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Koozebanian Fazoob

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Everything posted by Koozebanian Fazoob

  1. PoScrub- That venom page expired before I got to download it I think. Can you post it again? I updated Ky and Testament now.
  2. I was thinking the AIM/MSN/Etc icons could also be moved to the bottom row with the 'status' and other things, but I'm thinking it might get a little crowded down there. I'll toy around with it when I get the chance ... Seriously WTF is Skype?
  3. Hrm ... usually you at least get an aura stock just by doing a loop. On the chance you don't have any, I don't think there's a whole lot you can do. 236C and CD are used to end the non-bounce loops but you usually use those in the bounce loops so there's no real reason to use them again. I guess if you could find a way to snake a 623A in there that would work. Better yet, maybe just get your last hit in and do a 214C. The generic loops I'm using right now are: 2B 2B 236CE 6CDE 6, 2C D 236D > IAD j.C |> 236D > IAD j.A |> D 236D > IAD j.B |> 236236A CD 6, 2C D 236D > IAD j.C |> 236D > IAD j.C |> 236D > IAD j.A |> D 236D > IAD j.B |> 236236A I need to expand a bit more on those but they are pretty reliable and not that hard for me at this point. I can also do the special boosty follow up but I haven't managed to get 2 beam supers to connect quite right. And even still they don't seem to add up to nearly 100% ... think I need more IAD j.C reps or something?
  4. Avoid 623C when you can. It's mostly used to build meter or break guard. Target combo you want to shoot for is 2A 2A 2B D CD 6 ... that will take them to the wall where you can proceed with debounce and rebounce-debounce buisness. But to answer your question, it depends on what you want. If you haven't yet gotten a star from AC > 214D yet, you can aim for that. Shortest setup (best if you have a large number of hits) is just 2A c.D(1) AC > j.A 214D. If you don't have that many hits you can also do 2A 2B C 2C AC > j.A 214D. If you have de-bounced someone from the wall, you generally want to do 2A 2B C AC ... it is very stable and launches high. If you don't need the star, you can short cut it a little if you want. You can do 2A 2B C 2C > j.214D instead. The differences between launching with 2C, AC, 2C AC are all kinda weird. Just play with them for a while and you'll see what I mean. Generally you can just be pretty genericly save and always use 2A c.D(1) AC > j.A 214D as that's pretty universal.
  5. It hasn't changed from the arcade version, you are either doing the combo wrong or missing the timing on it.
  6. What you are supposed to do is after a wall spike, you launch with 2A D AC and then jump back and do j.D 214D. This will move you far enough away from the corner to do the combo properly.
  7. First post updated. I'll try to get around to uploading the newer HTMLs when I can. :x
  8. I believe that combo is character specific actually. Only works on some characters ... I can see about who it does and doesn't work on sometime. :x
  9. Weekends don't count as buisness days and I think I took UPS Ground shipping, which is anywhere from 2-5 days usually. So ... could be anywhere from Tues-Friday.
  10. NCSX doesn't ship until Friday so ... I won't have it till late next week at best.
  11. Combo system is pretty simple coming from GG. Things to keep in mind that are different from GG: - You don't tech faster as you take more hits in the air, you just fall faster. - Wall bounce is a special state... if you hit someone while they are bouncing, they'll just bounce again. - You can't tech wall bounce or OTG at all. Mid screen no boost B&B: f.D 236D > jc.C, j.D |> D 236D > sjc.A B A B D |> 236236A Sounds complicated but just do it once piece at a time and it's not hard. Things to note are that Ken's f.D and c.D look pretty similar but the f.D seems to have more hitstun, so you need it to get the 236D to connect right. Also, f.D will miss on ducking people so this doesn't work on them (is WILL always work on Heart though). For the jc.C, j.D ... you just jump and then do them one after another very slowly. You can also sometimes do IAD j.C but I don't really like that one as much. On duckers: 2B 2B 2D 623B or 2B 2B 2D 236236A, 236236A With 1 boost: 2B 2B 236CE 6CDE 6, 2C D 236D > IAD j.C |> D 236D > IAD j.A |> D 236236A That's a really shitty version of the basic corner loop with Ken. It's the easiest version though and it pretty much works on anyone.
