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Koozebanian Fazoob

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Everything posted by Koozebanian Fazoob

  1. Yeah that's what I was talking about with the hittable box changing going into FDB. I'm pretty sure they fixed that in Slash... they made the flickable box higher.
  2. Uhm, the AI never gets much better really. The AI will cheat in certain situations though, such as in high numbers in survival mode, or the last few characters in Arcade mode. They basically build tension faster, do extra damage, can air dash weird, and some other stuff. But you can't really get a decent challenge without finding another person, no.
  3. Toki is better balanced than #R Eddie, Toki isn't even the only top tier character in HnK. Rei is pretty much on the same level as him, Juda and Raoh frankly are not far enough behind to matter anymore either. No, it isn't. Slash is the same speed as #R. People make this shit up ever iteration and it has never been true. Also, this thread is
  4. I'm pretty sure that's just how the mechanic of the thing has always worked. Now you might note that his hitable box changes when he does the FDB, so it's possible to miss or hit stuff that would not otherwise hit you if you just stood there. I'm fairly certain you could FDB a rocket from behind if you timed it right. You can FDB an EXE Beast which is completely behind you, for example.
  5. Toki's High/Low isn't great but it's got some uses. The better Toki's will use all of High/Low/Throw and frame traps in the same mixup.
  6. You can flick anything that can hit you. That's how the hitbox on the move works. To be more specific, your hittable box while FDBing is the same area of where you can reflect projectiles.
  7. Anyone try Gun Blaze?
  8. 60FPS. I'm not sure about buffer time, but it's definitely longer than 10F after releasing the charge direction. Knowing that [2] 5H 8S is possible and assuming [2] 6H 8S is impossible, then it's somewhere between 10 - 15F.
  9. Yes you can flick Charge Stun Edges, yes to Phantom Soul. No to anything Zappa's ghosts throw.
  10. Modded VS Fliptop doesn't matter with reading burnt disks because the laser is the problem. On some models of PS2 you can recalibrate the laser to work better with burnt media, but then on some models you can't.
  11. It ISN'T throw invincible, but if it was, it would probably say '1-9F invincible against attacks and throws'.
  12. I think any Stick thread you dredge up will probably work. "Opinions on this stick" or any other ones. As for messing up your PS2, none of those things I listed will guarentee your PS2 to get messed up, just that those things put you at a higher risk of developing issues. Kinda like how smoking doesn't 'cause' lung cancer.
  13. Clicking is trouble reading the disk, which can mean a bad laser, bad disk, or something screwed up with the assembly. Assuming you have a fatty, that little white disk in the assembly that sits on top of the CD when it's spinning is really sensitive. If you got one with your fliptop, take it out and put in the one from your original drive cover. That fixes issues for some people. Sony drives are made like shit unfortunately, which is why there are so many issues with it. As a rule, here are things not to do on a PS2: - Play moves on it (Seriously, this can mess up the laser. That's how bad Sony's hardware is) - Play burnt media on it (Any form of burnt disk can fuck up the laser) - Set it on a carpet (It screws up the ventilation)
  14. I didn't check the vid yet, but off hand, is he just RCing the summon attack? If you RC that, no summon comes out so you can just do it again to get another 3 orbs. Easy way to get Raoh out. Edit: I watched the vid and that's what he's doing.
  15. I'm pretty sure Toki has a powerful 2D-less version of his throw combo that will still do ~75% life. Fixing Toki is pretty much just a matter of making his 623B teleport have more recovery. That weakens his rushdown and his combos.
  16. I'll be at NE but I'll probably be playing Venom at the time. My Pote is seriously out of practice right now, it's kinda sad. Gonna try to brush up this week if I can.
  17. A ton of threads and posts have been pruned from the HnK forum before, whereas maybe 4-5 posts have been deleted from the Melty Blood thread ever.
  18. I think that's a glitch though, because you aren't SUPPOSED to be able to negative edge normals. It might be some weird compound glitch or something, because it really doesn't make sense. But a lot of people have noticed odd input glitches in Slash so honestly I wouldn't really put a label on what the problem is yet.
  19. No he can't. If you time the sj.S late enough that it tags him and you recover within the first few frames of his recovery, you can at least throw a 5P safely. j.S = Level 3, instant block Lv3 = 10F guard stun. Assuming j.S recovers within the 3rd frame of Sol's wakeup (which is correctly timed to avoid getting hit by the VV anyway), that gives you +7F advantage on landing, which is enough for any of 5P, 5K, or 2K. Practically though, that's pretty tight on either player's part. But j.S |> 5P is pretty safe and easy to time (assuming you can hit the 1-3F window on Sol's wakeup, you can have 2-4F timing for the 5P, which isn't that hard). Other than those though, he can VV you if you try to PB or anything slower than that, sure.
  20. It's not that you are or aren't in an airborne state. When you leave the ground, certain variables can get set. When you start a normal jump, the game sets numbers that says "okay he can double jump or air dash # number of times now). Those numbers get cleared when you land on the ground or otherwise enter a neutral state (like when you don't gattling your combo). What that means is that if you start a jump but cancel the startup into something else, those numbers got set but you didn't jump. Hence a jump install. Certain moves have the same effect as jumping in that they set you as able to double jump or air dash when you do them. These moves are the ones that auto-jump install for you. There is no rule as to why certain moves do or don't auto JI for you, it's just how the developers set them up. Yes, it's a common problem. I don't honestly know what causes it yet but it is possible that the way input is read in Slash has changed slightly and this problem is now slightly more apparent than before. But chances are also as good you are double tapping the normal with your finger. Either way, you can get around it by holding down the buttons when you do an FRC, and then letting them go after that. You also might find using a different set of buttons to FRC will help. I use P+K+S a lot for certain moves that give me grief (Gunflame FRC does this to me all the time).
  21. Well, maybe if you cause the game to lock up you forfit the match? That seems like a reasonable method to me... if you do it right, you win the round. Botch the job and you hold up the tournament and lose.
  22. I disagree about Ken being hard to use personally. SAFE DP ON WIFF LETS GOOOO
  23. Only surprized here is that Mamiya isn't B yet, or Thouther not D and Jagi E.
  24. Throwing during stagger is a legit combo though, unlike air throwing during tech which is a weird glitch thing. Combo meter not resetting in general is just a glitch. It happens in a lot of games and in a few other places in GG, but they are obscure glitches that I don't remember.
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