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Koozebanian Fazoob

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Everything posted by Koozebanian Fazoob

  1. He can reflect non-ground based projectiles with 214A. Don't know about Mamiya's low arrow or Toki's ground wave though.
  2. If you can't get sjc.A B A B D to land, try a normal jump and just do jc.A B D. You won't be able to land the really close follow ups but you'll still be able to get the super.
  3. Check the Kenshiro and Raoh threads in this forum for them. Thouther thread has my list of B&Bs along with the video of them.
  4. Added a few bits about Wallbounce weirdness. Not a lot so far though.
  5. Learning to IAD is really important for everyone in the game, so I'd advise you practice it like a machine until you can do it perfectly. Also learn to IAD from a jump cancel too, like do Raoh's 2C and try to IAD off of it. Also learn to do this: http://www.dragoninstall.com/junk/Raoh-Throw.avi I've been using these setups a lot lately and they are in fact very useful.
  6. That's pretty much the combo of choice, except you want to use 2A 2B 5D CD instead once you can learn the fist cancel for it. If you are too far away, just skip the 2A, it doesn't hit low anyway, it's just fast. Good starters for combos are IAD j.D and IAD j.B really. Standard overhead stuff. Throw is also pretty good since there are some good throw setups to be had. 6B is good against people who block a lot, so is using AB or trying to frame trap with CD charge. For playing on the defensive, always always keep at least one charge stocked. His 623A when charged is an absolutely ridiculous DP.
  7. Big update to the first post ... added stuff to the Startup/Recovery/Pre/Post Boosting sections. The whole 'recover into boost or not' difference between Pre and Post boost is pretty important as it's what lets you do the boost-hopping as well as some other random crazy shit I will probably post later. BTW if you didn't know, despite the fact most supers can't be boosted, you can boost Kenshiro's Zankaiken as much as you want. NOT SO WORTHLESS ANYMORE HO HO!!
  8. Maybe Shin's command throw also breaks the limit?? Or maybe the CD attack only needs to enter the 'charging' state to break the limit?? HOKUTO NO
  9. Okay so what exactly does the charged CD do? Does it just not count towards the limit or does it break the limit too?
  10. Hokoto so crazy Edit: Okay well here's an easy way to test. If BD throw breaks the star limit completely, can Mr. Heart do BD throw infinite 3 times and then do 236236A super to still get an extra star?
  11. Hrm. Well if nobody else does it first, I'll try and check the frame data for that. Of course I'm going to be really busy all weekend. -_-
  12. Can't you do 6K 2S 2H or does the 6K only gattling to 2H?
  13. I think it could probably stand to be a subforum, at least while it remains a hot topic I guess. I guess it could be attached to the Guilty Room?
  14. Well. I think that solves that. Super Flash always really confounds things when it is complicated like in HnK and GG. It's kind of like those negative startup supers in GG that start moving during the super flash. As far as Arcadia saying it's random.. I don't really buy that myself. Probably just discreet differences in timing/setup. Same problem GG has when random shit happens. As for the 1F startup thing ... could be that there is a magic 1F invincibility on wakeup or something dumb like that. Could also be that the Mook is just wrong, OR that they are writing it weird... like the first active frame is counted as part of the startup (as retarded as that sounds, I've seen someone do that before). Right now it's Thouther > Raoh. I play Ken a bit too, but mostly because I love his DP. Fortunately I've gotten better about stocking charges with Raoh so he actually has a DP too.
  15. Eh. I was sick early in the week so I'm going to be working late today and tomorrow. Not a lot of time for HnK I'm afraid.
  16. Toki's counter's are pretty identical to Axl's in frame data. Except Axl's have scaling and you have to use tension to combo off them. Also Axl isn't already retarded to begin with. I mean serious, who designed Toki and didn't immediately see him as a problem? Fast teleports, a throw you can get a wallbounce combo off of, the best IK in the game, a very good projectile, counters... I mean, this is just the obvious stuff.
  17. You can cancel taunt animations, just not immediately. You can cancel a respect at any point. Also you can cancel into a taunt from many normals.
  18. Thanks, I had a feeling it was probably a generic glitch you could do like that. Wallbounce is going to take some time because I still don't understand exactly why the far-bounce state gets triggered.
  19. That's an aerial 214A and yes you can. You don't even need to boost it, boosting just makes it easier.
  20. If they are in the corner you can just use that as part of another combo. Do something like... IAD j.B j.A 214A E |> D 236D > sjc.A B A B D |> 236236A, 236CD Or whatever.
  21. Its just a lot of things. It has a very good hitbox (very far forward and upward), it has a lot of active time, and Juda is incredibly good at making you block things while being able to charge it up. Thouther can use his pretty similarly but obviously not as well. If he sticks out a projectile on your wakeup and you block it late, he will have plenty of time to charge that sucker up to make you eat it. Mamiya tends to use similar setups but uses her AB attack instead.
  22. Do you have any vids of this happening? I'll take a look when I get home, but that sounds to me kind of like that super doesn't have invincibility on the foot or something like that.
  23. I'll probably make a vid of some more of them tonight.
  24. Thouther can do the same thing and so can Jagi. I'm sure others can too, I just haven't screwed around with everyone yet. For extra fun with Jagi try doing f.D 8236A~E 6321463214C
  25. I just sling the thing and then release right before I hit the buttons. Seems to be working for me. BTW, the boosty throw: http://www.dragoninstall.com/junk/Raoh-Throw.avi
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