  12. All options are: H = High Block L = Low Block A = Air Block F = Faultless required for air block All = Anything works -/None/Unblockable = Uh oh
  13. MAS is very large and heavy yes. They double as step ladders and seats though which can be helpful at tournaments. Happ is not AS good for wiggling. The Sanwa sticks are just much lighter and have a smaller range of motion which makes them better for that job. I can see that making a big difference with VF. US arcade machines almost universally use Happ or Happ knockoffs. Tekken 5 machines use Sanwa or Sanwa knockoffs. Restoring Force is the force a spring exerts to return itself to a neutral position.
  14. Uploaded system data weee
  15. Uploaded, and I noticed at the top of Pote's it says 'Potemkin Name'.
  16. Pote and test were uploaded. Pretty much lost use of my right hand for the time being. I'd try to finish May's HTML if I could.
  17. The main choice you have is between Sanwa or Happ parts. Sanwa are the lighter fluffier Japanese types of sticks, Happ are the bigger beefier US style parts. Sanwa Stick: - Very light, very easy and fast to wiggle with (very useful for Virtua Fighter). - Short distance to activation. - Stick always returns to neutral when released. - Usually come with a square gate, better for finding diagonals. Octagonal are possible too though. - Requires a smaller mounting piece and has less internal mechanism so you can make MUCH smaller sticks with them. Sanwa Buttons: - Big hittable area. - Don't 'click' at all, requires less force to hit but has less restoring force. Worse for mashing 'claw' style. Happ Stick: - Typically heavier and always bigger. Has a variable spring strength so they can still be pretty light. Not so good for wiggling. - Short distance to activation, varies depending on the type of Happ stick though. - Due to stronger spring, if you let go of the stick while holding a direction, it can bounce back and forth a bit and activate the opposite direction (just hold onto your stick and it's never a problem). - Circular Gates are pretty much standard. Generally better for 360 characters. - Needs a thick mounting piece and is fairly large internally, so sticks will be larger. Well made Happ sticks can be used as a weapon in times of need. Happ Buttons: - Smaller hittable area - Clicky. Makes a noise when you activate them. Best way to figure out what you want is to try other people's stuff. I own one of each and go back and forth now and then. I have found lately that Happ sticks are better for me because I try and roll motions TOO fast and end up missing directions and messing up moves. An easier roll and stronger spring works in my benefit in this case. Hori sticks use knockoff Sanwa style parts. Some Horis are better than others... the Fighting Stick is absolutely terrible so do not get it. Real Arcade Pro is good if you get a real version and not the inferior Tekken 5 type. MAS sticks are very good but expensive and VERY large and heavy. It's possible to make a much smaller Happ stick yourself. Either kind of stick custom made will run you anywhere from ~80$ (if you do it yourself) to 200$ (if you buy one premade). Most people who will custom make you one charge in the range of 150$ or more.
  18. You mean if you break someone's normal throw, can you follow that up with PB? Chances are there is throw invincibility after a throw break, so probably no. Or at least it wouldn't be guaranteed.
  19. Template file is in the first post of the thread, go ahead and do I-No as I haven't touched her at all yet. My hands are still not doing so well right now so I'm not making much progress on anything.
  20. Still, 2S is a good tool VS characters like Axl, so being able to poke out with 2S Slide Head and get a decent combo for it would really turn the match to Pote's favor.
  21. I'm not sure but I think Slide Head's far knock down effect only hits people who are very much on the ground. You'll notice that even some people can stand over it. Only the close hit of Slide Head hits against air. That's as far as I know though. Random question, does CH 2S Slide Head combo, and then can you combo off of that?
  22. Quick note, adding a <br> in the Level column for Dragon Install: Sakkai really helps out the spacing on that one. Also <br> for the Tension for that move helps shrink that column back to normal size. You can also cut the 'during' stuff out of the command column and just write: <td> - D </td> like that, and then specifically mention you can cancel to that move from the previous move. It saves a lot of column width which is needed for the move names. A slightly smaller 'Omega' image might help a bit too. I've changed the css to have a slightly smaller font in the tables. Let me know what you think of it. I think it really helps with long move names and such. If you think it makes the font too small, I can probably just create a small class for names that are too long instead. But it seems like a slightly smaller font helps a lot.
  23. Well like I said, the Mook was wrong for #R and I was pretty sure it didn't get slower for Slash. So it possibly was wrong for Slash too if it said 4F startup.
  24. I use 2HS FRC for retarded gimmicks too. Wiffed 2HS FRC Hammerfall. Good to bait counter attacks. Also lets you 'poke' with 2HS more safely.
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