time your recovery properly, but what you really want is for the second hit to connect, so you get all of the guard stun AND the vacuum in addition. The run>jump>land>2K setup is just an extension of this. Once players start to realize they can't DP or reversal throw the j.HS, you can instead jump a few frames early, wiff the j.HS, and land and 2K. This is a really basic Air to Ground style mixup. You can also further mix up the early jump in by air dashing into j.P j.K to give you another overhead option. You've probably seen Sol do the same thing with Gunflame FRC > run jump > then either air dash j.S j.H VV, or land into 2K S 6P. Venom also does the same thing with any pool ball setups into run jump, then hitting another ball, then either landing and doing 2K etc or air dashing into j.S j.H. And if it lends any credibility, I see Japanese players using j.HS and j.S as oki, and AtG mixups are a staple of 2D fighting games. As far as 'wacky once in a match' style oki... personally I much prefer and recommend to stick with SAFE and effective strategies. Playing risky isn't really smart.
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I mentioned the run jump land 2K in that last post. IAD P-K I do use but it's kind of risky and all that.
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j.H is completely reversal safe exactly the same way every other j. normal is safe oki. Gives you good frame advantage, lets you punish backdashes, keeps you safe against reversals, the works. It's not a crossup though unless you just do silly stuff to annoy people with it (air back dash setups), and those aren't really great so much as just decent to pull out once in a while (although you can do some neat stuff close to the corner with it). Plus once you can get people to accept the fact they can't beat it, you can start using basic AtG setups into 2K with it, or an early jump delayed Bomber as well. Unfortunately, Axl is no Venom, so trying to be tricky with this is not really safe, so it seems like it's better just to stick with the j.H most of the time. I don't know what you are talking about with j.2S ... I didn't know he had a j.2S.
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I usually use a running j.H as that's totally safe and starts good combos or pressure. Another good option is to just hit the second hit of j.S because that's safe and also vacuums in. Of course another I love to do is run up, jump over, back dash, j.H |> K, 63214S. Keeps people guessing where you will hit them. Double bonus for JI'ed into another air back dash. Doesn't really get combos started well but it's good for being a mosquito.
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Site Feedback/Suggestions
Koozebanian Fazoob replied to tragic's topic in Site Feedback and Suggestions
I'll stick em in there if you make them, but they need to be pretty small. Probably 15x15 tops. -
Site Feedback/Suggestions
Koozebanian Fazoob replied to tragic's topic in Site Feedback and Suggestions
Knock yourself out. Are you talking about 'how to make', 'where to buy' or 'post yours'? Because I know we have a 'post yours' thread already. -
Damn, what dropped Akatsuki so much down the list?
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Raoh Yells and Breaks Your Face
Koozebanian Fazoob replied to Koozebanian Fazoob's topic in Hokuto No General
Thing is that after any CD, you are guaranteed to have 1 block of boost, so you might as well use it. The reason you do 623A is because it does a lot of damage. You want to get all of your big hits in right at the start of the combo in this game because of how fast damage scales. If you don't want to do that you can always do ... CD 6, D AC 2369A 6E |> 2C > IAD j.A C ... etc. -
Raoh Yells and Breaks Your Face
Koozebanian Fazoob replied to Koozebanian Fazoob's topic in Hokuto No General
To do slower combos like that you have to cause a far bounce. They are definitely possible to do though. I used to have one VS Kenshiro that looked something like ... CD 6 ... C 623A E 2C > IAD j.C |> A, 2C > ( IAD j.C |> )*8 ...etc. Really silly but yeah, once you get the far bounce you can do some goofy things. -
Raoh Yells and Breaks Your Face
Koozebanian Fazoob replied to Koozebanian Fazoob's topic in Hokuto No General
You can't normally jump cancel a boost. To do that combo you'll just want to start with something jump cancelable, like just do CD 6, 2C > j.B, j.B > etc. Do note though that you won't get much for it unless you start a far bounce first, which is another thing to worry about. Really though, get your big hits in first. If you want to do a combo like this, you can do something like... CD 6, 2C 623A E 2C > IAD j.A j.C |> j.B, j.B > etc Way better that way. -
Didn't see them mentioned anywhere but the style of bomber loop I do looks like this: (Corner, VS Pote+) Throw, 2S > jc.D 623H |> 669 j.H j.D 623H |> 669 j.H j.D 623H |> Rensen 2 (Corner, Vs Diz+) j.623H, 2S > sjc.D 623H |> 669 j.D 623H |> 662S > jc.D 623H |> Rensen 2 Plenty of other variations. Some characters it works better than others, some it doesn't work at all. Same with setups, works better in some than others. Does more damage than the standard loop in a few places. Not really all that spectacular but I like it because it's different. :I Also, anyone have a standard midscreen throw combo on Ky? Right now all I've got is one of these: Throw, 66K P 623H 623H 63214S Throw, Rensen FRC 63214S, 66S 2S > jc.D 623H |> Rensen 2
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Agreeing with this, and the above by Ukyo. Also this has gone way the fuck off topic. I can split this off to another thread if people want to seriously discuss it. :I
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Use the 'Go Advanced' button. For some reason the AJAX based quick reply/edit is terrible with large posts. I blame the server. :I Still a work in progress... Pothumpkin Pros: + Big ol' damage on pokes, good damage on combos. Combos generally leave you in a good position to continue pressure. + One of the best command throws in the game. Big damage, huge range, fast startup, builds a lot of tension, and has an FRC point for extra damage. + Huge range on attacks. 6P, 2H, HS, f.S, 2D ... tons of good pokes all around. + Slide head. Used for unblockables, now gives you free decent damage combos. + Heat Knuckle without extend gives you a free perfect setup for additional mixups, as well as a ton of tension. + Tools for many situations... FDB to beat projectiles, Hammerfall to eat 1 hit and travel forwards, Judge Gauntlet to eat multiple hits, Backdash for good evasion and invincibility, Giganter as wakeup. + Takes very little damage from anyone. + Combo off Dead Angle... much more useful than it sounds. Cons: - Predictable. Has to rely on playing more solidly than the other person. Has to play very patiently at times. - Huge, clumsy, and difficult to maneuver in general. Gives him a hard time with avoiding traps and setups and such. Also gives lots of character specific combos and rushdowns against him. - No Dragon Punch. Giganter uses 50%, and that's generally the best option. - Megafist still sucks. - Backdash is SLOW. You can reaction it easily, which is a big problem.
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It sounds like Kanae and Muraku got worse too... why?
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General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE
Koozebanian Fazoob replied to Kairi's topic in Archive
I think that was just a rumor and isn't true. -
General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE
Koozebanian Fazoob replied to Kairi's topic in Archive
He can move left and right when you hold the stick in that direction. You can also move him while in the middle of another move, or while ducking, if you want to move him independently of big Eddie. -
HnK 101: Ask Prof. Gwyrgyn Blood
Koozebanian Fazoob replied to tianyuan2k4's topic in Hokuto No General
I know what you are talking about and yes it's tricky. For some reason, with the startup of Raoh's jump and the input buffer, it's very hard to TK the air spike doing 2147 from neutral (or much harder than it SHOULD be). You just have to practice it a LOT and get the feel down, no real secret. :/ But yeah, you CAN do it like 8214D but you will need lightning fast fingers to get it as low as possible doing it like this. You can lazily do it this way against a few, Mr. Heart being the easiest. -
Jo Jo's Bizarre Adventure
Koozebanian Fazoob replied to Mr. Mamation's topic in Misc Fighter Central
That's the basic idea yeah... I'm pretty sure the input for the Tandem depends on the character though. But yeah, the basic idea is to do tell the stand to do ABC and then you want to connect your A in time so that the stand can combo the C into the next A. I'm not sure if there's any trick to the timing or not. I do know that the whole works is VERY complicated with Kakyoin and you can do lots of insane net setups and such with it. I'm sure you've seen the kind of combos I'm talking about. :I Since this game is ancient and CPS3 is a fucking scam anyway, I'm fine with people putting up the roms/emulators for download here. -
General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE
Koozebanian Fazoob replied to Kairi's topic in Archive
60 frames per second, same with almost all 2D fighters and the highest effectively possible on the PS2. -
HnK 101: Ask Prof. Gwyrgyn Blood
Koozebanian Fazoob replied to tianyuan2k4's topic in Hokuto No General
Sorry I totally wasn't watching this forum. :I Anyway, it's basically a gravity glitch yes. Normally the more hits you take, the faster you fall, and the shorter your OTG time. However, for some reason after a certain number of hits, that starts to have issues. The most notable of which is that for some reason, after about 29 hits or so, you can be hit an infinite number of times OTG (which is the hard, rapid bounce state). It's important to note that the number of hits isn't really what is important, it's your air gravity weight. If you debounce someone, that resets their air gravity, which means the number of hits you need to setup the OTG glitch increases. So if you debounce someone after 15 hits, you STILL need another ~29 hits to get OTG bounce state. Even further after that many hits, you reach a state where harder/slower attacks can start to INCREASE your OTG bounce height, suggesting the formula some how wraps around and goes in the opposite direction. To do this you tend to need something like 50+ hits, and then use some slower/stronger attacks to start the high bounce. Mamiya can actually set this up with less than most though, because of her ensnare super. The 'basketball' state is basically combining high OTG bounce effect with the alternate air physics setups. That is to say that some moves change the way air physics work ... most AC launchers do this, Mamiya's Ensnare super does this. In this state, there is no (or limited) horizontal pushback for either character. So if you enter this state while in a high OTG bounce effect, you can essentially 'basketball' the other person by staying in the air and hitting them each time they bounce. -
Part of the problem is that Pote Buster and Slide Head both are escaped the same way... jump or back dash. Slide head is just much more solid in a lot of situations because you can actually use frame advantage with it, unlike Pote Buster where you MUST wait 5-6F after hit/guard stun is already over before you can even attempt it. So for example if you knock down and do oki Giganter, you can slide head for a hard to escape unblockable, or setup for a tick throw which is much easier to escape from. Likewise, why do oki Pote Buster (which can't hit until the 5-6th frame) when you could do Oki Slide Head which can hit on the first frame of wakeup? PB still has plenty of uses in mixups, such as any time you can't get big advantage or force a strong block. But as it has always been, PB is more useful because it is threatening than it is for actually hitting people with. PB also does a lot more damage too, assuming you can get a follow up combo off it. PB also still has the advantage of being fast as hell. With the addition of Slash Back, now you can escape half of anything people throw at you if you have good enough timing.
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General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE
Koozebanian Fazoob replied to Kairi's topic in Archive
For the most part yes. Some moves don't require you to FD though, like most projectile type attacks. Some moves that appear to be in the air also require you to FD (like all dragon punches). You can always check the frame data for specifics.